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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360888 times)

Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1005 on: September 26, 2011, 09:17:29 am »

My step 1 is: fuck this this is boring. on a related topic, i may have figured how to make blm again. c:

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1006 on: September 26, 2011, 09:45:56 am »

the difference between high school and university is that I'm paying out of my own pocket just to be there. so it's not in my best interest to screw around. that and high school is a joke.

don't worry though, I'll have plenty of time to work on this in between schoolwork whenever I have a chance, reading week (sometime in february), winter break (december), etc

Yuko

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1007 on: September 26, 2011, 03:45:23 pm »

Hey guys, here's a one-step plan to show him that working on it is worthwhile:

Actually play. How long has it been since any of us have ever played? I'm gonna host later on today.
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Orpheon

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1008 on: September 27, 2011, 01:26:24 pm »

Hey guys, here's a one-step plan to show him that working on it is worthwhile:

Actually play. How long has it been since any of us have ever played?
Actually, I play every 2-3 days with friends on school LAN. Mods stay alive a lot longer then they appear to be.
« Last Edit: September 27, 2011, 01:26:36 pm by Orpheon »
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Yuko

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1009 on: September 27, 2011, 01:34:30 pm »

Well, I'm gonna host now anyways, so let's have a lil' fun!

EDIT: I need to test a map at the same time, one sec, let me add moveboxes, spawns, etc in garrison builder.
« Last Edit: September 27, 2011, 01:37:29 pm by Yuko »
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1010 on: September 27, 2011, 04:22:32 pm »

I only have 1 hour of class tomorrow (Wednesday), so I'll see if I can pump out version 1.05 then.

However, I haven't put much thought into the flame/lightning trap entities for tdm_bunker in a very long time. If it comes down to it, I'll release it without those features for the time being. I'd rather get the new version out so people can enjoy/test out team deathmatch.

AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1011 on: September 27, 2011, 10:17:06 pm »

I only have 1 hour of class tomorrow (Wednesday), so I'll see if I can pump out version 1.05 then.

However, I haven't put much thought into the flame/lightning trap entities for tdm_bunker in a very long time. If it comes down to it, I'll release it without those features for the time being. I'd rather get the new version out so people can enjoy/test out team deathmatch.
rebs u coo
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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1012 on: September 27, 2011, 10:36:22 pm »

I only have 1 hour of class tomorrow (Wednesday), so I'll see if I can pump out version 1.05 then.

However, I haven't put much thought into the flame/lightning trap entities for tdm_bunker in a very long time. If it comes down to it, I'll release it without those features for the time being. I'd rather get the new version out so people can enjoy/test out team deathmatch.
rebs u coo
i wish i was that cu
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AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1013 on: September 27, 2011, 10:42:14 pm »

He's not taking an original map idea, in fact I dunno if he ever takes any suggestions. He's converting the Conker's BFD map to INSmod version.

Coincidentally, I never died by the trap because the bots were to busy killing me with the sniper rifle.
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fire at cyberdisc
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1014 on: September 27, 2011, 10:45:12 pm »

I'm not taking suggestions. I already know what I'm doing.

Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1015 on: September 27, 2011, 10:49:41 pm »

Dammit, now I want to know how to add custom entities to a map. How do I do so, rebel, I want to demake gm_losttemple.
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1016 on: September 28, 2011, 08:02:16 am »

1. Code the new objects you want for the map and make it so they work normally
2. Insert the map you want them in's background and wallmask
3. Set up the corresponding entities
4. Create a room as the map and load up the wallmask-ed background object
5. Insert the generic entities
6. Insert the new entities
7. Modify the scripts that define the default map rotation

Ta-daa. It's a bit of work if you haven't done it twice yet, though.
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1017 on: September 28, 2011, 10:18:26 am »

Coding so the entity works means going into the source, and literally coding it.

The other parts are just steps to add internal maps which requires a wallmask.

Changing the parts to add the map into the default rotation is just adding/changing a few lines in game_init(), so it is recognized as an internal map, and not one that was downloaded.

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1018 on: September 28, 2011, 10:49:52 am »

Yes that would have to be synced. Basically, serializeState() and deserializeState() call event_user(12) and (13) respectively.

I don't really feel like explaining basic GG2 modding 101; just check the source of 1.05 when I release it.

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1019 on: September 28, 2011, 09:41:52 pm »

I promised 1.05 today, so here it is:

Changelog (version 1.04 -> 1.05)
General:
- adds Team Deathmatch mode
  - added a fraglimit setting in the host options. I recommend 50 for medium sized games, and 100 for large games. 255 is the max.
- adds two internal maps, tdm_deck_16, and tdm_bunker
  - Deck_16 features elevators, healthkits, and acid
  - Bunker features (primitive) lighting, healthkits, flame traps, lightning traps, and no attack zones (the bathroom)
- added an extended controls option:
  - allows you to change Tertiary (Q), Action (spacebar), chat window 4 (V), and the four hotkeys (1,2,3,4)
Classes:
- added Shoryuken attack for RebelINS. Down+M2 while on the ground (protip: you can do it from wallslide as well). It requires 40 energy, hits multiple times, and has some invincibility on the starting few frames
- added air dash for Dante. Press Space in the air. It uses up his double jump, so you can't do it after a double jump. It's very useful for being unpredictable, and creating massive momentum pistol shots.

Enjoy folks.

Edit: If you guys want custom map support for team deathmatch, just holler.
I might have uploaded a wonky version lawl
updated
« Last Edit: September 28, 2011, 11:18:53 pm by RebelINS »
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