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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360579 times)

Patta Potta Monta

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3615 on: September 03, 2012, 08:58:44 am »

This is a really cool mod! I wonder why more people aren't hosting (or playing) it... I only got to play some short 1 vs 1 matches, but Mojo Jojo, Vein, and Samus are my favorite characters so far. I also like the edits that were done to Q/C. Anyway, I got an error when I moused over one of Drool Warrior's HUD windows:

Code: [Select]
ERROR in
action number 1
of Draw Event
for object HUDIcon:

In script drawTooltips:
Error in code at line 255:
               drawTooltipWindow(1,"Drool Bubble##"++controlChr(global.down)+" + "+controlChr(global.special)+
                                                     ^
at position 52: Wrong type of arguments to unary operator.

I also found a few typos in the HUD tooltips... Bo Jackson's Truck move is incorrectly listed as "Down + Space" instead of Down + M1. Maiden in Black's God's Wrath attack is listed as "Down + M1" instead of Down + M2, and Dhalsim's Teleport says "Down" when it should say Space.

I have one more question. There are a few characters in the game that aren't mentioned in the OP or the INSmod wiki. Will they be updated to include all the characters?
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3616 on: September 03, 2012, 09:36:25 am »

I've gotten lazy with the wiki.

AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3617 on: September 03, 2012, 05:26:07 pm »

I've gotten lazy with the wiki.
don't blame yourself alone

there are other people we won't name who also failed this responsibility
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3618 on: September 03, 2012, 05:50:28 pm »

well i hold the current source code, so i shouldn't expect you or meower or vein to have accurate information for the current build.

AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3619 on: September 04, 2012, 09:02:44 am »

well i hold the current source code, so i shouldn't expect you or meower or vein to have accurate information for the current build.
true but we could lay some groundwork

also I want to spew some map ideas in a while, but for now I'm a little busy, maybe this weekend
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3620 on: September 04, 2012, 05:32:29 pm »

well i hold the current source code, so i shouldn't expect you or meower or vein to have accurate information for the current build.
true but we could lay some groundwork

also I want to spew some map ideas in a while, but for now I'm a little busy, maybe this weekend
you can spew map ideas whenever you want here. But of course, you're acidlead and your regular ideas are giant complex paragraphs, like your weapon design docs.  :hehe:

AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3621 on: September 04, 2012, 11:16:44 pm »

well i hold the current source code, so i shouldn't expect you or meower or vein to have accurate information for the current build.
true but we could lay some groundwork

also I want to spew some map ideas in a while, but for now I'm a little busy, maybe this weekend
you can spew map ideas whenever you want here. But of course, you're acidlead and your regular ideas are giant complex paragraphs, like your weapon design docs.  :hehe:
i see my infamy precedes me :)

i was planning on having an atrocious mspaint mockup diagram accompany the giant complex paragraph, and most of my notes will be for 3d-2d assurance with minimal attention to gameplay but i'm trusting the map itself to do all the talking, gameplay-wise

i also wanted to revisit deck16 and how it was converted but iunno if i can really improve on what the rebs has done
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3622 on: September 05, 2012, 05:18:45 pm »

deck_16 is probably my worst internal map balance-wise. I elaborated about it somewhere, but basically it was the first map I did, and I made it to match up to the actual deck_16 in UT as closely as possible. Unfortunately, I didn't account for any of the class abilities (lol), so you have really cheap shit like Snare and Doom flying all over the map, and some classes being really bad (chryssalid, richter, ash).

If anything, it would be nice if you could help me think of new health pickup locations. I'm not too fond of the current setup, especially on the bottom right area where camping is prevalent. The current flow is really bottom-heavy, and doesn't really encourage exploring upwards. Maybe placing health vials intermittently on the elevator path would help?

tdm_bunker is luckily a pretty well balanced map, which is surprising because I also tried to be as faithful to the original in conker's as possible. I guess it has to do with the enclosed path, low ceilings, and crates. Mobile classes have a huge advantage in small games for health kit runs, but in larger games almost every class is usable. Especially Chryssalid (arguably his best map).

I guess I'll start working on this again after like a 2 week hiatus, and take a break from Guild Wars 2. Expect an update by this weekend, with hopefully a finished version of clock tower, and the usual error fixes.

AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3623 on: September 06, 2012, 09:00:44 am »

I made it to match up to the actual deck_16 in UT as closely as possible.
Really?

I think I was planning on an entirely different map layout, so rather than replace yours, I was going to call it deck16][ if it ever came around
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AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3624 on: September 06, 2012, 05:23:51 pm »

alright, here comes the text and I plan on using the graphic only if forced to

Crossfire. (a half-life map, to disambiguate)

Bunker and stretch o' death (probably well truncated) on one side, building in the middle, building above/behind the empty square that the rocket launcher sits in, building on the far side, some windows, ledges, and elevators/platforms for the buildings, bunker should have an upper level to look out onto the stretch o' death, turret entirely optional and doesn't require aim (it did like a million damage and hit a huge area and was hitscan to boot), button of death entirely not optional as it's too hilarious to pass up and takes too long to be a valid single attack strategy

do not deny it's a great use/abuse of insmod's power and it would add to the what two or three dm maps

diagramme is only at a basic level right now but I am under the impression that most of the map could be represented in 2d, god it would be better if i could use frigging lincoln logs or lego blocks aargh these proportions and lack of valid whitespace are making me carve the diagram up like a hollowe'en pumpkin, curse you adhd and your low frustration tolerance

edit: oh also hey do gravity flipping characters stand on the bottom of platforms
« Last Edit: September 06, 2012, 05:33:49 pm by AcidLead »
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3625 on: September 06, 2012, 05:39:09 pm »

There's so much stuff in there that I can't understand without a visual aid.

Gravity flipping chars do not stand on the bottom of drop down or jump-through platforms, but I may make it so they interact properly with it.

AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3626 on: September 07, 2012, 08:57:14 am »

There's so much stuff in there that I can't understand without a visual aid.
yeah, I know, but the goddamn thing saved as a jpeg and turned into an unintelligible blur

goddamn, I only have like today and maybe sunday to do this

but basically, I'm considering the level in profile. Sure this makes it less vertically-friendly, but I'm sure that after some testing we can see what to do about that; and yes, it's not possible to present everything as it originally was, but a similar representative area or design can serve

goddamn it me, less thousand words more one picture
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3627 on: September 07, 2012, 07:42:24 pm »

insmod - clock tower preview 2.mp4
watch me gunspin to the music. this is pretty close to the final version of the map. anything else is just going to be bg updates, which are low priority.
shows off the team barrier lever.
« Last Edit: September 07, 2012, 07:43:21 pm by RebelINS »
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AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3628 on: September 07, 2012, 08:08:36 pm »

rebs I just finished Dracula X and realized you forgot about Richter's most powerful subweapon

omg key item crush attack costs 0 hearts op plz nerf
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Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3629 on: September 07, 2012, 08:11:37 pm »

Seeing the illusionist made me sad.
Damnit, someone needs to remind me about him more often!
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