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Author Topic: Gang Garrison 2.4 Beta 4 (Fixed download)  (Read 30596 times)

Ultros

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #135 on: October 14, 2011, 11:43:54 am »

Just noticed that if the infiltrator stabs while on the very edge of a platform (like, a pixel or two shy of falling off the edge) and facing onto the platform, it uses the midair stab animation.
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trog

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #136 on: October 14, 2011, 02:08:21 pm »

Is the heal ramp going to be changed?
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RedBluYellow

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #137 on: October 14, 2011, 02:15:42 pm »

I hope so, i don't like it in it's current state
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swag bastud

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #138 on: October 14, 2011, 03:39:48 pm »

^Agreed.
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #139 on: October 15, 2011, 05:11:48 am »

does anyone want me to host now

Lorgan

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #140 on: October 15, 2011, 08:27:37 am »

I wanted to steal the timestamp code (ror) and i noticed this:
{
    var currentDate, timestamp;
    currentDate = date_current_datetime();
    timestamp = string(date_get_year(currentDate));
    if (date_get_month(currentDate) < 10) { timestamp = timestamp + "0"; }
    timestamp = timestamp + string(date_get_month(currentDate));
    if (date_get_day(currentDate) < 10) { timestamp = timestamp + "0"; }
    timestamp = timestamp + string(date_get_day(currentDate));
    if (date_get_hour(currentDate) < 10) { timestamp = timestamp + "0"; }
    timestamp = timestamp + string(date_get_hour(currentDate));
    if (date_get_minute(currentDate) < 10) { timestamp = timestamp + "0"; }
    timestamp = timestamp + string(date_get_minute(currentDate));
    if (date_get_second(currentDate) < 10) { timestamp = timestamp = "0"; }
    timestamp = timestamp + string(date_get_second(currentDate));
    while (file_exists("Screenshots/" + timestamp + ".png")) {
        timestamp = timestamp + "0";
    }
    screen_save("Screenshots/" + timestamp + ".png");
}

The '=' should be a '+', no?
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Phantom Brave

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #141 on: October 15, 2011, 08:38:48 am »

Yes.
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MedO

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #142 on: October 15, 2011, 08:58:05 am »

The '=' should be a '+', no?
I guess that's why I already fixed it yesterday  :hehe16:
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Ultros

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #143 on: October 15, 2011, 11:29:46 am »

The generator shield's regeneration behavior seems wrong, though I can't be certain without an explanation of exactly how it's intended to work.

If you take down the shield from full strength, it stays down for a little while before regenerating.  However, if you take it down while it's regenerating from having been already taken down, it keeps regenerating, making it impossible to keep it down unless you let it fully regenerate first.

I haven't seen how it plays out in an actual game, but I'm also concerned that by making the shield reduce damage rather than completely stop it, you're not fully solving the problem the shield was meant to solve (that of making a team that's behind able to rally and pull ahead).  With it like this, a team is still screwed if they just barely stop an assault that leaves their generator with almost no health left; they're at the mercy of any lone infiltrator who can finish it by popping a couple bullets into it before the team can possibly react.

EDIT: Had this pop up on my server several times in succession when I'd destroyed the Blu generator with almost no time left:
Code: [Select]
ERROR in
action number 1
of  Step Event
for object GeneratorHUD:

Error in code at line 20:
       if (redStage > blueStage && GeneratorRed.alarm[0] > -1) { overtime = true; exit; }
                      ^
at position 21: Unknown variable blueStage
« Last Edit: October 15, 2011, 11:37:02 am by Ultros »
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dAn

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #144 on: October 15, 2011, 12:37:15 pm »

Since no one mentioned, I'd like to point out how, now, the flareblast is in every which way superior to the airblast. I was going to make a similar rant before I found about the flare buff even, but decided against it since: a, (I thought) flare blast took more ammo than airblast and b, Because the flare had a curve, so you HAD to choose between the flare or reflected rocket to use(unless you were next to the soldier). If people like the straight path of the flare and decide on it, than the flare should get the nerf of either using up more ammo or no airblast  when flares are shot. Besides from that I agree with Trog on that the curve of the flare made for a higher skill ceiling(and shooting flares from behind crates  :z5:). The curve can also counteract the issue I mentioned above. Things ,like the straight path, make classes easier, not better.

My understanding was that the pyro was not suppose to mindlessly go for enemies but instead let them come to you(defense- area denial), attack when you have support/enemy is distracted, or prevent rockets from hitting your team/ slowing down a solider. This made him a great defense/supportive class. This version is trying to make him better at longer ranges/ offensive play. I really don't like that too much.
That's what I thought of at first try(didn't play a game yet, though).

Something I noticed while experimenting with heal speeds was that the actual beam is not directly coming out of the tip of the medigun(attachment).
Instead of straight up naming screen shots like: '20111015124327', change it to '2011-10-15(12;43;27)', or even with units '2011y-10m-15d(12hr;43min;27sec)'(I added y,m,d because not everyone shares the order; month and day can be interpreted wrong). It could be an in-game option where 1=current, 2=with -/:, 3=with units.

One of the things I was hoping to have been changed was that in class selection screen, next to each class picture, there be a number representing the number of players currently using the class. Does beta mean no more additions like those?

Great job on the all the things in general though.  :c1:
« Last Edit: October 15, 2011, 04:03:15 pm by IJumpIntoRockets »
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MedO

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #145 on: October 15, 2011, 01:38:03 pm »

Quote
(I added y,m,d because not everyone shares the order; month and day can be interpreted wrong)
This is generally not a problem; Even in locales which usually use a different order, timestamps in filenames would be expected to be y-m-d, because this is the only order which sorts correctly.
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Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #146 on: October 15, 2011, 02:57:15 pm »

Would it be possible to add an in-game server list in the space between the Return to game and Disconnect buttons?

Also, could the F10 button have a conformation message before you quit? (i.e. Are you sure you would like to quit?)
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swag bastud

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #147 on: October 15, 2011, 03:00:09 pm »

Also, could the F10 button have a confirmation message before you quit? (i.e. Are you sure you would like to exit the game?)
I would like this.
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Unsung Hero

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #148 on: October 15, 2011, 04:23:52 pm »

That would be quite easy, actually. All you would need to do is find the part where pressing F10 makes you quit the game and add the following line of code to the front.
Code: [Select]
if show_question("Are you sure you wish to exit the game?" = true
« Last Edit: October 15, 2011, 04:24:17 pm by Unsung Hero »
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dAn

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #149 on: October 15, 2011, 04:39:59 pm »

Improvement to Mods Lobby:
Make it so that all the server listings are sub-categories of different headings like: Old, This Game, and Mods. The 'This Game' category should always be on top.
Where it currently say this information, can be used to be more specific e.g v2.3.7, INS Mod, etc.
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