November 21, 2024, 07:05:49 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 4 5 [6] 7 8 ... 16

Author Topic: Gang Garrison 2.7.2  (Read 47779 times)

ajf

  • (Ex-?)Developer and forum/web admin
  • *****
  • Karma: 7
  • Offline Offline
  • Posts: 3421
  • she's never quite as dead as you think
Re: Gang Garrison 2.7.2
« Reply #75 on: April 02, 2014, 04:30:19 am »

Doesn't seem to be an instance problem. Something is definitely leaking, though.
Write an extension that reimplements ds_map or stubs it, and use that to log creation of them.
Logged
did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

ZaSpai

  • Ray Bann's Minion
  • *
  • Karma: 14
  • Offline Offline
  • Posts: 2175
  • "Eeh?! We're just allies!"
Re: Gang Garrison 2.7.2
« Reply #76 on: April 02, 2014, 04:35:57 am »

Is it normal behavior for Invasion to go into overtime on the n-1'th cap (i.e. red needs one cap to win)?
Also red timer on blu intel :z9:

(and for something completely random, more disputable wallmasks on egypt)

INTERESTINGLY when dead the arena cap error doesn't occur; actually it occurs sporadically, i initially capped and left the point and other ppl got the error
« Last Edit: April 02, 2014, 05:28:14 am by ZaSpai »
Logged
Right behind you when you most expect it | classicwell master race

Spencer (steam)

  • New Member
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 8
  • POOTIS POOTIS POOTIS.....
Re: Gang Garrison 2.7.2
« Reply #77 on: April 02, 2014, 07:19:43 am »

i just tried the game and it too glitch and lag :z1:
Logged

Rumrusher

  • Full Member
  • ***
  • Karma: 9
  • Offline Offline
  • Posts: 477
  • On Standby
Re: Gang Garrison 2.7.2
« Reply #78 on: April 02, 2014, 08:18:46 am »

I go to sleep for 7 hours and you guys release this buggy mess? :-\
You didn't address the spy issue in 2.7 so :P
Some of April Fools 2.7's bugs weren't bugs. Others were so funny there was no reason to remove them.
good point love me some quirks. though I just had a plugin error crash from a room filled with 20 people(that didn't ask for any plugins to join). is 20 the new 50?
Logged

Derpduck

  • 2011 Haxxy Finalist
  • *
  • Karma: 42
  • Offline Offline
  • Posts: 5752
Re: Gang Garrison 2.7.2
« Reply #79 on: April 02, 2014, 10:48:34 am »

Head doesn't line up properly when walking; red square appears.
« Last Edit: April 02, 2014, 10:48:55 am by Derpduck [LORD] »
Logged

[SGC] kildau

  • Full Member
  • ***
  • Karma: 18
  • Offline Offline
  • Posts: 373
Re: Gang Garrison 2.7.2
« Reply #80 on: April 02, 2014, 11:06:45 am »

Really liking pyro buff and new movement animation,but I feel like  game became more laggy,might be my internet connection though.
Logged

Dumbledank

  • Lucky Member
  • *******
  • Karma: 19
  • Offline Offline
  • Posts: 991
  • Master of Ganjuration
Re: Gang Garrison 2.7.2
« Reply #81 on: April 02, 2014, 11:52:18 am »

New walk cycles distract me way too much, perhaps add a toggle between the old and new.

Sticky jumping got a bit of a nerf, if you don't jump then you get almost no height from your explosion in comparison to previous builds (not a big deal)
Logged

aronhun

  • Full Member
  • ***
  • Karma: 10
  • Offline Offline
  • Posts: 348
  • Happily retired
Re: Gang Garrison 2.7.2
« Reply #82 on: April 02, 2014, 01:12:52 pm »

How to make an a/d ctf map?
If i place both intel that will be cp :drool:
will this be in the new Garrison builder, and the TDM too?  :-\

ajf

  • (Ex-?)Developer and forum/web admin
  • *****
  • Karma: 7
  • Offline Offline
  • Posts: 3421
  • she's never quite as dead as you think
Re: Gang Garrison 2.7.2
« Reply #83 on: April 02, 2014, 01:24:31 pm »

How to make an a/d ctf map?
If i place both intel that will be cp :drool:
will this be in the new Garrison builder, and the TDM too?  :-\
IDK about A/D CTF, but TDM doesn't need a new Garrison Builder version. Just use "Free mode" and don't add any game mode entities.
Logged
did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

2D

  • Guest
Re: Gang Garrison 2.7.2
« Reply #84 on: April 02, 2014, 01:30:50 pm »

New walk cycles distract me way too much, perhaps add a toggle between the old and new.

That.
And the fact that my PING increased by 200 with this update. Running 30 FPS.
While I do like the graphical improvement, I frown on the querly nerf.
Logged

SpaceAce

  • Junior Member
  • **
  • Karma: 1
  • Offline Offline
  • Posts: 167
  • I have realized that you are all assholes
Re: Gang Garrison 2.7.2
« Reply #85 on: April 02, 2014, 01:58:09 pm »

While I do like the graphical improvement, I frown on the querly nerf.
I agree with this, I feel that pushing medics back is too hard now and while the damage is better, I'm loosing my infinite air blast. Maybe find a happy medium between the old one and new one? Also, medic is useless now.
Logged

When the fuck is this going to be not a dead game

2D

  • Guest
Re: Gang Garrison 2.7.2
« Reply #86 on: April 02, 2014, 02:08:40 pm »

Also, medic is useless now.
Cite evidence, please.
Logged

Bluez

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 411
Re: Gang Garrison 2.7.2
« Reply #87 on: April 02, 2014, 03:10:57 pm »

can't play with this lag D: both 30fps and 60fps lag dam good.
Logged

hello

  • Lucky Member
  • *******
  • Karma: 75
  • Offline Offline
  • Posts: 1019
  • nigga
Re: Gang Garrison 2.7.2
« Reply #88 on: April 02, 2014, 03:13:36 pm »

    • There is no secret class. We did not change the nonexistant behavior of the nonexistant secret class's primary fire.

    was dis supposed to happens?
    Logged

    nightcracker

    • NC
    • Full Member
    • ***
    • Karma: 0
    • Offline Offline
    • Posts: 516
    • PyGG2 dev
      • NC Labs
    Re: Gang Garrison 2.7.2
    « Reply #89 on: April 02, 2014, 03:15:28 pm »

    Really annoying release =/

    My server randomly stopped with this:

    Code: [Select]
    ___________________________________________
    ERROR in
    action number 1
    of Other Event: User Defined 2
    for object Flamethrower:

    Error in code at line 149:
                           for(i = 0; i < realnumflames; i += 1)
                                          ^
    at position 37: Unknown variable realnumflames

    60 FPS feels weird and glitchy.
    Rocketmen can sometimes shoot through platforms they stand on.
    30 FPS is a NOT the original framerate - I never had any "shocky" stuff going on, 30 FPS is unbearable.
    Animations are too fast with 60fps.
    Joining a server shows a command prompt.
    Logged
    Pages: 1 ... 4 5 [6] 7 8 ... 16
     

    Page created in 0.028 seconds with 35 queries.