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Author Topic: Gang Garrison 2.4.2 - The overdue update  (Read 22502 times)

MedO

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Gang Garrison 2.4.2 - The overdue update
« on: March 05, 2012, 03:21:36 pm »

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2.4.2

Hi everyone.

We've been sitting on a bunch of changes for a while now, and finally got around to adding some finishing touches and release a new update. Here's what you are in for:

Changes:
- Added Sniper Crouching while scoping
- Improved synchronization (player speed, shooting, sentries)
- Sentry now returns to horizontal when it loses its target
- Updated sniper charge display to start empty instead of half-full
- Removed gg2updater.exe (It is now integrated into Gang Garrison 2.exe - the old updater will not be deleted by the update though)
- Added beta update channel (activated automatically for betas, or by setting UpdaterBetaChannel=1 in gg2.ini)
- Increased scattergun spread when running forward
- Connecting to a server will now move you to the "connecting" screen immediately (#882715)
- Removed ctf_2dfort2 in favor of ctf_2dfort2remix

Bugfixes:
- Improved Sentry destruction sync (#586184)
- Improved sentry position synchronization (should fix #782879)
- Fixed infinitely rotating sentry (#761276)
- Fixed Credits to finally say 2.4 (#881044)
- Fixed crash when using ControlPointSetupGates in DKotH maps (#881048)
- Added Ozoh to the credits
- Fixed GG2 messing up lobby display when a UDP server is present (#922038)
- Fixed a problem with custom dkoth maps
- Fixed "Decync makes you fire only 3 rockets instead of 4" (#793296)
- Probably fixed "Sentry glitch" (#806093)

Download here
« Last Edit: July 08, 2013, 10:11:16 am by ajf »
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Madness9001

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #1 on: March 05, 2012, 03:23:24 pm »

Ins't this supposed to be 2.4.3?
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Meower

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #2 on: March 05, 2012, 03:25:56 pm »

why isn't skele in them
like anyone cares but really why
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skeleton dude

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #3 on: March 05, 2012, 03:58:20 pm »

Because party hats aren't really worth crediting
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Oktoberfest!

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #4 on: March 05, 2012, 04:29:09 pm »

Sweet.
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tankman

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #5 on: March 05, 2012, 05:19:56 pm »

why does the refire rate for scoped sniper shots feel so different? It feels longer that it was last version.
« Last Edit: March 05, 2012, 05:20:37 pm by Tankman »
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Psychopath

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #6 on: March 05, 2012, 05:32:21 pm »

Changes:
- Updated sniper charge display to start empty instead of half-full
The reason I had it the original way is because the charge rate is not linear like it is in TF2, it is based on a square root function. The reason it's based on that is to give diminishing returns for people who camp and charge and give a slight edge to aggressive riflemen. It started "half-full" because it represented the damage it will do compared to a full charge, it just happened to start at 40 damage out of the max of 75.

It's no matter, I can rewrite the meter filling formula to have the charge base as empty and the max damage as full. Just cluing you in on what that originally was for. My computer's still having issues, so I'm still lagging behind on development.
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CobaltBW

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #7 on: March 05, 2012, 05:47:19 pm »

Just fyi, I was the one that suggested the scope change because I thought it was just an oversight.
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Footpöp

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #8 on: March 05, 2012, 08:30:47 pm »

gg2.4.2noserver
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Vein

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #9 on: March 05, 2012, 08:57:40 pm »

Great, now we are going to have to learn to live teabagging Riflemen...
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Derpduck

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #10 on: March 06, 2012, 02:56:03 am »

Yay, finally.
Where is the £ in the sprite font?
« Last Edit: March 06, 2012, 03:26:36 am by Derp(duck) [LORD] [RA] »
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MedO

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #11 on: March 06, 2012, 04:45:15 am »

why isn't skele in them
like anyone cares but really why
He is in the Readme. I'm not sure whether we have any real policy of who gets to be in the Credits and who in the Readme...

is it normal that player momentum isn't added to bullets? also i needed to us a proxy to download the game cause i couldn't get higher than 18kb/s (and the lobby take 3 seconds to load)
If you are referring to the Scattergun, the momentum is added, unless you are shooting up or down. I think that's an oversight in Wareya's new formula that controls the spread of the shots.

Yay, finally.
Where is the £ in the sprite font?
Nowhere. It wasn't available in GG2 before, either.
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Phantom Brave

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #12 on: March 06, 2012, 05:31:31 am »

Inertia is added in the same basic way as it was before - however, the formula was changed as to make the shots inherit the player's hspeed into their /global/ speed (based on how horizontally they're being shot), instead of just adding it to its hspeed directly. This has an intended effect of preventing the spread cone from being expanded while backpedaling, and preventing the spread cone from being compressed while ramboing or slingshotting. The only effect that players will notice is that. I tried testing it thoroughly before having medo put it in, so I know that the shot inertia itself should behave similar to before this change. The cone's angle is the main difference. The old inheritance was overpowered in the scout's hands because it allowed them to play one of the Rocketman's main roles too well (spam area denial) via "heckling".
« Last Edit: March 06, 2012, 05:36:43 am by Wareya »
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Meower

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #13 on: March 06, 2012, 05:55:56 am »

Inertia is added in the same basic way as it was before - however, the formula was changed as to make the shots inherit the player's hspeed into their /global/ speed (based on how horizontally they're being shot), instead of just adding it to its hspeed directly. This has an intended effect of preventing the spread cone from being expanded while backpedaling, and preventing the spread cone from being compressed while ramboing or slingshotting. The only effect that players will notice is that. I tried testing it thoroughly before having medo put it in, so I know that the shot inertia itself should behave similar to before this change. The cone's angle is the main difference. The old inheritance was overpowered in the scout's hands because it allowed them to play one of the Rocketman's main roles too well (spam area denial) via "heckling".
Well now Pyro fights all end in stalemates no matter the skill I guess
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Phantom Brave

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Re: Gang Garrison 2.4.2 - The overdue update
« Reply #14 on: March 06, 2012, 06:13:27 am »

pyro's getting nerfed next update because people are going to get to whine about all the nerfs together~~~
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