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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360924 times)

Stonetribe

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1065 on: October 04, 2011, 07:46:03 pm »

Hey guys guess what? I'm not dead!
I'm also hosting, at least I think I am...
Nevermind, my internet decided to take a dump on me.
« Last Edit: October 04, 2011, 07:50:04 pm by Stonetribe »
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AcidLead

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1066 on: October 05, 2011, 09:33:49 am »

I might host in a few.

I need to fix Serious Sam on my new computer. It's SUDDINGLY rejecting the video drivers :S, so if I'm not going to be using my lappy...



Edit: Not working today. I feel my experiments in port triggering may be fouling up already /:(

so unless INSmod uses some other port than GG2, I think I'm done with triggering for now
« Last Edit: October 05, 2011, 10:30:32 am by AcidLead »
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/Furious\

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1067 on: October 05, 2011, 02:58:43 pm »

so unless INSmod uses some other port than GG2, I think I'm done with triggering for now
same port, i just used the guide they have here and had a pretty easy time with it, just gotta remember your router info is all
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1068 on: October 05, 2011, 04:33:45 pm »

I didn't change any of the networking from the 2.2 version it was built on. If you're having problems with forwarding ports, that's your own issue.

(click to show/hide)

AcidLead

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1069 on: October 05, 2011, 07:57:37 pm »

I didn't change any of the networking from the 2.2 version it was built on. If you're having problems with forwarding ports, that's your own issue.

(click to show/hide)
hey I'm trying to do port triggering, it's getting to be a pain to do anything and I'm too lazy to turn off automatic IP
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Orangestar

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1070 on: October 06, 2011, 01:26:13 am »

what IS port triggering anyway?

Machidro

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1071 on: October 06, 2011, 01:31:53 am »

what IS port triggering anyway?

It's when you take a rifle, point it at a dock, and pull the trigger.

It's become a popular sport among children nowadays, akin to mailbox baseball.
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Orangestar

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1072 on: October 06, 2011, 01:38:08 am »

what IS port triggering anyway?

It's when you take a rifle, point it at a dock, and pull the trigger.

It's become a popular sport among children nowadays, akin to mailbox baseball.
hue hue hue

you don't think i've seen my router's page have you

AcidLead

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1073 on: October 06, 2011, 04:38:37 pm »

basically fort porwarding but it finds the IP of the instigating machine
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1074 on: October 06, 2011, 08:03:56 pm »

What are your guys' opinion on Deck_16 and Bunker?
Even if it is just about how it looks. I don't think we've hosted a big enough game to judge how it plays with 8 or more players.

Machidro

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1075 on: October 06, 2011, 08:11:50 pm »

What are your guys' opinion on Deck_16 and Bunker?
Even if it is just about how it looks. I don't think we've hosted a big enough game to judge how it plays with 8 or more players.

No one knows when its hosting is the problem, so testing is very difficult.

MedO implemented the mods lobby, so once the next build hits you should be in the clear.
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Starky

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1076 on: October 06, 2011, 10:02:08 pm »

How dose that electricity trap work in bunker?
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Lemonade

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1077 on: October 07, 2011, 04:26:28 am »

What are your guys' opinion on Deck_16 and Bunker?
Even if it is just about how it looks. I don't think we've hosted a big enough game to judge how it plays with 8 or more players.
Deck 16 : Pretty balanced. The elevators are a bit wierd but they don't really matter during the matchups. If they were more like real-life elevators (closed "rooms" etc) I think they might look less out of place. Dunno.

Bunker : Needs some minimaps to be integrated within the real map (control panels or something). You can wander around for quite some time to find other players- allies or ennemies. Some of the traps encourage camping and slow down the game. An ennemy player standing close to the electric trap panel will make others hesitate and guarantee an escape. Besides, the panels aren't very visible.
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AcidLead

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1078 on: October 07, 2011, 08:56:36 am »

If they were more like real-life elevators (closed "rooms" etc) I think they might look less out of place. Dunno.
Judging by your qualm they probably look very similar to the actual UT counterparts.
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1079 on: October 07, 2011, 12:19:10 pm »

Bunker is definitely meant for larger games. closer to 6v6. If you're playing with only a handful of people, deck_16 is a better map to play on.

The elevators in deck_16 are supposed to just be simple platforms. Closed off rooms would make sense in a office building type map, but it would slow down the flow too much.
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