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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360635 times)

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3525 on: August 04, 2012, 03:15:22 pm »

Here's the .gmk,
https://dl.dropbox.com/s/lamdb95pz9w3y3n/Gang%20Garrison%202%20INS%20mod%20Expansion.gmk?dl=1

Don't bother reading anything after this unless you're a modder or are actually interested in code talk.

things you'll have to look out for besides any weapon object changes:
Under Scripts>Graphics there some important things for drawing the HUDs.
drawHealthHud will have all the health bar and secondary bars as well as the text overlay on top. There is already a section for Illusionist in there, and probably doesn't need any changes unless you're changing his energy stuff around based on his different forms.

drawHUDIcons is where all the sprites for the skill HUDs are drawn. There is no section for Illusionist yet, but you can just stick the code in-between Kid and Bo Jackson (to maintain order consistency). I made all the scripts in here on purpose so it would be a lot easier to read and understand. Here are the basic things you'll need to know:
- the loc variable determines the location of skill icon; it is used in all the scripts to place the sprite evenly. 0 is the furthest to the right, 1 is to the left of it, ... etc.
- weaponObj is the variable name for global.myself.object.currentWeapon
- drawSkillIcon draws the actual icon sprite. argument0 is its location, argument1 is the sprite name, and argument2 is the image index. As a general convention, I store all of the skill icons in a single sprite, and then use loc for both argument0 and argument2. However, since you're going to have different Illusionist forms, it's not going to line up perfectly like that. In that case, you can just pass through whatever number (see vault boy, richter).
- drawSkillTimer draws the transparent timer over top of the icon sprite. argument0 is its location, argument1 is the skill's reload alarm, and argument2 is the skill's reload time. This divides the scalar properly so it displays the timer sprite correctly.
- drawSkillUnavailable and drawActiveSkillBorder should be self explanatory. I use the former for when you don't meet a meter or ammo requirement, and the latter for when it is an active skill currently in use.
- drawHUDBar draws a correctly formatted white-on-black healthbar inside the skill icon. argument0 is the location and argument1 is the maximum of whatever you're measuring multiplied by a number so that it equals 100.
- the only thing I didn't make an easy script for is drawShadowedText. Check the Rebel Scattergun code for the 2x size number for ammo on the bottom right corner, and the Anna primary code for the 1x size number on the top left corner.

drawTooltips draws all the tooltip windows for the HUDs. It uses the drawToolTipWindow script, which should be easy to understand. argument0 determines the size of the window; 0 being small and 1 being large (I might make more sizes if necessary).
- for formatting I do this:
    "Skill Name##"+controlChr(global.attack)+":#Description can be however long you feel necessary to describe its basic uses##Damage: xx#Reload: xx/sec"
If say for example you use multiple keys for the skill you'd make it look like this:
    +controlChr(global.down)+ " + " +controlChr(global.special)+

That's pretty much it for HUD stuff. Maybe someone else interested in gui coding could find this useful.
« Last Edit: August 04, 2012, 03:17:00 pm by RebelINS »
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3526 on: August 04, 2012, 10:41:31 pm »

E\/en if you can't work it out Re8el, I still appreciate the effort for those of us with 8ad eyes or small monitors.

Also, my key8oard is screwed up after I spilled tea on it. It's dry now, 8ut the \/ key and the.... letter that comes after A key are messed up. I guess some tea got down onto the curcuit 8oard underneath or something, don't know how that's possi8le, 8ut now I ha\/e to talk like a second hand \/riska Serket.

Joy. :z8:

Dronery

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3527 on: August 04, 2012, 10:50:10 pm »

KZ you have the worst of luck.
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ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็

Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3528 on: August 04, 2012, 11:11:07 pm »

KZ you have the worst of luck.

I know... :cry:

Intel Guard

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3529 on: August 04, 2012, 11:15:33 pm »

On-screen keyboard
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3530 on: August 05, 2012, 12:10:20 am »

On-screen keyboard

I actually already tried that and it was too much of a hassle. Ha\/e you e\/er tried using an Onscreen Key8oard without a mouse, using slow-ass thum8sticks? Using this weird little su8stitute letter thing is the quickest, most effecti\/e method. It takes far longer and is more trou8lesome to pick up my controller, dragging the cursor o\/er to the \/, then click it and set it 8ack down so I can continue typing. Imagine doing that e\/ery single time those two letters come up in your con\/ersation. It would get exasperating wouldn't it? All I ha\/e to do with this method is hit \ / or 8, just one second of effort.
« Last Edit: August 05, 2012, 01:04:23 am by [PHS] Killah Zillah »
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Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3531 on: August 05, 2012, 01:44:30 am »

I just noticed with jack, if you dash without holding a key, you always go right. weird.

Also, just finished making the icons for the illusionist (the 8 abilities I have planned I mean)

And also also, I feel bad working on the new illusionist in a version KZ can't play. Personally I believe the Illusionist and KZ share a friendly rivalry, but that could be just me.
« Last Edit: August 05, 2012, 03:18:55 am by Dusty »
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3532 on: August 05, 2012, 08:10:51 am »

Those icons look great! The pistol icon looks a little too dark though, compared to the blue background.

