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-[IFwsI]- Doghouse Discussion/Dev Update Thread

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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by masterhand1000 on Tue Oct 13, 2015 10:20 pm

can i make the map?
or only mods and vips?
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Tue Oct 13, 2015 11:06 pm

masterhand1000 wrote:can i make the map?
or only mods and vips?
The map will stay the same; Scrap Land 4ever.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Rhyno on Thu Oct 15, 2015 6:27 pm

Reading these update changelogs keeps you motivated to play Doghouse, however my sucky internet doesn't allow fluent online games.
#firstworldproblems



Nice to hear that ;0
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Fri Oct 16, 2015 11:02 pm

Progress Report


Practically completed with the framework. I'm just working on the remaining few market items and effects.
I've created a private repo for the framework which means It'll be significantly easier to patch updates / new stuff directly to the VPS.

- Dispenser health is 10hp/s
- Dispenser monies is $750/s
- Killinfo is set off
- new "rank" display + cooldown
- custom team winrow management
- building limit for every object is now 100000 (create as many dispensers/supplies you want now o.x)
- for the snowball, fight like men & oblivion event (thx 2 kirboi 4 help)
- max streak level is now 10
- bonus xp/xpc on leveling up
- added the patch for converting old-type saves to new-ones
- transaction logs (incase something goes wrong)

Expect to see the lab on in a few days.


P.S I was asked to make an "achievement" type of thing for the players. I won't be able to make that now. However I'm still considering it for version 3.1 (not anytime soon). o.x
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by xpress on Fri Oct 16, 2015 11:48 pm

how about the bugs? "fixes"
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Sat Oct 17, 2015 3:47 pm

xpress wrote:how about the bugs? "fixes"
The bugs were mainly round & event triggering and handling bugs. I've re-wrote the script especially in those areas and it's definitely fixed.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Fri Oct 23, 2015 10:41 am

Update

I've been busy during the past few days and therefore wasn't able to quite exactly polish the remaining of the framework. However, it's completely working. If you wish to beta test it, it'll be here
Code:
-[IFwsI]- Laboratory 151.80.45.124:40000



Here are some stuff I'm aware of.
-Donut hat is large
-Some hats have weird offsets

These ofcourse, will be fixed before officially patching the framework onto the doghouse server.

If you find any other bug/whatsoever other than this, feel free to report it.

Everyone's been given sufficient amount of XPC to buy everything in the market. I wasn't able to complete the Deathballs and the addition of a few other attributes for the beta test, but they'll be added onto the main server.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Mew~ on Fri Oct 23, 2015 1:04 pm

all the new items in the market are invisible (i do have "all" checked to install)
while buying an item if the "Yes" option could be on 1st and "No" on second row instead of how it is now i'd be happeh
oh god the "-1" on every menu is irritating
when you press cancel in any of the menus it doesn't close the menu it just re-opens it
badges are not working
all i cuold find in 5 minutes i'll continue later

edit bold for zero


Last edited by Mew~ on Fri Oct 23, 2015 4:24 pm; edited 1 time in total
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Zer0o on Fri Oct 23, 2015 4:08 pm

Experienced the same as Mew but I saw another player having the shadow cloak so perhaps its just invisable to the player who applied it
After the dogehouse event the winners lose their knifes

I'll just update this post if I notice anything else

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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Fri Oct 23, 2015 4:47 pm

The actual problem was the gfx/doghouse folder wasn't correctly uploaded onto the server. I've re-uploaded it now, therefore it should work.

@Mew, It's basically a "protective" feature to prevent users from accidentally F4 > 1 > 1 > 1 buying items. Anyways, I've re-arranged it to [1]Yes [2]No. however I rearranged the Appraise/Purchase buttons. So it's actually like it was in Doghouse FW v2; [1]Appraise [2]Purchase.
Sorreh about the Menu title ocd trigger. I'll fix it by ver3.1.

@Zer0o, that's where the knifes are supposed to be stripped. Anyways it seems it's not working so I've patched that for now. As in, you'll be getting knives with claws for the dogehouse event. For now.


