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Author Topic: Two questions (but one, really) regarding a "Sprite Mod"  (Read 1228 times)

Waterfall

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Two questions (but one, really) regarding a "Sprite Mod"
« on: July 12, 2011, 01:47:34 pm »

1. Is the definition of a "spritemod" one that is compatible with vanilla?
I had an idea for a spritemod where I would draw up a ton of different spy stab animations (Pulls out a sword, Shoryuken, TF2 spy taunt, Falcon Punch, etc.), and then have a random animation appear every time a spy stabs. Naturally, this would require some coding outside of simply replacing the sprites. Would the mod still be just a "spritemod"?

2. Anybody here willing to cooperate with me and handle the coding?
If making an "animation loadout" (a menu where one can customize which animations the spy will/will not randomly exhibit) is within your power, please post here.
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Haxton Sale

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Re: Two questions (but one, really) regarding a "Sprite Mod"
« Reply #1 on: July 12, 2011, 01:53:04 pm »

Yeah, spritemod has to be compatible with current official build.
Anything that isn't counts as non-sprite mod.

As for cooperation, try making "Official Haxxy Cooperation Thread" or something in General Chatter or General GG2 discussion.
« Last Edit: July 12, 2011, 01:53:21 pm by Elkondo »
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Ignis

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Re: Two questions (but one, really) regarding a "Sprite Mod"
« Reply #2 on: July 12, 2011, 02:01:02 pm »

I'm also curious if something like KZ's Sci-fi mod would count as a pure spritemod.  Clearly there is coding done outside the normal Vanilla game (ie Gordon's suit talks), but it's still compatible, so...is it technically a spritemod or "real" mod?
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replays suck, use demos
demos are only good for setting traps, use soldier if you want to be aggressive and still have explosions
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Waterfall

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Re: Two questions (but one, really) regarding a "Sprite Mod"
« Reply #3 on: July 12, 2011, 02:01:51 pm »

In fact, he DID answer my question

Yeah, spritemod has to be compatible with current official build.
Anything that isn't counts as non-sprite mod.
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Haxton Sale

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Re: Two questions (but one, really) regarding a "Sprite Mod"
« Reply #4 on: July 12, 2011, 02:05:26 pm »

I'm also curious if something like KZ's Sci-fi mod would count as a pure spritemod.  Clearly there is coding done outside the normal Vanilla game (ie Gordon's suit talks), but it's still compatible, so...is it technically a spritemod or "real" mod?
Good point, actually. I'd say sprite mod, as it doesn't really add any features that alter the gameplay.
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