Latest Testing Version

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Latest Testing Version

Postby Vino » Sun Jul 03, 2011 6:22 am

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This thread will always contain the latest build of Double Action: Boogaloo and chat about the changes.

http://www.moddb.com/mods/double-action/downloads
Last update: August 2, 2014
Requires Source SDK Base 2013

IF YOU HAVE AN SDK 2007 VERSION INSTALLED you must delete it before installing this one. If you get a "could not load client library" or similar error, you need to delete the dab folder, restart steam, reinstall, restart steam again, basically just keep reinstalling and restarting steam until it works.

IF YOU SEE NO SERVERS you must delete your dab directory and reinstall. Also try verifying your tool cache for SDK 2013.
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Re: Action Boogaloo Latest Testing Version

Postby Vino » Sun Jul 03, 2011 6:26 am

So with that said, here's the first version. It features only the basic stunts, diving, sliding, rolling, and prone. It comes stock with the basic Half-Life 2: Deathmatch weapons. I want to focus on the stunting and see if we can get that feeling good before we move on to other things. Let's set up a testing time and see how well it works. How about tonight, 7pm EST? That's about midnight for euros and 4pm for west coasters.

edit: Shit. We need a volunteer to set up a server.
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Re: Action Boogaloo Latest Testing Version

Postby BullHorn » Sun Jul 03, 2011 7:10 am

A THUMB TO YOU.
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Re: Action Boogaloo Latest Testing Version

Postby InSaNe-O_o » Sun Jul 03, 2011 9:08 am

what do I do with those 15 megabyyyyyytes?
oh is source ;(
i though we were using a diff engine? :o
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Re: Action Boogaloo Latest Testing Version

Postby Riet » Sun Jul 03, 2011 9:26 am

97.83.119.88

Or, you know, the only server in the browser.

It's a dedicated, currently on my main computer but I plan on making a secondary server box to run shit on.
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Re: Action Boogaloo Latest Testing Version

Postby Vino » Sun Jul 03, 2011 10:00 am

I just updated it to fix some of the most obvious problems of initial playtesting.

* Fixed perma-god mode.
* Reduced slide time so players come to a stop a bit faster.
* If players hit something while sliding they'll immediately stand up again.
* If a slide becomes slow enough the player will stand up again.
* If a player dives headfirst into a wall they'll stand up instead of go prone.
* Fixed the stunt button not working if the player slid into a corner.
* Lowered the slide/roll camera a bit.
* Fixed players spawning prone/sliding/whatever because they died that way.

That should make it more or less playable. We'll do some playing tonight and see if it's any fun.
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Re: Action Boogaloo Latest Testing Version

Postby Riet » Sun Jul 03, 2011 10:19 am

Updated the server to reflect the new version.
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Re: Action Boogaloo Latest Testing Version

Postby Wish » Sun Jul 03, 2011 10:23 am

I've got a map in the works for you. It'll be ready soon.
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Re: Action Boogaloo Latest Testing Version

Postby DragonNinja » Sun Jul 03, 2011 10:52 am

Slides are still too floaty and now grenades have no effect on whoever throws one.
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Re: Action Boogaloo Latest Testing Version

Postby Flakk » Sun Jul 03, 2011 11:16 am

Cool to see you've gotten started!
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Re: Action Boogaloo Latest Testing Version

Postby Shogi » Sun Jul 03, 2011 11:31 am

We could setup a Sourceforge account and keep everybody synced with SVN, or the easier version would be to just setup a dropbox account.
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Re: Action Boogaloo Latest Testing Version

Postby BullHorn » Sun Jul 03, 2011 11:46 am

Dropbox, go!
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Re: Action Boogaloo Latest Testing Version

Postby TOGSolid » Sun Jul 03, 2011 4:40 pm

I second Dropbox, shit works great yo.


This game is pre-alpha and it's already more fun than 3.0.

And I'm only posting on this sub-forum so shush.
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Re: Action Boogaloo Latest Testing Version

Postby Vino » Sun Jul 03, 2011 4:47 pm

I knew you would come back for us Tog :3

Dropbox would work great but problem with Dropbox is you need a specific invite to even see the stuff in that Dropbox. I'd prefer a system like Dropbox but where everybody can see it, even if only a few people can modify it. Subversion is a bit too technical for my tastes, having to commit and update stuff all the time isn't very artist-friendly. Any other ideas?

edit: Playtest time is two hours and ten minutes from this post.
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Re: Action Boogaloo Latest Testing Version

Postby Hadji|DP » Sun Jul 03, 2011 5:17 pm

FUCK YEAR PLAYTESTING
the phase where talentless fucks like myself can contribute to development!
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