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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Tue Feb 19, 2013 9:33 am 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
PortalGun comes packaged with CWeps? O.o
Well i never tested this libs with cweps, gonna try it and find out what is the problem.
Thanks for reply

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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Tue Feb 19, 2013 1:34 pm 
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I think by "packaged" he just meant playing with them both at once although Ive never seen a crash in Twicks new highlander.....

In all honesty my lib does crash sumtime and im pretty sure its the collision scripts namely the "Super Bumper Bomb" but like Virtu said the px error log yields no information. Ive tried reading the errors in the other crash logs but whatever it is its not easy to see or at least I cant find out what it is......Ive fixed many thing in the Cweps lib since last release but not enough to justify seeding it all over again or at least right now.....

If you find anything buggy in the lib while investigating Pyro pls share :)


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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Tue Feb 19, 2013 9:06 pm 
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Joined: Sun Dec 06, 2009 12:11 am
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Whoops I really worded myself poorly. Gotta start double checking my posts. haha

Yeah I indeed meant I had the scheme with all of Curtis' weaps and tried to put and test the Portal Gun in that same scheme. Sorry bout that.

Would be really awesome to have those two libs working in a single scheme as they can almost fill a whole weapon table worth of cool stuff, so if I can somehow help with the investigation please let me know.


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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Wed Feb 20, 2013 1:08 am 
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Joined: Tue Oct 04, 2011 2:44 pm
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virtu i believe i had the same problem with my bulldozer push script (curtis uses the same script in his lib) and pyromans sprite builder lib. it causes sprites to disappear and affects some game play elements. there must be some conflict?

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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Wed Feb 20, 2013 1:52 pm 
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Location: Ukraine, Kyiv
Looks like solving this problem can hit two rabbits :) i think i will have some time on weekend and try figure out whats wrong.

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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Fri Feb 22, 2013 6:14 pm 
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Joined: Mon Nov 19, 2012 6:25 pm
Posts: 6
When Project x is updated I will try these out for sure! Some really cool weapons you got there.


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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Sat Feb 23, 2013 9:41 am 
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Lol, don't hold your breath for PX to be updated man.

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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Sat Feb 23, 2013 5:04 pm 
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Joined: Fri Oct 05, 2012 6:53 pm
Posts: 31
How much longer for Rodeo Sheep to make its world debut?

It's going to make SSR/Sascar waaaaay more fun, with epic long maps. No more checkpoints or redoing the same part over and over, you just follow along with the sheep!


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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Sun Feb 24, 2013 10:47 am 
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Joined: Mon Nov 19, 2012 6:25 pm
Posts: 6
-raffie- wrote:
Lol, don't hold your breath for PX to be updated man.


I kind of thought so. Maybe it's better to wait for 4.0 and custom weapon support. ;)


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 Post subject: Re: PyroMan Weaps (ver. 1.3)
PostPosted: Sun Feb 24, 2013 1:06 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Wait all you want, in the mean time, we enjoy it all right now xD

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