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 Post subject: Re: CWeps ( + )
PostPosted: Sun Jun 23, 2013 5:48 pm 
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Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Im trying to incorporate Pyro"s lib size reduction technique (sprite builder) which should shave off about 5 mb"s and with that I can change sum wep attributes that will allow a scheme to be made such as the one you have in mind....:(


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 Post subject: Re: CWeps ( + )
PostPosted: Fri Jan 03, 2014 5:51 pm 
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Joined: Mon Dec 05, 2011 1:14 am
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Massive Update!

See Main Page for More info...


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 Post subject: Re: CWeps7
PostPosted: Thu Jan 30, 2014 10:40 pm 
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Joined: Tue Oct 04, 2011 2:44 pm
Posts: 294
Hey nice job implementing Pyros sprite builder! im going to update both the schemes i have up with this new library. time to check out your new weapons too!

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 Post subject: Re: CWeps7
PostPosted: Fri Jan 31, 2014 1:20 am 
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after testing around for a little bit I've found that the gravlers digging and airborne sprites get overwritten by steps's farting sheep and ghost sheep sprites respectively. I really like the ripper btw gj

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 Post subject: Re: CWeps7
PostPosted: Sun Feb 02, 2014 8:54 pm 
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Hey Twicken...
awww....shitty about the over-rides....ill news indeed....I knew that you were using a few of the "politician worms" at the end that I avoided but I should have also checked stepsweps (sorry StepS). If your HL requires both Libs I will fix it for you...

The Ripper lol....ya.......Zed's script is so awesome....


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 Post subject: Re: CWeps7
PostPosted: Thu Feb 06, 2014 5:24 am 
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yeah, its a damn shame T17 didnt include more useless sprites lol. when there is a sprite overlap it also causes the game to crash once it ends.. for some reason..

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 Post subject: Re: CWeps7
PostPosted: Sat Mar 01, 2014 1:19 pm 
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Joined: Thu Aug 16, 2012 1:30 pm
Posts: 18
Hey Curtis I'm getting this error message while loading the scheme with CWeaps7.pxl

PXS : CError : TDP : ParseNext : symbol splane is redeclared
at Lib: cweps7.pxl: Script: cweps:3

I wanted to keep some old versions of some of your awesome weapons from curtis_weapons.pxl because for instance the Remote Roller and Magic Slammer were much more cooler before change.

Any ideas what should I correct to make it work?


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 Post subject: Re: CWeps7
PostPosted: Thu Mar 06, 2014 11:36 am 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
DreamTrance'Kf wrote:
Hey Curtis I'm getting this error message while loading the scheme with CWeaps7.pxl

PXS : CError : TDP : ParseNext : symbol splane is redeclared
at Lib: cweps7.pxl: Script: cweps:3

I wanted to keep some old versions of some of your awesome weapons from curtis_weapons.pxl because for instance the Remote Roller and Magic Slammer were much more cooler before change.

Any ideas what should I correct to make it work?


"symbol splane is redeclared"
That means that other lib have same variable named "splane"
if you like weaps Remote Roller and Magic Slammer, then probably splane variable doesnt related to those weaps. Best way - is to separate only those weaps from old lib and use only them.
To dont make a mess with a lot of libs of separated weaps, best way to do this - is to write script and add weaps directly into scheme. So no additional libs will be required. Basically u need configure weap "by hand" into scheme.
How to do that:
- Copy weaps parameters from lib of needed weaps.
- Open scheme weaps and paste weap params into scheme. Make sure that weap DOESNT load weap from lib.
- if weap uses some scripts, copy them from needed lib and then make new schipt into scheme, paste there code. (PXSchemeEd -> Scripts -> New Script)
- Rename variable names so they won`t be redeclared.
- do not include old lib into scheme.
This way it should work, hope you understood the logic :)

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 Post subject: Re: CWeps7
PostPosted: Tue Jul 29, 2014 10:38 pm 
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Joined: Wed Jul 31, 2013 4:03 pm
Posts: 35
Location: Ukraine
Curtis, i'm just another another guy that wants to say that yor CWeaps are awesome :P
vgj :)

one question: did u intentionally remove sound of Sling Shot? in previous versions of yor CWeaps there was a default launcher sound, but now it's gone and i think it's weird


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 Post subject: Re: CWeps8
PostPosted: Sat Aug 02, 2014 6:08 pm 
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Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Updated one last time with many fixes and improvments...
(and more stuff)
see main page for detailed info...
TY Danylo :)


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