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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 10:13 pm 
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elypter wrote:
haha thats awesome.

i like that thrill of almost getting hit by train.
it sometimes happens on tiny face off army.
Then you love my map "10 trains" :D

Cuban-Pete wrote:
You could also record with fraps and after that throw it in VirtualDub to make a .gif from it. (You might also wanna do an "optimize for animation" in GIMP to make the filesize smaller).
Or i could just press + button and few times screenshot and paste to a Animation Shop Pro (great program for making gifs, comes with Paint Shop Pro 7 which is also great program :D ). i optimized the gif size already AFAIK.

tbh, fraps is the last thing to do on cases like this where i need to get ALL frames. not to mention, i havent got my fraps working properly, ever. its buggy as hell... in fact, i havent had a single screen recorder EVER working properly. they always either fuck up colors, frames or just suck any other possible way you can think.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Nov 26, 2011 8:31 pm 
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I decided to do what cuban-pete said:
http://gtamp.com/forum/viewtopic.php?f=5&t=465&p=5380#p5380

got that damn fraps working after all, though, only in 640x480 resolution.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Nov 27, 2011 10:37 am 
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i don't know if this has already been suggested: if you have a remote car and destroy it in multiplayer you will loose a frag. that should not happen. it makes the whole idea of an remote car quite useless.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Nov 27, 2011 12:39 pm 
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elypter wrote:
i don't know if this has already been suggested: if you have a remote car and destroy it in multiplayer you will loose a frag. that should not happen. it makes the whole idea of an remote car quite useless.


I dunno. I think it should be optional. E.g. it's used to good effect in DAFE's Death Valley- if there wasn't some risk to using the remote cars everyone would be there all the time. We'd have to see how to make it optional... a similar trick to WFCTP?


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sun Nov 27, 2011 1:50 pm 
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yes but atm it's not really useful. if the car gets destroyed you loose a frag. if it were a noraml car you had the choice to get out ......wait...... how about making enter end the remote control session?

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Tue Dec 06, 2011 5:01 pm 
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Would it be possible for the shotgun's default firing rate to be reprogrammed to be as fast as the shotgun with fast reload? It'd definately make the weapon more useful.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Dec 07, 2011 3:01 am 
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Should be possible. I'll make it a checkbox in the lobby as I'm working on them soon.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 08, 2011 12:32 pm 
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Play a level where you can grab Fast Reload and Shotgun together, if you want that. Please don't change firing rates and other fundamental gameplay properties - these will unbalance some levels.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 08, 2011 1:08 pm 
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Yeah I know, hence making it optional with a lobby checkbox.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 08, 2011 1:20 pm 
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IF you can make it optional, why not make all weapons configurable in an .ini file? :D

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 08, 2011 3:31 pm 
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or via script commands :mrgreen:

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 08, 2011 9:37 pm 
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Please don't waste time on shit like that.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Thu Dec 08, 2011 11:44 pm 
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i think its good idea.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Dec 09, 2011 1:05 am 
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how about a poll on features? so vike can see what people what is wished the most.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Dec 09, 2011 1:27 am 
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BenMillard wrote:
Please don't waste time on shit like that.

Umad Ben? ;)

I said I'd make it optional because I'm also going to do lobby checkboxes for a bunch of other stuff. It'd just be convenient to do it at the same time, won't take me long. Adding an ini file would :P


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Dec 09, 2011 4:38 pm 
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I think my only concern is that if its possible to make weapons 2x faster by modifying the game directly and then pick up a fast reload, you'd end up with 4x speed lol.

Optional is good, but I imagine you'd need to re-make/design the lobby screen so that it will show the new information, could even have an option below the game speed button for a "weapon speed" slider with normal (current speed) or fast (2x speed). Not sure how it'd effect weapons like the flamer and electro-gun but it doesn't matter for those I imagine.

Wonder what is easier - my idea of being able to give players powerups like fast reload, armour, health, double damage directly (using something like GIVE_WEAPON (p1, COLLECT_35)) or modifying actual game file(s) and make an INI?

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Sat Dec 10, 2011 1:59 am 
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Fixing the various limitations of GIVE_WEAPON would not alter the gameplay on existing levels. (As suggested there in February 2010, first page of this topic.)

It would allow new levels (and updated scripts) to balance their gameplay better. And do so more neatly than current work-arounds, such as the weapon pickups beneath respawning vehicles in my TRON levels.

That's the sort of thing I'd very much like Vike to waste his time on!

Similar to how he fixed ROAD_BLOCK_TANK_MAN so Army Base could use real army instead of faking it with a gang. This also enabled city-wide army in any levels which later chose to increase the maximum police wanted level. It didn't break any existing levels; in fact it fixed several of the multiplayer level R* included with the game.

Compared to that, turning the game lobby into a mess of tickboxes is a shit idea. It would end up like the Debug tab of GTA2 Manager, with every game having random weird gameplay effects which the host chooses in order to disadvantage the joiners.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Mon Dec 12, 2011 6:30 pm 
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Could we at least get a portable water cannon? ;-)


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Tue Dec 13, 2011 12:16 am 
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Devastator wrote:
Could we at least get a portable water cannon? ;-)


As a replacement to the defunct "microwave" weapon (which crashes GTA2) might be fun, but little more than that and wouldn't be too useful overall.

Same can be said about the other missing pickups (COLLECT_11 through to COLLECT_14 and COLLECT_24 through to COLLECT_27), would be nice to see some sort of use for them in future.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Tue Dec 13, 2011 12:42 am 
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The eletro-baton could possibly be tweaked. If you look in the .sty files, there's three different bullet colors; red(player), orange(opponents), & an unused purple bullet, which I assume was for the electro-baton.
Maybe it could be fixed to work on ped types along with players, & presuming it wouldn't break balance, the electric part of the weapons attack could kill opponents, but taking 3 or 4 times as long as the electrogun's stream to fry them.

EDIT:
Pyro wrote:
As a replacement to the defunct "microwave" weapon (which crashes GTA2) might be fun, but little more than that and wouldn't be too useful overall.


Pinning foes against walls & hosing them off of buildings & into bodies of water would be plenty fun. I could also see it being useful in cramped quarters.


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