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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360787 times)

RebelINS

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Re: INSmod | Version 1.22 ex | Vein is so free to thread title baits.
« Reply #3240 on: June 16, 2012, 04:12:31 pm »

INSmod Expansion v1.23 - https://dl.dropbox.com/s/lhke7fihnvro0w0/Gang%20Garrison%202%20INS%20mod%20Expansion.exe?dl=1
Version 1.23 changelog:
(click to show/hide)

I'll be hosting.
« Last Edit: June 16, 2012, 04:18:07 pm by RebelINS »
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AcidLead

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3241 on: June 16, 2012, 04:21:56 pm »

turbo boss
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fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

muse

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3242 on: June 16, 2012, 04:31:54 pm »

for Bard the M1 and M2 inputs are mixed up in the description
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3243 on: June 16, 2012, 05:37:21 pm »

yeah i haven't switched any descriptions yet. sorry for any confusion.

I forgot to set a respawn timer lol. Hope everyone enjoyed my hosting. I'm going stop at 6:45 pm EST, or whenever the last map ends at around that time.

(click to show/hide)

Yuko

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3244 on: June 16, 2012, 05:45:42 pm »

Fear the Chryssalid. Also why are 95% of this game's classes able to spam keep-away bullshit and do well
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3245 on: June 16, 2012, 05:51:20 pm »

chryssalid isn't a rushdown class. You're supposed to abuse the passive invis + object invis and pick off weakened enemies. I would say tdm_bunker is its best map.

The 0 second respawn probably made it seem like the spammy classes were a lot more effective than they actually should be. I apologize for not fixing the respawn time; I had it that way by default for testing purposes. :P
« Last Edit: June 16, 2012, 05:53:04 pm by RebelINS »
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Yuko

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3246 on: June 16, 2012, 06:00:56 pm »

He's more fun when it's basically killing floor and you're the patriarch and I can actually do moderately well that way. But yeah, I see what you mean.
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Vein

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3247 on: June 16, 2012, 07:59:25 pm »

Hosting til it crashes.

Edit: There is a bug with the Redmage (lucky it doesn't crash the server) were if he stacks a spell on himself or a target, it doesn't let him cast/attack anything at all anymore.
« Last Edit: June 16, 2012, 08:04:50 pm by Vein »
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Vein

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3248 on: June 16, 2012, 08:08:35 pm »

The effects that the Bard give feels way too short.  It doesn't really give you enough time to take advantage of any of it.

Edit: Bug with Argagarg in which if you spam the Q and press either m1 or m2, you get this error.
Code: [Select]
___________________________________________
ERROR in
action number 1
of  Step Event
for object MeleeHitbox:

Error in code at line 21:
       x=owner.x;
               ^
at position 14: Unknown variable x
« Last Edit: June 16, 2012, 08:16:22 pm by Vein »
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Spreadfire

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3249 on: June 17, 2012, 11:43:28 am »

I'm going to attempt hosting this mod 24/7 in the hopes that this will increase its publicity. However, I cannot guarantee high quality hosting.
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3250 on: June 17, 2012, 12:29:55 pm »

how does 7 second buffs sound for rdm/bard?

Vein

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3251 on: June 17, 2012, 12:44:33 pm »

Your adding 7 additional seconds are you setting it to 7 seconds?

7 seconds still seems a little short (thinking somewhere around 10-15 seconds), but I guess it is okay as long as the effects are non-stackable.
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Killah Zillah

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3252 on: June 17, 2012, 01:04:40 pm »

I've said it before and I'll say it again. Vault Boy is the most OP thing in existance.

In other news, a server with remarkably low ping somehow lagged even though my movement was barely hampered at all. There were occasional lagspikes (I'm assuming from Spreadfire watching the match for a couple seconds, there would be random moments where I'd be teleporting all over the place), but there was something strange. As I said, everything LOOKED just fine on my screen, but somehow a normal Scout managed to shrug off 3 direct collision Dante grenades and a Devil Trigger dashcut. When I saw that, I just had to go WTF. Normally when I lag, the framerate drops, I miss jumps and get stuck against walls, but somehow everything looked fine (except for the lagspikes) but I was obviously lagging.

Since the person I was playing against was being ungraciously good (:z5:ing after every kill, spintaunting, etc), and since I was inexplicably lagging (despite having none of the visual traits such as sliding around, invisible bullets or teleporting), I just gave up. I wasn't having fun against the only other opponent and I was lagging so bizarrely that I couldn't do anything against him.

It's so weird.. even when everything looks alright in INSmod, I'm still somehow lagging. I'm FINE in GG2, I even used to be fine in the original builds of INSmod, but somewhere along the line it just became unplayably laggy for me, even on a server that has low ping for me. Maybe my PC is just too old to play it? Maybe all those classes and such are too much for it to handle at once? I have no idea..

Vein

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3253 on: June 17, 2012, 01:19:06 pm »

That kind of thing happens in normal gg2 too. Were as a Rocketman, I hit a Runner 4 times with a rocket and he still miraculously lives.  I miss and the rocket is still travelling and acting normal but like 1 second later the Runner would gib.  This sort of thing usually only happens when playing against a host tho. And even more so if that host is a Runner.
« Last Edit: June 17, 2012, 01:19:55 pm by Vein »
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Killah Zillah

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3254 on: June 17, 2012, 01:31:01 pm »

That kind of thing happens in normal gg2 too. Were as a Rocketman, I hit a Runner 4 times with a rocket and he still miraculously lives.  I miss and the rocket is still travelling and acting normal but like 1 second later the Runner would gib.  This sort of thing usually only happens when playing against a host tho. And even more so if that host is a Runner.

But Spreadfire wasn't playing, it was someone named Runnersomething, I can't remember the exact name. Spreadfire did join for about ten seconds, but left when I explained that it creates extra lag for the server when the host plays and their computer isn't sufficiently awesome to handle the added stress. Still, isn't it strange that I've had unplayable lag every single time I've played in the past couple months? It could be coincidence, but as I said, I got very low ping on Spreadfire's server and I was still experiencing the lag you were talking about. I was lagging so hard that for a second, I thought Rebel might have weakened KZ's pistol because I unloaded an entire magazine of Sig into this random scout and he never died. The ENTIRE thing hit him and he didn't die, even though he wasn't the host.

Maybe it was the hosts' roomie playing on another computer in the same house?
« Last Edit: June 17, 2012, 01:34:19 pm by [PHS] Killah Zillah »
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