GVHv2 - Beta 7 Released!

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zdude
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Re: GVHv2 - Jitternerf?

Post by zdude »

Cutmanmike wrote:Btw did you try fixing jitterskull's "blood" chunks the same way? They have the same problem.
I really think that is possible honestly. Just from what I know anyway. :(
Cutmanmike wrote:I could make the skullpop invisible and make the head a separate actor so it can be translated
I would do that to keep it consistent with the rest of the body.
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Cutmanmike
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Re: GVHv2 - Jitternerf?

Post by Cutmanmike »

Btw I tried the patch in skulltag and it didn't work :|
zdude
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Re: GVHv2 - Jitternerf?

Post by zdude »

Cutmanmike wrote:Btw I tried the patch in skulltag and it didn't work :|
What version? 97D3 or the 97E beta?
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Cutmanmike
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Re: GVHv2 - Jitternerf?

Post by Cutmanmike »

97D3, I'm hoping to make this compatible with that version (but it looks grim).
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Cutmanmike
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Re: GVHv2 - Jitternerf?

Post by Cutmanmike »

GVH07 has been considered a Human map for a long time. What do people think of this change?

http://www.sendspace.com/file/skveax
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Mik57
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Re: GVHv2 - Map 7 update

Post by Mik57 »

Whoa, nelly, that's a helluva lot smaller! It might work, though. I noticed a few things:

-In the hangar, the camera texture in that little control room hasn't been removed.
-Next to where the camera room used to be, the big crate in the nook has the wrong texture (Probably my fault, heh).
-One of the flaming barrels near the south-western edge of the map doesn't have a light effect around it.
-In the tower, the switch texture should probably be changed to something else, since the light was removed.
-In the barracks, were there always two metal footlockers there? I thought I made them all silver with a metal lid.

Also, since the map was made smaller, I was thinking of opening that one large building, outside of the base, up. Its insides would be a bit open, as to not add too much to the map. Maybe another barracks / computer room / storage?
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Cutmanmike
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Re: GVHv2 - Map 7 update

Post by Cutmanmike »

Go for it if you like. Most likely I'll have to wait for a new ST version to release v2 so you have plenty of time ;)

Any other maps that feel are too balanced towards a team?

Edit: List updated
Gez
 
 
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Re: GVHv2 - Map 7 update

Post by Gez »

Cutmanmike wrote:Btw

I’ve been hearing a lot about SR50 and how it makes Sjas ungodly. The SR50 trick involves using the StrafeOn function. I have to ask, would anyone miss this function? I can easily disable this using ACS unless someone actually uses StafeOn properly but I honestly can’t see why they would. Comment below if you disagree and explain why. Note that StrafeOn is NOT just strafing left and right, you hold it down to strafe anywhere with the arrow keys.
You're using [wiki]GetPlayerInput[/wiki], aren't you? I imagine some rare people might still use strafe on + turn left/turn right instead of strafe left/strafe right and it would be unfair to punish them. In short:
Good: :)
  • BT_STRAFE + BT_LEFT
  • BT_STRAFE + BT_RIGHT
  • BT_MOVELEFT
  • BT_MOVERIGHT
Bad: :x
  • BT_STRAFE + BT_LEFT + BT_MOVELEFT
  • BT_STRAFE + BT_RIGHT + BT_MOVERIGHT
Spoiler:
zdude
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Re: GVHv2 - Jitternerf?

Post by zdude »

Cutmanmike wrote:97D3, I'm hoping to make this compatible with that version (but it looks grim).
Weird. :?

All I did for the colored remains of the gibbed Cyborg was change 160 in A_SpawnItemEx (on the Cyborg and the "gibs") to 161 with the gib spawner. I assume you looked at the code right?
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Cutmanmike
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Re: GVHv2 - Map 7 update, RIP SR50?

Post by Cutmanmike »

Yes. I amended the code in my GVHv2 pk3 first and it didn't work, so I tried just running your patch wad with GVH. Still didn't work :(
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Re: GVHv2 - Map 7 update, RIP SR50?

Post by Sergeant Railgun »

When will be my ban over? Is permanent forever?
That achievment system looks sexy. Can't wait to try it!
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Cutmanmike
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Re: GVHv2 - Map 7 update, RIP SR50?

Post by Cutmanmike »

Ban from where? Skulltag servers? Permanent usually means forever :P
Sergeant Railgun
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Re: GVHv2 - Map 7 update, RIP SR50?

Post by Sergeant Railgun »

:surprise: oh sh... *beep* THEM! I GONNA REVENGE AND MAKE THEIR LIFE HELL! :x but i will consider how. since my hacker friend isnt friend anymore, i cant hack em. so... if anyone got a plan, PM me!!! :twisted:

mom said that our internet is dynamic IP. gonna figure what it is, some say that i can play if IP changes. dunno... but... i will take revenge if i can... (too much Triple-Dots)
Spoiler:
-(HK)Railgun
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Firewolf
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Re: GVHv2 - Map 7 update, RIP SR50?

Post by Firewolf »

Sergeant Railgun wrote:When will be my ban over? Is permanent forever?
That achievment system looks sexy. Can't wait to try it!
Sergeant Railgun wrote::surprise: oh sh... *beep* THEM! I GONNA REVENGE AND MAKE THEIR LIFE HELL! :x but i will consider how. since my hacker friend isnt friend anymore, i cant hack em. so... if anyone got a plan, PM me!!! :twisted:

mom said that our internet is dynamic IP. gonna figure what it is, some say that i can play if IP changes. dunno... but... i will take revenge if i can... (too much Triple-Dots)
Spoiler:
-(HK)Railgun
Sounds like another case of someone getting master-banned from Skulltag. http://skulltag.com/forum/viewtopic.php?f=153&t=18967
If you have issue with the ban, PM a moderator on the Skulltag forums instead of crying here.
[HK]Railgun wrote:mom said...
:lol:
Gez
 
 
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Re: GVHv2 - Map 7 update, RIP SR50?

Post by Gez »

You know, someone who reacts to being banned by ranting incoherently, screaming revenge and promising to make people's lives hell, asking for people to help him "hack" whatever he wants to hack, insulting people and promising he won't change... Well, that's someone who has obviously been banned for good reasons. And does not have the maturity required to be allowed back in.
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