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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesGang Garrison II (FINISHED) [NEW WEBSITE]
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Author Topic: Gang Garrison II (FINISHED) [NEW WEBSITE]  (Read 477891 times)
patonki
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« Reply #700 on: October 05, 2008, 01:21:07 AM »

Ubers are the only way to solve that from my point of view.
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Asdf64
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« Reply #701 on: October 05, 2008, 04:05:58 AM »




I think I got lucky in this match (I'm the scout with the intel.)
But yea, ubers could solve everything that fails in this game.
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Agh
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« Reply #702 on: October 05, 2008, 05:45:02 AM »

Or you could make it that players are invincible for ~5 seconds after spawning.
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PHeMoX
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« Reply #703 on: October 05, 2008, 06:06:34 AM »

Or make spawns save-zones in such a way that people can't be shot in a direct way... Day of Defeat Source usually does this quite well...
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MedO
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« Reply #704 on: October 05, 2008, 07:26:26 AM »

I'm currently testing some changes to the lobby server code, if all runs well I'll release the source today.
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Akura
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« Reply #705 on: October 05, 2008, 07:27:12 AM »

Or, there could be multiple spawn points, like in tf2. You just spawn at one randomly.
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MedO
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« Reply #706 on: October 05, 2008, 09:27:01 AM »

The lobby server source is here, for the convenience of all developers who want to test changes etc:

Runnable jar: http://www.uni-koblenz.de/~smaxein/newlobby.jar
Source code: http://www.uni-koblenz.de/~smaxein/newlobby.zip

When you download the jar, you may want to right-click the link and choose "save as...", otherwise you might download and run the jar file automatically, depending on browser settings. To use the runnable jar, it's best to open a console and enter "java -jar newlobby.jar" in the correct directory, since you can easily close the lobby then, and you also get some debug output.

It works together with any recent version of the game (i.e. any version with a "b" in the name).

The code is practically uncommented, but most things should be pretty easy to understand for any Java programmer.

I might still have time to tick off some todo points for the actual game tonight.
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shig
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« Reply #707 on: October 05, 2008, 10:16:40 AM »

Quote
In a normal game, people can't spawn-camp like that. It only happens when one team is much better than the other one. Either BLU is full of noobs or it's a 6 x 2 match.
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fishmatt
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« Reply #708 on: October 05, 2008, 11:06:54 AM »

I'll be done with my map by tonight or tomorrow if all goes well, just gotta mirror and change the teamcolors.

EDIT: Done and sent to MedO
« Last Edit: October 05, 2008, 12:48:01 PM by fishmatt » Logged
MedO
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« Reply #709 on: October 05, 2008, 12:32:39 PM »

checkout
checkin

Version b21 is out. Changes:
- Restrict sniper aim to the size of the view
- Enforced player name size limit (currently 25 characters)
- Make scout a tad slower
- If anything explodes, it will also detonate any other explosive within half the blast radius. That means you can now clear minefields, but if the mines are spaced apart a bit, you can't blow them up all at once.

Binary and source: *redacted* (I'm adding fishmatt's map and will post that version as b21 instead)
« Last Edit: October 05, 2008, 01:37:08 PM by MedO » Logged
fishmatt
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« Reply #710 on: October 05, 2008, 01:53:30 PM »

uh oh.

MedO, I had to make some platforms in the center area a little lower to help heavies make the jump.

Sorry about that, links enroute to your inbox.

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MedO
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« Reply #711 on: October 05, 2008, 02:29:54 PM »

Additional changes to b21:
- Added fishmatt's map (great work!)
- Small correction to the collision code

Source and Binary: http://www.uni-koblenz.de/~smaxein/gg2b21.zip

The collision image method doesn't seem to increase the processor load much, so it'll probably be best to use this in the future. I'm looking forward to the map editor that is apparently in the works.
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Matt888
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« Reply #712 on: October 05, 2008, 03:04:15 PM »

This was from B20 (about 45 seconds ago), somehow a Red pyro managed to get into the Blu base



Awesome game BTW
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Asdf64
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« Reply #713 on: October 05, 2008, 03:08:14 PM »

Just felt like posting this before I forget. It seems there was a group of people who felt like being the same class, and I joined them. I accidently deleted one with a bunch of heavys together, but here is the rest of them (I was "DAMN SERVER WON'T LET ME IN!", in case anyone there was wondering who I was.)





Just wanted to post it since I laughed a lot during the game, since we were also scouts, demomen, spys, and pyros.
And thanks for b21, med0! Smiley
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Asdf64
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« Reply #714 on: October 05, 2008, 03:31:02 PM »

Sorry for double post, but I noticed something. In a lot of areas for Well, a rocket would go through the ground, preventing people from rocket jumping. It was only for the solider,  Cave Story had no problem, except in a few, but they weren't solid ground, they were ledges.
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kaspuds
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« Reply #715 on: October 05, 2008, 04:00:41 PM »

@ asdf

I was BLU (Jauntily) in that one. I remember there was about thirty seconds where there weren't any REDs, and then eight heavies came over. I lol'd hard.
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Akura
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« Reply #716 on: October 05, 2008, 04:13:45 PM »

Oh, in the new map, blue spawn, there is one solid pixel that you have to jmup over and is not supposed to be there. (Its not on red)
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fishmatt
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« Reply #717 on: October 05, 2008, 04:45:30 PM »

Additional changes to b21:
- Added fishmatt's map (great work!)

Thanks! I'm impressed at how well the layout works in practice without any playtesting. I'll be interested to see whether the center building gets campy.
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Asdf64
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« Reply #718 on: October 05, 2008, 04:49:42 PM »

With all the twists and turns in well, you can get lost easily. Do you know if you can post a map of the whole area, fishmatt?
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andykd7
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« Reply #719 on: October 05, 2008, 04:55:00 PM »

Is no one hosting? Sad This may be off topic but can somone check if they can see my server?It will be up till at least 9:30.I am hosting on b21. If you cant see mine can someone host.
« Last Edit: October 05, 2008, 05:04:27 PM by andykd7 » Logged

Gang Garrison is Awesome
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