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Author Topic: Gang Garrison 2.8.4 has been released  (Read 28158 times)

Spazz

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Re: Gang Garrison 2.8.4 has been released
« Reply #90 on: April 26, 2017, 08:52:24 pm »

Wait what? Sorry, disregard my last post then. I didn't think about checking if the old entities could be customized like the new one, something I overlooked and is extremely powerful actually.

Also, it's not the 'Medbay' that blocks Turret creation, it's the SpawnRoom.
Edit: Or maybe both, dunno, haven't tested this out in a while
« Last Edit: April 26, 2017, 11:45:08 pm by Spazz »
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Phantom Brave

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Re: Gang Garrison 2.8.4 has been released
« Reply #91 on: May 10, 2017, 06:30:43 am »

We found the source of the bug where you get stuck in the floor in tight corridors.
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bullets (obviously)

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Re: Gang Garrison 2.8.4 has been released
« Reply #92 on: May 10, 2017, 01:27:44 pm »

medicabs do not block turrets

also uh wareya is sniper/spy jump height gonna get fixed anytime soon (like before end of summer) lol
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Unbearable

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Re: Gang Garrison 2.8.4 has been released
« Reply #93 on: May 10, 2017, 02:03:37 pm »

We found the source of the bug where you get stuck in the floor in tight corridors.


Aw, darn, I used to enjoy getting myself stuck in those
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Lorgan

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Re: Gang Garrison 2.8.4 has been released
« Reply #94 on: May 17, 2017, 10:08:14 am »

I don't remember moving platforms being this broken, can't jump on them either.

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Phantom Brave

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Re: Gang Garrison 2.8.4 has been released
« Reply #95 on: May 17, 2017, 10:15:27 am »

I don't know how moving platforms are implemented so I can't help you there

If they work like dropdown platforms then it's probably related to the dropdown platform bug I fixed
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Lorgan

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Re: Gang Garrison 2.8.4 has been released
« Reply #96 on: May 17, 2017, 10:19:46 am »

Yeah they're basically just moving dropdown platforms.
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Phantom Brave

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Re: Gang Garrison 2.8.4 has been released
« Reply #97 on: May 17, 2017, 11:05:59 am »

I guess they're broken for now until someone figures out what bugfix broke them :heheangel:

idk I hate reading other peoples' collision code
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Dumbledank

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Re: Gang Garrison 2.8.4 has been released
« Reply #98 on: May 17, 2017, 05:12:13 pm »

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Phantom Brave

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Re: Gang Garrison 2.8.4 has been released
« Reply #99 on: May 17, 2017, 06:27:12 pm »

not a new bug
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INSERT NAME

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Re: Gang Garrison 2.8.4 has been released
« Reply #100 on: May 17, 2017, 07:02:40 pm »

fix time = (2hours^number of new bugs)/motivation
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Spazz

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Re: Gang Garrison 2.8.4 has been released
« Reply #101 on: May 17, 2017, 07:06:10 pm »

Here's a problem with that. If that's default ctf_conflict, those spawn doors are 4px thick.

That's literally not possible.
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bullets (obviously)

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Re: Gang Garrison 2.8.4 has been released
« Reply #102 on: May 17, 2017, 07:19:20 pm »

if they're 1 px teamwalls spaced 2px apart like
........|..|.........

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Spazz

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Re: Gang Garrison 2.8.4 has been released
« Reply #103 on: May 17, 2017, 09:26:19 pm »

You would be correct if the code worked differently. I'll use an example by your demonstration.

.......|..|....... Would NOT work
.......|.|........ Would work
.......|.|.|.|.... Would also work
.......|........... Self Explanatory (Harvest + variants <3)

The second last one however is subjectable. Since mines curve with 'gravity', how far they move XY coords is different. When moving straight in one direction, they'll skip EXACTLY ONE gg2 pixel every frame. Up/Down is harder but still possible, while Left/Right is pretty easy. It depends on BOTH distance and angle since full 360 aim, however it have to be exact distance if just 90° aiming. Yet with the curve, they'll eventually not skip an entire gg2 pixel.

This is Entities though, I haven't seem to be able to get them through 1px diagonal collision like rockets and rifle's laser

Also,
with(RedTeamGate){visible=1}
with(RedTeamGate2){visible=1}



Sorry 3px not 4px, still literally impossible.

Edit: Since explaining this now. It's going to be abused like the old Granary exploit.
« Last Edit: May 17, 2017, 09:30:42 pm by Spazz »
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Lorgan

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Re: Gang Garrison 2.8.4 has been released
« Reply #104 on: May 18, 2017, 03:38:34 am »

I guess they're broken for now until someone figures out what bugfix broke them :heheangel:

idk I hate reading other peoples' collision code
There is no real collision code though. There is this bit in the Character end step that's supposed to move the player with the moving platform but it doesn't seem to run every step (anymore?)
Code: [Select]
// Handle dropdown platforms
dropdownrectify = false;
with(DropdownPlatform)
{
    if(place_meeting(x, y, other) and !(other.keyState & $02)
       and (other.bbox_bottom - (other.y - other.yprevious) - 1)
           < (bbox_top - (y - yprevious)))
    {
        // Move with the platform if we're standing on one.
        if (object_index == MovingPlatform)
        {
            if (trigger == 1 || (trigger == 2 && other.intel))
            {
                alarm[0] = 3;
                moving = true;
            }
           
            if (moving || trigger == 0)
            {
                other.x += hspeed * global.delta_factor;
                other.y += vspeed * global.delta_factor;
            }
        }
   
        while(place_meeting(x, y, other))
            other.y -= 0.1;
           
        other.vspeed = 0;
        dropdownrectify = true;
    }
}

The master branch on github does also not match the source that comes with the game so I'm confused.
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Quote from: steam
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21:09 - Lorgan: i'm waiting for greece to collapse so the value of the euro drops
21:09 - Lorgan: not even joking
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