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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360782 times)

Dronery

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3255 on: June 17, 2012, 01:57:24 pm »

After casting a specific number of spells red mage cannot Attack or Cast spells whatsoever.
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3256 on: June 17, 2012, 02:58:45 pm »

After casting a specific number of spells red mage cannot Attack or Cast spells whatsoever.
I'm aware of this bug, and it will be fixed posthaste (along with some buffs).

K-Z, it sucks to hear that you're having issues playing the mod. I'm pretty sure those are hardware related problems. I was able to play in a 4v4, 0 second respawn last night without any problems. When the screen starts to fill up with shit, it slows down slightly. My laptop has a 2.3 ghz i5 processor, 6 gigs of ram and a gt 540m (laptop graphics card that's pretty decent).

I might record some more gameplay footage of myself with commentary so you can get some enjoyment out of the mod.  :drool:

Dronery

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3257 on: June 17, 2012, 05:05:34 pm »

Argagarg's Water Elemental can go through some spawndoors.
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Footpöp

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3258 on: June 17, 2012, 05:17:42 pm »

to add to that, tassadar can use its forcefield to push himself into spawns
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Spreadfire

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3259 on: June 17, 2012, 05:40:27 pm »

Rehosting.
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Dusty

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3260 on: June 17, 2012, 09:58:14 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?

The host has to run the game to play though.
Unless they had it running under the name "Server" that is.

Killah Zillah

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3261 on: June 18, 2012, 04:12:12 am »

]I'm aware of this bug, and it will be fixed posthaste (along with some buffs).

K-Z, it sucks to hear that you're having issues playing the mod. I'm pretty sure those are hardware related problems. I was able to play in a 4v4, 0 second respawn last night without any problems. When the screen starts to fill up with shit, it slows down slightly. My laptop has a 2.3 ghz i5 processor, 6 gigs of ram and a gt 540m (laptop graphics card that's pretty decent).

Don't get me wrong Mr. Rebel, I wasn't saying it was your fault that there was a lot of code and you should change that (you can't), I'm just saying that it looks like I'm unable to play INSmod without lagging in some way anymore.. I've got a good (or at least not 1999 era) video card that can handle the display side of the equation so to speak, but it seems my processor cannot handle all the code this game involves. For example, Halo mod has full screen sprites, three times the amount of sound effects, higher quality sound effects, higher quality sprites, alpha channel effects all over the place and a large amount of things moving in all directions on the screen at all times, but it doesn't break my PC at all to run it because my video card can handle that stress. I really wish I could get a new compy, I miss INSmod and my trench coat clad doppleganger...

The host has to run the game to play though.
Unless they had it running under the name "Server" that is.

It's a good idea to minimize the game when you're hosting so your video card doesn't have to draw energy to display the players and thus can devote more power to simply running the code, so to speak. It's the reason why that server mod I saw a while back had zero sprites or backgrounds, merely code and collision masks to make it more energy efficient. At least that's what I read, and the fact remains that each time the host was observing or playing the game, there were lagspikes. It's also the reason why I can run Firefox without it messing up my computer if I minimize GG2, but if I try to run both programs at the same time while looking at GG2 then my compy just flips tables.
« Last Edit: June 18, 2012, 04:18:26 am by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3262 on: June 18, 2012, 07:30:56 pm »

Normally, I would run a bake sale to raise money for a new computer for you, but alas my baked goods are too good for me to not eat, therefore it would raise 0 dollars.
Instead, I'll record a gameplay video tomorrow.

Also, I fixed the bard and redmage bug.

AcidLead

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3263 on: June 18, 2012, 09:34:45 pm »

either some new classes are feeling too much stronger or old ones are just falling by the wayside

it's probably not a problem, probably
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3264 on: June 18, 2012, 10:25:18 pm »

Any specific examples? I know for that some of the newer classes take advantage more of the additional controls (Q, hotkeys 1-4, space bar); I did show you that expansion design document a while back, and some of the older classes may be getting some newer things for these controls. However, with more careful and current testing, some classes are definitely fine and not in need of more options. For example, I really doubt that Anna, Slain, Iji, Sorceress or Xan need any more buffs, because they're all complete classes.

In any case, I think it just has more to do with people playing the newer classes more often. I bet I can roll with any of the older classes and beat down any of the newer classes. Hold dat.

Edit: I've fixed diagonal reflection physics so it is much more accurate now. This applies to Meower ball, Xan shrapnel, and Rosie Grenade bounces. It feels really good to bounce nades off of walls/slopes now.
« Last Edit: June 19, 2012, 01:31:47 am by RebelINS »
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Killah Zillah

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3265 on: June 19, 2012, 04:53:00 am »

In any case, I think it just has more to do with people playing the newer classes more often. I bet I can roll with any of the older classes and beat down any of the newer classes. Hold dat.

