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Author Topic: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update  (Read 20917 times)

ajf

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Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« on: July 11, 2014, 01:26:11 pm »

Previous
This
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2.7.3

Ladies and Gentlemen, Mentlegen and Babies, we present to you

Gang Garrison 2.7.3!

But more importantly, we also present to you...

The Haxxy Awards 2014! (Elkondo made a nice page and everything, go check it out)

Changelog for this minor bugfix release:

  • Fixed killcam on non-4:3 ratios
  • dropdownPlatforms supported in custom maps
  • Fixed issue where changing map caused optional plugins prompt to reappear
  • Added cancel button on disconnection restart prompt
  • Fixed numerous bugs
  • Fixed several 60fps bugs
  • Players with haxxy rewards can now enable/disable them from main menu
(full log of changes on git)

Download here
« Last Edit: August 04, 2014, 01:32:17 pm by ajf »
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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.

Catman

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #1 on: July 11, 2014, 01:27:42 pm »

Feels like the last one ended like last week
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ajf

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #2 on: July 11, 2014, 01:32:07 pm »

Feels like the last one ended like last week
I know, right? So soon! Yet so long ago.
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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.

『AMLV』bobtehnoob

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #3 on: July 11, 2014, 01:51:35 pm »

iirc, stickies deal 66 or more to buildings?
nice to see that it's called How to Play, not ReadMe, and that it's updated.
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are you sure
also what's with the MACOSX folder
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[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
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Phantom Brave

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #4 on: July 11, 2014, 01:52:38 pm »

stickies deal 50 to buildings
yes you get overhealed if you eat with max health
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『AMLV』bobtehnoob

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #5 on: July 11, 2014, 01:54:07 pm »

is this part of 2.7.3 because it wasn't like that in 2.7.2
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[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
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Phantom Brave

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #6 on: July 11, 2014, 01:56:42 pm »

it was like that in 2.7.2
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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #7 on: July 11, 2014, 01:57:37 pm »



IT LIVES

REJOICE
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ajf

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #8 on: July 11, 2014, 01:59:00 pm »

also what's with the MACOSX folder
Me using OS X and using the default Compress button which includes OS X-specific meta files :-\
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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.

Orph

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #9 on: July 13, 2014, 04:17:25 am »

Added cancel button on disconnection restart prompt

 :wuv:  :wuv:  :wuv:  :wuv:  :wuv:  :wuv:  :wuv:  :wuv:

 :drool:  Finally  :drool:
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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #10 on: July 13, 2014, 04:19:43 am »

But no checking to see if the server is full before installing the plugins when you join a server thus you don't have to restart the whole game?
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ajf

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #11 on: July 13, 2014, 06:15:23 am »

But no checking to see if the server is full before installing the plugins when you join a server thus you don't have to restart the whole game?
That's more difficult to do and MedO objected to the way I tried to do it previously.
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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

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #12 on: July 13, 2014, 06:16:00 am »

btw what changes with the 'plugins run in own environment'?
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ajf

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #13 on: July 13, 2014, 06:20:37 am »

btw what changes with the 'plugins run in own environment'?
Ah, I should update the plugin FAQ about that. Basically, we spawn a new PluginEnvironment instance (it's a persistent, invisible object) and do with(env) { execute_file(...); } so any variables you forget to define will end up on that object instead of on GameServer, Client or the weird non-object game_init runs in.

It also means you can now just type 'packetID' and 'directory' to get the packet ID or directory, respectively, since we put those as variables on the object for you. There's also isLocalPlugin and isServerSentPlugin for checking what mode the plugin's running in.

This also gives you a nice place to stick your variables. For my latest plugin, I did this:

globalvar myplugin;
myplugin = id; // this PluginEnvironment object

blah = 3;
foobar = "stuff";

...

if (myplugin.blah) {
    ...
}
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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

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Re: Gang Garrison 2.7.3: The Haxxy Awards 2014 Update
« Reply #14 on: July 13, 2014, 06:27:04 am »

Ah, I should update the plugin FAQ about that. Basically, we spawn a new PluginEnvironment instance (it's a persistent, invisible object) and do with(env) { execute_file(...); } so any variables you forget to define will end up on that object instead of on GameServer, Client or the weird non-object game_init runs in.

It also means you can now just type 'packetID' and 'directory' to get the packet ID or directory, respectively, since we put those as variables on the object for you. There's also isLocalPlugin and isServerSentPlugin for checking what mode the plugin's running in.

This also gives you a nice place to stick your variables. For my latest plugin, I did this:

globalvar myplugin;
myplugin = id; // this PluginEnvironment object

blah = 3;
foobar = "stuff";

...

if (myplugin.blah) {
    ...
}

Alrighty, I assume we still need to define argument0 and argument1 still for SSPs?
But essentially it just makes sure no dumb things like "Object not defined: Ghost" or something I take it :P
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