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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360622 times)

dAn

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3555 on: August 07, 2012, 04:44:14 pm »

Why not move target/aim and cast to LMB? Why space?
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3556 on: August 07, 2012, 04:46:28 pm »

Because that would require actual coding and not just ripping off the medigun M1 code  :hehe:
Also, because cursor proximity aiming isn't actually possible, because only your aimDirection is synced. Right now the code for it works by checking if there's a character in the way of the direction you're clicking within a certain range.

No, but seriously, my proposed change should be workable. It'll be a lot more intuitive when there's a target display graphic.
« Last Edit: August 07, 2012, 04:47:39 pm by RebelINS »
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dAn

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3557 on: August 07, 2012, 05:20:12 pm »

Also, because cursor proximity aiming isn't actually possible, because only your aimDirection is synced. Right now the code for it works by checking if there's a character in the way of the direction you're clicking within a certain range.
I don't really know much programming, but why is this? Wouldn't the client themselves see who you're aiming at and then tell the server who to (attempt to) cast the spell on?

And on that note, what's the Mage's 4th spell do anyways? The weird ball thing that explodes after some time or once it collides with wallmask. I can't figure it out
« Last Edit: August 07, 2012, 05:20:51 pm by dAn »
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3558 on: August 07, 2012, 05:24:29 pm »

The Demi spell does a small amount of aoe damage and decreases the enemy's floatMod. This means that their jumps are shorter and fall faster.

Kalir

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3559 on: August 07, 2012, 06:52:16 pm »

In some cultures, they call it Gravity!
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Praise Cheibriados.

Starky

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3560 on: August 07, 2012, 08:31:12 pm »

I'll add a targeting graphic to show who's currently being targeted.
Fucking yes.
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3561 on: August 07, 2012, 10:42:44 pm »

Footpöp

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3562 on: August 07, 2012, 11:55:33 pm »

Pretty dope update overall

with the new screen size, death screen and some other stuff which I can't remember atm still have the old resolution for me, and the switching between the two is an eyesore.  Not sure if you can do something about it.

Also, >those character portraits that are only done for like four classes  :hehe16:

Lastly, adding the old keybinds to all the characters while still keeping the new class select menu would be a welcome addition.  That way we can still quickly switch by doing stuff like "ctrl+d" and still have the menu for eyecandy and newbs
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3563 on: August 08, 2012, 12:53:17 am »

insmod medusa head lulz.mp4

W-.. what is this beauty... and why must life be cruel and prevent me from playing it? :cry:

Lemonade

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3564 on: August 08, 2012, 07:22:57 am »

The map is quite mindblowing.
The gears seem to move players around smoothly and the little critters roaming around the map look like nice additions, but aren't they going to be a bit annoying in actual play ?
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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 1.25 ex | HUD overhaul update
« Reply #3565 on: August 08, 2012, 01:36:06 pm »

yes they will be annoying.

MAY HEGEHOG

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3566 on: August 08, 2012, 03:20:30 pm »

why didnt u attack them u nob
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a sha'doe of meyeself, juss hoo am i?? skan horeyezens

u koodif leffed mi hear, seeld insyd te pod . no one wood everr no
te k-aws kuntroll.. my troo eyedenditty, te powerr that izz miii!
we all danse in fiya! trap in this masheen!! donnno how long we waytid, azz te egghed's washing!
we all danse in fiya!! luking thru te skrean! donnno how long we waytid, azz te egghed washes

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3567 on: August 08, 2012, 04:29:03 pm »

insmod medusa head lulz.mp4

W-.. what is this beauty... and why must life be cruel and prevent me from playing it? :cry:
I'm adding an option to auto resize the window to 800x600 on F3. It shrinks all the HUDs and stuff, so I don't know if is playable for you.

Humble Master

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3568 on: August 08, 2012, 10:03:28 pm »

insmod medusa head lulz.mp4
10 thumbs up.  :c1:  :c1:  :c1:  :c1:  :c1:  :c1:  :c1:  :c1:  :c1:  :c1:

And if your wondering how I got all those thumbs then you probably should check the records of a certain Limbs for Gold store as well as the reports of people being mugged and having their thumbs cut off and taken...
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Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3569 on: August 08, 2012, 11:22:34 pm »

I'm adding an option to auto resize the window to 800x600 on F3. It shrinks all the HUDs and stuff, so I don't know if is playable for you.

If it resizes the text, that'll be a problem since it's already too tiny as it is.. I don't mind the hud stuff being large and cramped up on the screen, all the better on my eyes. If you could leave the sprites at their default pixel size (except for the class select menu obviously), but bring the window size back down to 800x600, that would be perfect..!
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