I bought a new keyboard last night, it was only 7 dollars so I snatched that up right then and there.

And that actually makes a lot of sense. KZ plays well against Illusionist, both having a strange sort of equal chemestry on the battlefield so to speak. The rivalry comes from their natural fighting styles. They couldn't be more different, but they're somehow evenly matched despite it. KZ's relies on contemporary tools like standard military firearms and the latest fast acting medicines, a firm believer in modern combat sciences, while Illusionist prefers a mastery of the arcane arts coupled with the antique, tried-and-true weaponry of the past. I can imagine KZ debating the effectiveness of their chosen pistols with him, her rooting for the rate of fire and magazine size of the modern Sig Sauer P226, Illusionist arguing for the long distance accuracy and reliability of the WW2 era Luger. They'd both probably just end up agreeing that Germany makes great pistols overall, I'd wager. :z6:
« Last Edit: August 05, 2012, 08:19:05 am by [PHS] Killah Zillah »
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Humble Master

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3533 on: August 05, 2012, 09:18:11 am »

Those icons look great! The pistol icon looks a little too dark though, compared to the blue background.

I bought a new keyboard last night, it was only 7 dollars so I snatched that up right then and there.

And that actually makes a lot of sense. KZ plays well against Illusionist, both having a strange sort of equal chemestry on the battlefield so to speak. The rivalry comes from their natural fighting styles. They couldn't be more different, but they're somehow evenly matched despite it. KZ's relies on contemporary tools like standard military firearms and the latest fast acting medicines, a firm believer in modern combat sciences, while Illusionist prefers a mastery of the arcane arts coupled with the antique, tried-and-true weaponry of the past. I can imagine KZ debating the effectiveness of their chosen pistols with him, her rooting for the rate of fire and magazine size of the modern Sig Sauer P226, Illusionist arguing for the long distance accuracy and reliability of the WW2 era Luger. They'd both probably just end up agreeing that Germany makes great pistols overall, I'd wager. :z6:

Yes, non can argue with the Germans making some of the most kick A pistols.
Also I can totally Dante and Rosie Stark joining in with this firearms descussion.
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Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3534 on: August 05, 2012, 02:26:52 pm »

I'd have used the colors from the Illusionist actual luger sprite, but they looked too weird.

Also, does insmod have a concept of the Administrator? Are we mercs or are we people who just signed up to play a very advanced laser tag?
Hm.

HiggsBoson

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3535 on: August 05, 2012, 02:54:54 pm »

Hosting.
« Last Edit: August 05, 2012, 03:25:37 pm by HiggsBoson »
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3536 on: August 05, 2012, 04:36:29 pm »

I'd have used the colors from the Illusionist actual luger sprite, but they looked too weird.

Also, does insmod have a concept of the Administrator? Are we mercs or are we people who just signed up to play a very advanced laser tag?
Hm.
Meower and Acidlead were supposed to come up with a backstory.

Meower started a rudimentary one where the members of the red and blue team banded together as mercenaries to fight one another. However, I'd like to think of it as a friendly (and bloody) competition between all the different classes. None of the classes really hate anyone else, except for like Slain/Xan.

Humble Master

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3537 on: August 05, 2012, 07:18:09 pm »

We should hold an INS backstory contest!
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3538 on: August 05, 2012, 08:07:32 pm »

I'd be down for that, I love creative writing.

"A tournament to end all tournaments, the grandest of all fights, a fight.. through the ages!" These were the words that M. Bison spoke to himself as he stood up dramatically from his ornate chair in the Shadaloo headquarters and began pacing. "I will gather the best, the strongest throughout time, rend the fabric of reality itself to construct the greatest battle royale the world will EVER see! But who would be greedy enough to aid me, who would have the technology, the experience and the madness to tear through the walls that seperate worlds for my - heh, OUR benefit..." He sat down in his chair with his chin resting on his fist, deep in thought. He didn't have to think long before his eyes glowed with a devilish grin. He stood up again, pointing straight out at nobody in specific and booming a command that echoed through the halls. "SAGAT! FIND ME THE INS CLAN!"

Should I continue or is this too cheesy? :drool:

Yes, non can argue with the Germans making some of the most kick A pistols.
Also I can totally Dante and Rosie Stark joining in with this firearms descussion.

I can't see Dante giving much of a crap, he'd probably think he were too cool to go talk to the riff-raff and would probably sit out that debate to partake in pizza and strawberry milkshakes on a nearby couch. I know nothing at all about Rosie, so I can't comment on that part.
« Last Edit: August 05, 2012, 08:08:31 pm by [PHS] Killah Zillah »
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Intel Guard

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3539 on: August 05, 2012, 09:12:39 pm »

The center of the entire backstory should be dhalsim

P.S. Sagat is a good guy now
« Last Edit: August 05, 2012, 09:13:03 pm by Intel Guard »
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