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Messages - CarThief

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Well, it was rather cheap, given how it does 50+ damage on hit, penetrates targets, can hit with incredible accuracy from any range, ignores/pierces armor, and being an instant attack, is completely undodgable. Doesn't help that the Ghouls can't do anything against it at long range, since they're melee classes, and typically lack any long-range attacks.

It's hard to make a proper replacement for it for long-range use but maybe that the current idea of it being an semi-guided arrow that hurts the further it's going will do the trick (it also can do more than 50 damage on long ranges). But it hasn't had much in the way of combat testing, though... (As well as being somewhat impractical to hit with, sometimes.)
Hm, i should probably update it again sooner or later, as it optimizes and fixes alot of things, as well as making some human projectiles go through human allies (like Lightning Arrows), adds much-needed impact effects from nails/saws/arrows, and even a few extra achievements (though they don't have their own graphic, i'm not an graphics artist or anything).

Ah, guess those fixes helped (or the previous file got messed up for you during download, or something).
Hm, you may need to be more specific on what needs nerfing, with cyborg i'm kinda relying on the fact i can mark targets and focus-fire on them to keep them away, regardless of how messed-up the screen gets because of all the plasma, which isn't all that unfair in itself. If anything, it's my only hope of HITTING a Creeper coming at me. :P

I could, however, easily nerf some aspects of it, like say, through-wall detection of enemies next to you (or atleast do so on Creepers), or even reduce the range of it (for Creepers or everyone). And that's the primary function, the infinite-use scan for cyborg only. The secondary function (the area scan) already keeps him busy, but i could easily perform nerfs like reducing it's range, or make it ineffective against Creepers (or hidden Sjas).

If you think this is just too powerful against Creepers, i could always try reducing the detection range for Creepers (even more), or disrupt/turn off the scan when stunned.
Hm, maybe i'll just figure out a small nerf for it myself. Suppose it can be quite powerful against sneaky enemies.

Hm, it has no real drawbacks (though you can turn it off if the blue stuff hurts your head), though it's not as cheap as to mark a creeper crawling across the map, either. Hiding/sneaky enemies like Creeper, and Sjas whenever he's stationary will not get marked unless the cyborg is close enough, with the regular infinite duration scan. The primary fire scanner won't mark targets through walls either, unless you are basically almost standing next to them.

The altfire scan temporarily marks them all in a reasonable range, even through obstacles, but he can't fire his arm while performing that action, so it's more of a backup tool to let camping humans know their enemy's whereabouts, or let humans see enemies through smoke clouds. Or just to find enemies to shoot at.
The main idea behind the scanner was so that Cyborg wouldn't have so much trouble focus-firing on nearby targets because those giant plasma shots take up practically half your vision, and Creepers are a real bitch to find and shoot without such aids, so it helps the cyborg, who has no area of effect weapon to counteract Creepers otherwise.

But i suppose if that ends up being too much, it's easily nerfed in various ways. Hm, i assume there was no lag for people using Cyborg's scanner or Sjas's echo ability? Those scripts can be somewhat intensive, and i had to switch them all to clientside so they wouldn't destroy the server's bandwith. So far this seems to have worked out fine.

Well, here's a update that hopefully fixes most issues, otherwise, i fear it might be your computer if you're the only one with these issues (it's not even meant to be POSSIBLE for the code to use sjas's echo on dead bodies!). Mostly just consists of fixes (and a few small changes), it's a little outdated, but still functional to play in Yurei Battle/Flames of the Spire.

Small changelist:
(click to show/hide)
Hm, got the singleplayer to work properly yet, or does your computer hate GVH just that much...? I couldn't recreate the other problems, maybe the file didn't download properly or something, or as mentioned before, your computer might just really not work well with GVH at all.

