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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361334 times)

Derpduck

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2100 on: February 25, 2012, 05:32:25 am »

looks nice.
Could you ZIP this version please?

Lemonade

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2101 on: February 25, 2012, 08:50:20 am »

That's not a map.
That's art.
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i already have a pet that follows me around 24/7
it's called  :z4:
you may have seen it

RebelINS

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2102 on: February 25, 2012, 12:47:00 pm »

it's a work in progress. You can expect something between deck_16 and bunker level detail.

Sentry

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2103 on: February 25, 2012, 02:48:34 pm »

You've discouraged me to finish my map
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RebelINS

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2104 on: February 25, 2012, 07:45:39 pm »

You've discouraged me to finish my map

Stick with it bro. Plan out where each entity and stuff is and I'll integrate it all in. Think about how awesome it will be when you do finish; your map will be played by everyone because of the shallow map pool. lmao
8D

Dusty

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2105 on: February 25, 2012, 07:55:40 pm »

I really need to make that map editor don't I?

RebelINS

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2106 on: February 25, 2012, 08:04:47 pm »

That would be cool.

Sentry

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2107 on: February 25, 2012, 08:44:26 pm »

Actually, I think I was more discouraged about how bad the wm is, and how I need to redo it. I think the art is the least of my worries, since I can do that in a days work.
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CrazNoDale

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2108 on: February 25, 2012, 08:51:14 pm »

Actually, I think I was more discouraged about how bad the wm is, and how I need to redo it. I think the art is the least of my worries, since I can do that in a days work.
You should inbox him what you have done so far, and I'm sure he will give you some expert advise. :)
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RebelINS

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2109 on: February 25, 2012, 09:03:15 pm »

I'm not really an expert map maker, but yes I can give you advice about the wm, especially in the context of the mod; some characters need extra thought on how they can abuse the terrain. For example, a shit load of crates/platforms gives Chryssalid a big advantage. Open areas can get abused by Mojo mecha, Shepard. Smaller rooms with platforms can be abused with snare bites. Things of that nature.

Dusty

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2110 on: February 25, 2012, 09:44:20 pm »

Actually, I just thought of something. I thought that a map editor for INSmod would've been bad because you couldn't have custom elevators or hp pickups. But if gg2 can download one file, could it download more?

RebelINS

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2111 on: February 25, 2012, 09:55:00 pm »

hp pickups are possible because I can just use the sprites that I already have. Can't do elevators unless I restrict it to only the sprites that are in there.

Dusty

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2112 on: February 25, 2012, 10:19:03 pm »

But if gg2 can download one file, could it download more?
Perhaps I should've said image

RebelINS

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2113 on: February 25, 2012, 10:23:03 pm »

It might be possible for me to code it similar to the map downloading from server function, and then plug whatever that sprite is as the sprite for the custom entity.

It's a lot of work just to have working custom elevator support. The only thing I really want to worry about right now is neutral spawn, neutral spawn zone, health pickup and drop down floor support. Those are essential in creating custom tdm maps.

Neurion

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Re: INSmod | Version 1.07ex; Who fix da bugs? Beyonzo.
« Reply #2114 on: February 26, 2012, 05:59:56 pm »

Wow massive backlog for this thread, did a quick search for "tertiary" and found no mention of what I'm seeing, so here I go.

It would appear that weapons' tertiary fire functions are constantly being triggered.  While testing the Medpack functionality I had coded for Kayzee, I found that I did not need to press 'Q' to administer medpacks to my allies.  If I so much as brushed against a wounded ally, the function would automatically go off.  I'm not sure if you've noticed this yet, as I don't think many classes have tertiary attack functions coded for them.  Anyways, I delved into your code, looking for what calls the tertiary fire function, and think the problem may lie around line 161 of the Begin Step event for the Character object.  Whenever the if-block it's in returns false (which is pretty damn often), the Tertiary event occurs.

If you want help figuring out how to stop this, I'm willing to give it a go, but for the time being I wanted to point out what I had encountered.

edit: Disregard all that, that was only from a cursory inspection of some of the code and the assumption that the User Defined 3 event of weapons was triggered by the Q key.  Apparently the function runs much much deeper than that and involves specific commands and the inputBike script.  I don't really want to delve too deep into what you've written and make changes to it, so I'm going to leave my code for Kayzee's medpacks where it is (in User Defined 3) and allow you to figure out where it needs to go and how things need to be done.  What's the purpose of User Defined 3 anyways if not the tertiary fire function?
« Last Edit: February 26, 2012, 06:13:29 pm by Neurion »
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