Fixed Attributes/Iventory Items not showing up
Fixed Removal of knifes after doghouse event
Fixed Cancel button re-opening menu

Thanks for the reports.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Your Mother on Fri Oct 30, 2015 4:19 am

limit server ping by 250-300 so we don't get killed behind walls or get knifed from 2m by mister tedic please please please
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by buzz* on Fri Oct 30, 2015 5:05 am

Sure, and i want a pony
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by EpicBaron on Fri Oct 30, 2015 5:11 am

If u do that many players (specially from south america) wont be able to play since most (including me) have pings in that range
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by zAzz on Fri Oct 30, 2015 5:58 am

EpicBaron wrote:If u do that many players (specially from south america) wont be able to play since most (including me) have pings in that range
Agree.

-New map or tiles maybe?
-Remove laser and medic if possible, it ruins the game and fun Sad.
You can still win without them..
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by masterhand1000 on Fri Oct 30, 2015 7:36 am

Zazz wrote:Agree.

-New map or tiles maybe?
-Remove laser and medic if possible, it ruins the game and fun Sad.
You can still win without them..
1.-well the medic armor can be beat and the laser its easily to beat if the other player don't have experience i think if they reduce a little bit the chance of the laser it could be fine,
2.-i agree in the tiles suggestion, scrap land is nice but the map need some fresh tiles(look i don't say "change da tiles madafaxa" i only say we give the opportunity at least one tile set )
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Inferno on Fri Oct 30, 2015 1:16 pm

Your Mother wrote:limit server ping by 250-300 so we don't get killed behind walls or get knifed from 2m by mister tedic please please please

Pls, there are many players with that ping limit and you get killed thanks to lag compensation which makes the game a little more fair. You'd rather learn to play than blame it on lagers.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Se7en on Fri Oct 30, 2015 4:06 pm



what not fair :c
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by alaa on Fri Oct 30, 2015 4:49 pm

omg how that happened ...
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Zer0o on Fri Oct 30, 2015 7:35 pm

Players equipment doesnt disappear like weapons unless the round restarts but honestly thats not a bad thing since it only helps on this particular round.
Most of the time it allows the event to be over quite fast because players wearing masks aren't forced to wait for a gas cloud to disappear

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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Nighthawk on Fri Oct 30, 2015 8:44 pm

That's actually a bug in the previous framework. I'm planning to add a patch to the new version.

Adding a ping limit of 250-300 would be an extremely bad idea. We'd lose many players. I do not recall the ping limit right now but it's around a consistent level. (1000~, i believe)
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Zer0o on Sat Oct 31, 2015 2:21 pm

The doghouse server seems to have been replaced by another -[IFwsI]- Laboratory one, aka we have 2 laboratory servers now - doesn't seem like that was done on purpose o.o
The sever is pretty laggy though so no one is playing on it, you might want to look into it

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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Your Mother on Sat Oct 31, 2015 4:17 pm

Inferno wrote:
Your Mother wrote:limit server ping by 250-300 so we don't get killed behind walls or get knifed from 2m by mister tedic please please please

Pls, there are many players with that ping limit and you get killed thanks to lag compensation which makes the game a little more fair. You'd rather learn to play than blame it on lagers.
seriously it only happen with tedic and some4players of100  i hate playing with them cause of their lag and not only me complain about it... maybe i will just leave when i see a lagger that much cause im not ok getting killed from 2m by knife
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by Se7en on Tue Nov 03, 2015 11:33 pm

umm everyone have snowballs no matter how many times it restart and how many events are happening
i think brainless broke the lua again
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by alaa on Wed Nov 04, 2015 3:35 pm

@mama actually u knife me 5 meters away mate....
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

Post by piWi. on Wed Nov 04, 2015 4:41 pm

Well, idk, zero0 said i should not post it but i do it easily. It might be informative for you.
Well, i were ts, just now i got auto teambalanced, than i were one round terrorist i got switch to ct again. The special was that i died and have to wait till next spawn, so that a mod abused his powers or it was any bug. Zero0 check that no other mod was online...
Only that you know...
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread

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