Hm, it's understandable that the smoke and ice clouds, as well as cyborg's scan is a tad laggy (once multiple clouds get deployed anyway), but i wonder if it's your computer being very old? Otherwise i may need to tone them down, or limit them to like 2 or 4 at a time on the map. Atleast all the lag should be client-side, the way it's been coded. Do they start lagging after several are deployed or once merely ONE shows up? I dont know if this version has additional GL lights yet but the update i'm working on adds alot more, that could also be the cause of lag (though you can reduce or disable OpenGL lights entirely). Edit: Especially FB using 2 clouds + frost breath makes even my computer slow down when the lights are cranked up to max.

Sjas's ability lagging shouldn't happen though, especially if what i'm seeing is a LOT of echo's, which REALLY shouldn't happen. Guess i need to take a look at the scripts, make sure it only targets live enemies (assuming i missed adding that), or add some other limitations, i guess.
Though after all that testing (mostly vs bots) i never saw that bug before, oddly enough. Hm, maybe it's caused due to TLMS mechanics...?

Also you can play the Human campaign, just make sure to load up the Yurei Battle file with it as well, that one contains the Human campaign. If you don't include it, you'll get the default Ghoul campaign instead. If that doesn't work, then i guess that's another highly unusual bug.
Though i'm not sure if these bugs are there because of me or because your computer REALLY hates GVH, for some reason. Guess i'll also look into the cyborg issue, but it should let you fly when mid-air, and scan when on the ground.

Also good to see people are actually hosting it every now and then, guess i'll fiddle around with Hunter's class menu thing, gave it a good testing on TDM but i didn't fully take TLMS into account (TDM's just so much easier for testing things).
But next version should atleast fix the classinfo menu, and hopefully other bugs, too.
Edit: Also added the number of the latest beta version file to the topic name, so it should be easier to notice updates on a glance, i guess.
I also suspect having alot of custom content from the skins folder may screw things up, maybe it's more... stable without those included?
(Since the amount of stuff you can put in there is rediculous, you can even add in your own bots... As well as music, and who knows what else, besides just skins.)

Oh, wouldn't know a thing either about this v3b10 thing, either. Haven't seen it hosted by anyone yet, but it's not the official/original version. The original hasn't gone that far yet, version-wise, and at this rate i doubt it ever will, GVH's an old, old competetive gamemode, and those seem to die out in favour of casual stuff, and survival servers.

Hm, odd, normally it should work fine like that. I guess you also made sure to load it with the proper IWAD (doom2.wad, i assume), instead of using MM8BDM's IWAD?
The only possible problems i could think of is the downloaded files being corrupted and thus not read, maybe re-downloading the files might do the trick. Or something went wrong in how you tried to run GVH, they have to be in that EXACT same order when dragging them onto the exe file (well, except ST actors and ST data, as long as they go before GVH any order works for them), maybe you'll have more luck doing this with a server browser, they ussually got singleplayer tabs, allowing for easy sorting of the wads.

Or if this happens with other things as well it could be a windows or security problem (i recall windows 10 being TERRIBLE with some server browsers), somehow rendering them unable to properly load files for servers, or even singleplayer. Different server browsing programs, or dragging them onto the exe manually might bypass this.

Edit: Updated it again. Main focus of this update was fixing some newly introduced things, like the spectator's classinfo menu (which has alot more useful info now, for those new to GVH, helping them learn the basics), and added some GL lights to various actions, projectiles and effects.
Yurei Battle got another small fix too, i suppose, though i can't really fix the whole glitchyness of swapping classes via a map change after defeating the yurei.

So the update mostly ended up being alot of polishing, bugfixing, and a few newbie-friendly messages, should today's audience ever consider trying GVH. And some things just look alot better with GL lights on them, especially dropped ghoul powers.

Hm, got it working yet? The above-mentioned sequence of files should work if you're playing it on Zandronum, just hope MM8BDM's version of zandronum isn't too outdated for it to work, though.

