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Author Topic: [Mod] - [BassMakesPaste] - Payload  (Read 8945 times)

[SGC] kildau

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #15 on: September 06, 2014, 07:38:00 am »

I really enjoyed making this map.It was new fun experience.

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Sir Loot-A-Lot

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #16 on: September 13, 2014, 12:49:43 am »

I have not played this mod yet, how looks explosion, when bombcart fall into hole?
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Chorus

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #17 on: September 13, 2014, 07:26:24 pm »

Payload does not go through player wall, bug?

Mantra

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #18 on: November 08, 2014, 04:46:34 am »

This is amazing !  :wuv: :drool:
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:panic:
Moon Goddess
Almost there...

Spazz

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #19 on: November 12, 2014, 11:44:55 pm »



The emote made me laugh for how mad I was, had to use it

Edit: If you don't get this, it's a leak or whatever where the wallmask beyond said point becomes void, map becomes useless
« Last Edit: November 12, 2014, 11:46:45 pm by Spazz »
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Phantom Brave

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #20 on: November 12, 2014, 11:48:51 pm »

it's probably your graphics card's fault
try cutting off the edges of the map
« Last Edit: November 12, 2014, 11:49:18 pm by Phantom Brave »
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Spazz

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #21 on: November 12, 2014, 11:58:54 pm »

What graphics card? That's something I've been commenting on since forever, I run without one
Probably have some embedded 'thing' but I don't count those

Edit: The map falls short at 1024 px wide, probably the same for height. Not cutting the map off on either side as then it cut into the map and rather keep it's originality. I'll figure something out
« Last Edit: November 13, 2014, 12:09:06 am by Spazz »
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Spazz

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #22 on: November 13, 2014, 05:38:10 pm »

Apologies for the double post

I figured out the issue, was using Derp's latest GB to decompile and that cuts off the WM oddly. Spent a half hour recreating the WM for pl_above, wasn't fun but it was worth it.

(click to show/hide)

Edit: Done, presenting pl_above_remix


The map is oriented more towards the original than Asia's pl_upward. It still needs some updating for fine tuning but it works
There are a couple of things I changed besides some slight BG/WM edits, but I'll let you figure them out
« Last Edit: November 13, 2014, 05:51:35 pm by Spazz »
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Chorus

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #23 on: November 25, 2014, 09:01:40 pm »

 When the Payload is being pushed in an elevator, and left alone (not pushed) it will backtrack into space, and leave the map if not pushed (pushed, it just stops). Good example is on pl_rising if you leave the kart when it is going above.

Chorus

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #24 on: December 05, 2014, 06:24:09 pm »

The Kart does not cap a point when in free fall. The Kart either causes an error when touching a pitfall entity or when capping a point in freefall, the Kart then breaks and attempts to move towards the first point. I'm trying to release pl_teryefis but just compiling is a hassle  :z3:. Errors when placing nodes, fixed by loading a map without data and doing work from there.
ERROR in
action number 1
of  Step Event
for object PayloadCart:

Error in code at line 56:
       distanceTraveled=selectedPoint.distance+distanceFromPoint;
                                      ^
at position 37: Unknown variable distance
 The game won, but you need to keep pressing Ignore.
 
pl_teryefis_brokenfinalpoint
 :z3:

Spazz

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #25 on: December 05, 2014, 09:40:35 pm »

Oh dear lord why. Just how much mayhem and havoc do you want to create you sick twisted fairy princess

Looks fun as hell though, and unless you've already applied a fix for the ending, mind if I take a look?
Pretty sure I did the same thing with pl_above_remix
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Chorus

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #26 on: December 05, 2014, 09:56:24 pm »

 Do take a look. Why ask if you either did it anyway or wanted an invitation 2 days later  :IAMONFIRE:?

Spazz

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #27 on: December 05, 2014, 10:24:01 pm »

Because every time I wish to open the map in the PBuilder, I am greeted with,

and,

which is spammed until I abort

Now I don't know if that's my PBuilder being out of date if there was an update, or it's the map. (Too lazy/tired, will check tomorrow)
But if you would not mind sending the BG, WM, and Ent File through a PM that help a bunch

Edit: Builder version was way out of date, lmao
« Last Edit: December 06, 2014, 08:47:30 pm by Spazz »
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ZaSpai

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #28 on: December 06, 2014, 07:04:46 pm »

For some bizarre reason my client hangs whenever there is a freefall, even if I'm hosting (locally, can't host for others), Spazz says freefalls work fine for him
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Spazz

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Re: [Mod] - [BassMakesPaste] - Payload
« Reply #29 on: December 06, 2014, 08:40:37 pm »

Poof, done. Unsure what your issue was but this version works just fine for me

Note: I made some edits to the BG and WM as well, along with a small number of minor entity changes. If they are an issue I can revert
There is a secret added, however it's a mechanic break. So whether or not it stays, is up to Bass
Edit: NO. The break does NOT error the map.

Updated December 7th 2014
[Compiled] pl_teryefis_remix

Edit: Here's the .zip for the files (BG/WM/Ents)

I have a request Bass. If possible, merge the Platform type and the Elevator type together. Lock the platform so no matter what direction it moves in, it has a top and bottom which never flip and is flat for the player to stand on.
« Last Edit: December 07, 2014, 11:43:52 am by Spazz »
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