GVHv2 - Beta 7 Released!

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Re: GVH - Cold Demise Released!

Postby Amuscaria » Tue Dec 01, 2009 9:35 am

Oh yes, there is also minor problem with Santa's weapon selection order. Whenever I run out of ammo with the Star Launcher, it switches to the Holly, which is useless. The snow gun should have priority, IMO. The Star Launcher also causes some massive de-synch/lagfest if 2 or more people fire them at the same time. I'm guessing this is due to the fact that the smaller stars that are being launched cause damage and aren't client-side only. Perhaps some full-area damage from the main projectile itself instead of spewing out the stars will help ease this. Other than that, the only other minor suggestion I have is that Santa could use some new player sprites.
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Re: GVH - Cold Demise Released!

Postby Cutmanmike » Tue Dec 01, 2009 9:41 am

Eriance wrote:Perhaps some full-area damage from the main projectile itself instead of spewing out the stars will help ease this.


Good idea, I'll do this.
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Re: GVH - Cold Demise Released!

Postby Captain Ventris » Tue Dec 01, 2009 10:33 am

Eriance wrote:Other than that, the only other minor suggestion I have is that Santa could use some new player sprites.

Yeah, bug Xim, Ghastly, or Toenail. They seem pretty available. Or, you know, bug Vader. Or Eriance ;).
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Re: GVH - Cold Demise Released!

Postby Ethril » Tue Dec 01, 2009 2:07 pm

Cutmanmike wrote:Good idea, I'll do this.


Make it spew non-damaging stars, at least. :P
Although, I haven't seen any lag from the Star Launcher. Then again, I also haven't seen 2 Santa players at the same time.

Anyway, gameplay comments/suggestions:

CD:
Santa:
-Buff snowball launcher's primary fire slightly.
-Make the Holly traps less random; I ran over two of them as a Ghoul and one did 3 while the other did around 20.
--Also, I managed to kill a Sjas with the secondary fire. I am *so* awesome.

Frostbite:
-Could do with being a little faster. I couldn't keep up with the humans most of the time.
-I don't know if I was just missing or something, but the primary fire doesn't seem to do a whole lot of damage.
-Increased resistance to ice arrows would be nice.
--Slight weakness to fire arrows to balance it out would work too.

EW:
Ghostbuster:
-Can hardly wait for the update. :P

Choke:
-I've always felt he needed to jump a bit higher. At least enough to clear the fence in that alley in Urban Decay.


And I gotta go right now; I'll post anything else later if I remember.
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Re: GVH - Cold Demise Released!

Postby Cutmanmike » Wed Dec 02, 2009 3:23 am

Is there any flag or anything that DOESN'T randomize the damage for projectiles in doom? If not then it will have to stay random I'm afraid.
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Re: GVH - Cold Demise Released!

Postby Dark-Assassin » Wed Dec 02, 2009 3:26 am

Damage (Amount) - That will do exact damage to hp.
It is much different than the other damage system.
EG.
Damage (35) - will do 35 damage always
Damage (Random(10,20)) - Will do a random damage between 10 and 20
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Re: GVH - Cold Demise Released!

Postby Captain Ventris » Wed Dec 02, 2009 10:09 am

Cutmanmike wrote:Is there any flag or anything that DOESN'T randomize the damage for projectiles in doom? If not then it will have to stay random I'm afraid.

Random is fine, I just mean to try and reduce the range of damage, as in a higher minimum damage, like Damage(Random(10,35)) or whatever, as demonstrated above. It would make the Holly more reliable.
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Re: GVH - Cold Demise Released!

Postby Cutmanmike » Wed Dec 02, 2009 10:40 am

Ugh! How long has that been available?! I need to learn to ask more often.
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Re: GVH - Cold Demise Released!

Postby Captain Ventris » Wed Dec 02, 2009 11:56 am

Cutmanmike wrote:Ugh! How long has that been available?! I need to learn to ask more often.

At least as long as I have known Decorate, but most likely longer. ;)
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Re: GVH - Cold Demise Released!

Postby XutaWoo » Wed Dec 02, 2009 4:19 pm

Think around when DECORATE started allowing Action functions.
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Re: GVH - Cold Demise Released!

Postby Zippy » Wed Dec 02, 2009 4:22 pm

Not quite that old, but the expression evaluator was indeed added years ago.
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Re: GVH - Cold Demise Released!

Postby Scuba Steve » Sun Dec 06, 2009 12:41 am

Cutmanmike wrote:Ugh! How long has that been available?! I need to learn to ask more often.

I requested it a few years ago for Urban Brawl!
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Re: GVH - Cold Demise Released!

Postby Ethril » Sun Dec 06, 2009 6:06 am

Please don't get rid of the Hunter's vertical lightning attack; It's awesome, albeit rarely useful. Just give it a larger radius or have it do splash damage or something.

Dodge a charging Jitterskull at the last second, and leave a lightning column behind. POW.
Spot a Sjas lurking near the ceiling. ZAP.
Get chased by a particularly foolish player of any class (especially if it's down a narrow corridor). BAM.

Yes, I've gotten kills with it in each of those ways. Multiple times, in fact.
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Re: GVH - Cold Demise Released!

Postby Cutmanmike » Sun Dec 06, 2009 12:35 pm

I'm not removing it, I'm making it better
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Re: GVH - Cold Demise Released!

Postby Cutmanmike » Sun Dec 13, 2009 11:04 am

http://cutstuff.net/blog/?p=1782

GVH:CD second version. Frostbite should be happier now
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