Also did a minor update that probably fixed a few more things, and most notably adds the ability to use the Class Information menu while spectating, which is probably alot more helpful then trying to read and not-die while playing. It also has some newbie-friendly information in the spectator version, but that's about all that i can think of that changed.

But with today's audience it's probably not a bad idea anyway to make it more newbie-friendly anyway (information-wise, that is, gameplay's still as tough and competetive as ever). If it ever becomes popular again in between all the random wads aimed at casual co-op/survival play.

Hm, it SHOULD work if you load it in the following order (either by putting them in the list in your server browser in this order, or litterally reorganizing the files in this order before dragging them onto Zandronum):
[Use doom2.wad as your IWad - maybe you left in MM8BDM's IWad? It won't work with that.]
[Any other files here and lower.]

And of course make sure your Zandronum isn't too outdated, that might also cause problems since some updated features might make it impossible to run it on the old Zandronum. If problems still happen and you get a different error message i might be able to fix it if you post it here.

That might work, though most people i see hosting stuff on Zandronum use the Skulltag_Actors_1-1-1.pk3 (or its older version, Skulltag_Actors.pk3) and Skulltag_Data_126.pk3 files, in any order, and load the GVH files after those. Hm, should probably update the readme inside GVH sometime about the Skulltag files, i'm not too up-to-date about those, i just use whatever everyone else uses, ussually.

You should be able to find the latest version of those files by simply having your server browser look for and download the files.

So it's been a long while since any update, and some might consider it a wasted effort, but i had too much free time and decided to slowly update GVH bit by bit as a side-project to keep me busy. And it's gotten to a sizable point where it could probably be released as the next version, but it has some new technical additions which are still somewhat experimental so playtesting would reveal any problems so they can be fixed for release.

The update focuses on extra options towards teamwork, giving almost all of the classes an additional ability they can use to help their teammates (and sometimes themselves, too). A few buffs and nerfs got handed out like usual, and various general systems have been changed or improved, such as team balancing punishing team stacking more heavily with even higher buffs, should players intentionally stack the teams.
Some newly added abilities may seem a tad 'meh', but they where meant to aid your team, not make you a pro solo team wrecker. But otherwise, it's the good ol GVH you know and love (or that i ruined, but opinions vary). If you're sick of the new GVH spinoffs people keep making by all means give it a look.

(click to show/hide)
Download: ... beta12.pk3 ... beta11.pk3
Older versions: ... beta11.pk3 ... beta10.pk3 ... -beta9.pk3 ... -beta9.pk3

So, by all means, give it a go and post any feedback here if you want, on what might need changing. Assuming people still care about the original GVH anymore, anyway. :P
And i'm way too lazy to try and figure out IRC again to host a BE server, anyway (wish they'd simply have a webpage for that, by now), so if anyone else wants to give it a try, go ahead and host it on BE.
There's also been improvements to the singleplayer, like better TLMS matches, improved bot AI, being able to select Flames of the Spire in the menu, and whatnot.
(Edit: And if you want to use the slightly-improved bot AI on multiplayer, set gvh_advancedbots to 1. Or gvh_superbots 1, which is similar to the other, but lets bots cheat a little with bot-only special attacks.)

Now to wait it out and see if anyone still remotely cares. :P

Well, some commands are server-side, and some are listed as client-side. You can only use the server-side commands by putting rcon in front, and the client-side commands will work without doing so (if sv_cheats is true, or you've got cheating permission through 'allowcheats', which is given through the server/rcon).

In this case you're probably looking for the 'projectileringme' command. And to keep your cheating abilities you gotta use the clientside command named 'keepcheats' if i remember correctly. (Might be better/faster to bind it to something.)
Though 'keepcheats' only lets you do the clientside commands after dieing and respawning, not actual built in-game engine cheats like god, give weapons/all, etc.
(It goes away if you spectate/disconnect, though.)

