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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Nov 25, 2010 11:51 pm 
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then use multiple mmp files :P

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 26, 2010 4:03 am 
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Hitman
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Yeah I considered doing something like that. If anything I'd make it something like PlayerCount=1-3,5 so you can do whatever with just one mmp file. But doing anything fancy is a major pain in the bum. Not ruling it out for the future though :P


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Nov 28, 2010 6:23 pm 
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i saw that you provide the update in a setup now but it would be great to also have it as zip/7z archive. A link that always points to the newest version would be useful for my pakx generation tool and also for other static links.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Mon Nov 29, 2010 6:54 pm 
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Creating a new .mmp file and having permission to re-release a level is an opportunity to do things properly. Adjust the .scr so it supports any number of players and create a single .mmp file with no PlayerCount line.

GA Spar and similar levels could allow unequal teams. That would allow have 1 pro to fight 2 newbies. Or 2 pros versus 3 newbies. Decon Labs always has 1 players versus all other players. The script for any new or re-released map should be as flexible as possible.

Support any number of players. Then let the players decide how to manage and enjoy the possibilities that creates.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Dec 01, 2010 11:38 pm 
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i wanted to use teleport for spawnpoints you can switch on and off. but i discovered that teleporting over long distances unfortunately leads to a camera scroll across the whole map. depending on the distance between start and end point this takes quite a while. could you please remove that. i already tried to fix this whith remote_control or teleporting in a car but this does not work with runtime created cars and thus only once.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 02, 2010 8:00 am 
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Hitman
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Can you post a cut-down version of the script/map you're using that's doing the camera scroll on teleport? It shouldn't do that, maybe the teleport location is blocked or something.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 02, 2010 1:09 pm 
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thats the full map
viewtopic.php?f=5&t=287
and this is the code snippet:
viewtopic.php?p=3075#p3075

drive in one of the fences near start to die, then you see. if the camera moves instantly the first time try again

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 02, 2010 2:31 pm 
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The camera pans across the map if you teleport immediately after dieing in a car. You can work around it by delaying the teleport. One way is by wrapping the WARP command with IF (NOT(HAS_CHARACTER_DIED(p1))). HAS_CHARACTER_DIED is true for only a short time after death. I've already made the changes to your full map script.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 02, 2010 8:36 pm 
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im going to ad this in the weidness thread

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Dec 03, 2010 8:59 pm 
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Suggested gameplay fix/change: If your jump is interrupted, a new jump should not start automatically after the interruption ends.

The bugs and caused by this "restarted jump bug" are incredibly annoying. Especially in timing-critical levels like DeCon Labs.

  1. You jump and are punched to the ground. When you get up, you automatically start a new jump.
  2. You jump and an explosion pushes you a bit sideways. That jump stops and when the pushing has finished, a new jump starts.
  3. You jump and an explosion knocks you to the ground. When you get up, you automatically start a new jump.
You can refer to these by number. This seems to be a clear bug. There is nothing desirable or logical about it.

(EDIT) The most important bugfix to do next is using flamer while entering a car.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Dec 04, 2010 2:26 am 
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BenMillard wrote:
Suggested gameplay fix/change: If your jump is interrupted, a new jump should not start automatically after the interruption ends.

Interesting and I agree. Assuming no one else minds I'll do it.

BenMillard wrote:
(EDIT) The most important bugfix to do next is using flamer while entering a car.

Ben you are hilarious :P Gustavob sent me your rage about that particular issue :lol: Unfortunately it's probably the most difficult bug to fix- I've already had a crack at it a few times without success. But I'll still try again; I know a lot more now.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Dec 04, 2010 2:31 am 
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That second jump often kills me near water just after I think I've survived.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Dec 04, 2010 12:23 pm 
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Exiting with flamer sends some fire South (which then drifts away in the direction you are shooting) without crashing the game. Players always face angle 000 in a car and that seems stable when getting out:

Image

So what crashes it when getting in? Could you hack a temporary fix, where flamer stops firing when you start entering the car?

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Last edited by BenMillard on Sat Dec 04, 2010 4:22 pm, edited 1 time in total.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Dec 04, 2010 2:10 pm 
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that temporary fix would be a good way but please do not stop other weapons when entering a car.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Dec 04, 2010 3:53 pm 
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BenMillard wrote:
Exiting with flamer sends some fire South (which then drifts away in the direction you are shooting) without crashing the game.

Apparently every weapon does that, allowing you to do the famous cardoor rocket or whatever its name is.

I recall vike saying something about animations in GH, something like "The weapons animation needs a pedestrian, and the flamethrower animation stands on screen for too long, crashing the game when you enter the car because theres not a ped on screen anymore to perform the flamethrower animation, and it doesnt happen with other weapons because they dont stand on screen for too long like the flamethrower".

Something like that :P

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Dec 05, 2010 6:23 am 
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Gustavob wrote:
I recall vike saying something about animations in GH, something like "The weapons animation needs a pedestrian, and the flamethrower animation stands on screen for too long, crashing the game when you enter the car because theres not a ped on screen anymore to perform the flamethrower animation, and it doesnt happen with other weapons because they dont stand on screen for too long like the flamethrower".

Something like that :P


That's basically it. That's what I think the problem is but I haven't managed to understand enough of the animation code to confirm that I'm right or fix it at the source.

BenMillard wrote:
Could you hack a temporary fix, where flamer stops firing when you start entering the car?

Yes, this is one of the fixes I've attempted. The problem was I had difficulty isolating the "hopping in car" variable of a player/ped. I think I can make it stop flaming from when you press enter until you're either in the car or you move; but that's way too early to stop the flamer. It's worth having another look now anyway because I understand more of the player occupations etc.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Dec 05, 2010 1:04 pm 
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Vike the Hube wrote:
I think I can make it stop flaming from when you press enter until you're either in the car or you move [...].
That would be a great temporary fix, imho! It's not often you want to flame the vehicle you are about to enter. ;)

Also, people who know the bug generally don't use flamer at all when trying to steal a car. So it hardly affects gameplay.

When you are fighting over a car door with someone, flamer can be useful instead of trying to door-frag. But that's so risky, the other players would usually swear at you! A true fix would make this safe. (And might pave the way to removing door-frags?)

(EDIT) Maybe a "to-do list" of widely agreed, undesirable gameplay glitches would be useful? Actually fixing them is the target, with double-jump and flamer crash at the top.

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Last edited by BenMillard on Sun Dec 05, 2010 1:46 pm, edited 1 time in total.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Dec 05, 2010 1:22 pm 
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BenMillard wrote:
And might pave the way to removing door-frags?

Never going to happen!


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Jan 06, 2011 3:54 pm 
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BenMillard wrote:
And might pave the way to removing door-frags?
How about I pave the way for projecting my foot up your ass?


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Jan 12, 2011 5:06 pm 
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Hi, is that just me, or random disconnects in multiplayer games happens a lot more often on patch 11.41 than on 11.39?


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