Well, YOU could because you're Rebel! :z6:

But seriously, Vaultboy is so extremely overpowered now and to be honest, his KZ copycat stimpacks kind of make the KZ class less unique. Her injectors are really her only truly unique feature, they behave unlike anything else in the mod. It would be like making a class that does the same power morph ability that Z4 Giraffe does, it takes away from the original. They even use the same sound effect, the medpack sound from Star Wars: KOTOR. :z7:

I'd suggest making it randomized whether or not you spawn with them at all, and how many you spawn with. I'm not sure what all the details are for it, but maybe it could heal 25 HP, which is not only faithful to Fallout but it also means that it's not as effective as one of KZ's stimpacks, giving her back a hint of her originality as a class. As for specific stuff for him, maybe a maximum amount of perks? Right now, he can have so many at once that the right combination of perks and SPECIAL can make him nigh invincible. That was always a thing with him, but now that problem is even worse than before! There is no such thing as a balanced roll with him anymore, just loads and loads of powers stacked ontop of eachother in one way or another. I like the idea of perks a whole lot, but as they are, they give him too high a chance to become extremely OP.

I only saw him spawn once without a plasma cannon or a gauss rifle. Combine that with like, 4 or 5 perks at once and he's a juggernaut.

I think the other classes are fine, even Tassadar (OOH HOW I HATE HIM) and the Samurai now. Agh's almost impossible to beat if he finds just the right spot to place both his sentries down, but that's part of the fun of fighting him and part of the fun of being him so I'm not complaining.


Normally, I would run a bake sale to raise money for a new computer for you, but alas my baked goods are too good for me to not eat, therefore it would raise 0 dollars.
Instead, I'll record a gameplay video tomorrow.

Also, I fixed the bard and redmage bug.

It's the thought that counts, Mr. Rebel! I'm sure your baked goods would have been the talk of town. :z6:
« Last Edit: June 19, 2012, 05:53:55 am by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3266 on: June 19, 2012, 11:39:19 am »

Firstly, I'm not designing classes to be balanced. I'm designing them to be be OP relative to the norm. If K-Z feels weak compared to him, it's because your original design isn't OP enough. Keep in mind that I haven't really adjusted the class since the pistol damage adjustment a long time ago. Blu had the right sort of idea with the Illusionist's teleport move. I could figure to add some buffs of my own to K-Z.
 
Also, I used the same stimpak sound as a placeholder because I haven't ripped one from Fallout 3/NV yet. It's actually not even that powerful anymore. Regens maybe 20 hp with a long cooldown. I've already toned down a lot of his stuff for the next version. I'm not going to neuter him with a perk limit though because that's a big part of the fun rolling him.

Dusty

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3267 on: June 19, 2012, 11:45:45 am »

Oh, we're supposed to make our characters really strong? Okay then >:D

Killah Zillah

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3268 on: June 19, 2012, 05:07:41 pm »

Firstly, I'm not designing classes to be balanced. I'm designing them to be be OP relative to the norm. If K-Z feels weak compared to him, it's because your original design isn't OP enough. Keep in mind that I haven't really adjusted the class since the pistol damage adjustment a long time ago. Blu had the right sort of idea with the Illusionist's teleport move. I could figure to add some buffs of my own to K-Z.
 
Also, I used the same stimpak sound as a placeholder because I haven't ripped one from Fallout 3/NV yet. It's actually not even that powerful anymore. Regens maybe 20 hp with a long cooldown. I've already toned down a lot of his stuff for the next version. I'm not going to neuter him with a perk limit though because that's a big part of the fun rolling him.
I still remember what the goal of INSmod is, but it's not that KZ feels weak compared to Vaultboy, it's every class feeling weak compared to Vaultboy. Every class I tried against him failed spectacularly ever since you added perks, though maybe that was because I was lagging all those times so I could be wrong about that.

As for KZ, she doesn't feel weak against any character except for explosive based ones, but I'd rather not buff her against them since she needs a weakness of some sort, otherwise she's no fun to fight against. That's my opinion at least. I had that RE5 herb spray idea a couple weeks ago, but it seemed like it could potentially make lag (unless I made the spray particles into actual sprites rather than generated particles), it might unbalance KZ, or it would be too hard to code. Heck, I'm still trying to figure out the weird arm glitch when she crouches! Neu's sick of messing with that specific piece of code, you're busy with other classes, so I don't know who else to ask about it.. I originally thought that it wouldn't be that big of a distraction, but it's extremely weird to stand up and see her arm move from her shoulder down to the middle of her back.

http://www.ganggarrison.com/forums/index.php?topic=29046.msg1084205#msg1084205

I still like Vein's idea for Vaultboy's stimpacks, but anyways, I could get you the stimpack sound effect if you'd like!

RebelINS

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Re: INSmod | Version 1.23 ex | Now with auto-update
« Reply #3269 on: June 19, 2012, 05:14:16 pm »

i have a program that can open and extract from .bsa files for the sounds.
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