If you can find a command list somewhere (i recall the main post has one, or there's a in-game list too, i think it was 'listcommands [page_number]'?) you should be able to see which ones are listed as server-side or client-side from those.
Also helps to know if you dont know already (just in case), pressing TAB autocompletes commands you where trying to type, or brings up suggestions, so TAB after typing 'spawnitem' gives all the names you can add after 'spawnitem'. Or just type 'projectileringmero' and it will probably autocomplete to 'projectileringmerocket'.

Anything Goes / Re: So, Microsoft just bought Minecraft for like 2.5 Billion
« on: September 15, 2014, 06:57:00 PM »
Honestly, i dont recall doing any doomsaying besides this, and its not a very unrealisic view i'd say, they gotta earn money somehow.
At best there's the occasional GVH-related post or minecraft stuff when there still where servers around, but that seems to have died off for now. So i have to say that statement about doomsaying all the time is hardly accurate. At best it's occasional ranting... :P

Hm, well i'd say something on-topic but there isnt any futher information going on right now. Its all rumors and doomsaying as far as i'm aware.

Anything Goes / Re: So, Microsoft just bought Minecraft for like 2.5 Billion
« on: September 15, 2014, 05:14:26 PM »
Well, admittedly it would be utterly stupid of them to actually do any of the things i've described, but as goes with all the major AAA companies, they're so greedy it blinds them and they make stupid moves like that, regardless. Though i suppose i'm being a tad cynical here, but given all the shit i've seen companies trying to pull off...
(Edit: Like the whole XBoxOne backlash, oh the terrible ideas they had in store...)

Hm, one can only wonder how far they're willing to take it, before serious repercussions from the gaming community occur, or do the logical thing, the utter last resort, pirate that shit. :P
Hm, suppose they're not that blind to push it that far, atleast.

And some do say Microsoft has a habit of ruining the companies/games they buy. We can just be thankful freakin' EA didnt buy Minecraft, oh God... They would have disabled modding, nerfed players, added microtransactions, enforced subscriptions, and force people to pay for multiplayer within a month, or less!

Anything Goes / So, Microsoft just bought Minecraft for like 2.5 Billion...
« on: September 15, 2014, 02:33:42 PM »
Normally i dont post all that much lately but this is probably something people want to hear about. (Not sure if Anything Goes is the right place, instead of Gaming Discussion, but its about MC being bought, not played, so...)

So yeah it's been rumored for a while and now i've read it here.

I suppose this means alot of pirating, people making backups, and illegal clients which avoid whatever evil nickle & diming/microtransactions/mod-killing updates Microsoft is bound to try and throw at it. Or just plain horrible overpriced DLC things.
Like for all we know the game's gonna end up with the player massively nerfed and oh, you've having trouble? Why not buy Iron Armor for 50 cents? Or replenish your hunger for 10 cents.

God forbid they're gonna (try to, anyway) kill off modding, so they can push out their own premium priced stuff rather then the rare but free good ol updates of old. Or maybe they'll turn current or future accounts from pay-once to 5/10/15 a month subscription-only, depending on what they can get away with legally...

Just consider, they're gonna have to find SOME WAY to earn that 2.5 Billion back....
Oh this is gonna suck... Hm, perhaps they're gonna try and earn money off of the (normally) free online play, too.
Ah well its all just theories and rumors, so far, but remember, they gotta earn 2.5 Billion somehow. I expect some very unwelcome changes.

Well normally it might be a bit early for a bump but this version fixed a rather nasty bug that crashed on loading when for whatever reason teams where cleared and replaced with less then 4 teams, which caused problems when defining actors which have team allignments.

Though there's a pretty neat function of being able to see your target through walls, as demonstrated in the images below. The addcameral and addcamerar functions are neat for co-op view like in Portal as well, though aside from all that its mostly bugfixes.
(click to show/hide)
I guess there's a handy ping command or two as well which displays a sort of radar wave/blip on the map where the target is.

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