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[371] General builder discussion

Discussion in 'Builder' started by Acavado, Apr 5, 2012.

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  1. Acavado

    Acavado KAG Guard Tester

    Messages:
    246
    Discuss being a builder, in general.

    Oi, don't forget, as per the rules, when continuing discussion into another build, specify the number of the build you are referring to. Vastly outdated conversation may be archived and very specific conversations may be moved to their very own thread.

    The build number of this thread will be updated to the current build. No new discussion threads will be created, but you can use the number as a reference while creating your own. That way you do not need to look it up everytime you want to create a new thread.

    Build right now is 354.
    https://forum.kag2d.com/threads/build-353-released.5501/
    Links to newer builds (Click the newest!):
    > GOTO Build 354-360
    > GOTO Build 360-370
     
  2. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    I think this would deserve a thread, it spretty damn awesome. If you want I will make it into a seperate thread later. This is more for if you have some random tid bits you don't really want to write out or just show off some base without a real explanation (as many people do sadly in seperate threads) or ofc. just discuss some matter that you thought is worth talking about. You show an idea for alternative supports, I think that does well deserve its own thread (especially since its well written/with pictures and everything).
     
  3. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Alright, I'll make a thread tomorrow, (as it is late here).
     
  4. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    Too late its allready done.
     
  5. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    about the second one, placing them under teambridges...
    I do that all the time!
    :castle_wall::blank::blank::castle_wall:
    :bridge::bridge::bridge::bridge:
    :castle_wall::spikes_bg::spikes_bg::castle_wall:
    :castle_wall::spikes_bg::spikes_bg::castle_wall:
    :castle_wall::castle_wall::castle_wall::castle_wall:
    I really LOVE this little trap of mine...
    the only drawback, is that everyone mentions avocado's everytime I use it.
    WHY DOES EVERYONE ASSOCIATE MY TRAP WITH VEGETABLES!?
    if somebody knows the answer, PLEASE! tell me why!
    (ps) this trap DOES work, and if you don't agree, just jump in when you see it.
     
  6. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    One, this is an old thread. Needs updating anyway but yeah.

    Two, "Acavado" traps are:

    :castle_wall::castle_wall:
    :castle_bg::spikes_bg:
    :castle_bg::bridge:
    :castle_wall:
    :castle_wall:

    I highly recommend you use the search function on the forums before reviving a dead topic. That still is a nice trap though. :p
     
  7. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    AH! now I get why!
    but thats really dumb, cause I've used those traps since my very first battle...
    I tried to make a regular trap, but i made a mistake. when I tried getting out... U guess what happened :skull:
    so, in fact, the only reason that they are called Avocado traps, is that he's the first one to make a thread about them? :huh?:
    that is just silly.:huh?:
     
  8. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808

    Acavado made that thread about them on November 8th, (I see you joined February 29th), and I imagine she used them before she made the thread. Your trap isn't necessarily an Acavado trap, but most people "assume" any trap using bridges to reorient spikes in a specific way are Acavado spikes. It may or may not be "silly", but that is how it works around here. ;)

    I didn't say your trap was an Acavado trap, I was just saying why people assume that it is one. I would not consider that an Acavado trap, but it more closely resembles a Shredder.
     
  9. Chinizz

    Chinizz Arsonist

    Messages:
    573
    First, it is Acavado, and not avocado, and second, avocado is a fruit, not a vegetable.
     
    Ej likes this.
  10. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    IT IS!? I thought it was a vegetable...
    and by the way, most people spell it wrong, I know that cause I started checking if people "associated it with vegetables" after some time. (now I know that they thought it was an acavado trap...)

    shredder... you're right, but the shredder shreds you by shaving your arms of, when you fall down hugging the wall. this trap shreds you when you try to doorclimb the wall.
    (I do use the Shredder sometimes, but then with trapdoors in the holes, to make it teamsafe)
    to clear stuff up:
    I had a F'd up date installed when I bought KAG, and I think the forum set my joining date automatically...
    Also, I played KAG with a friend before i bought it, and i "invented" the trap when I was messing around on his version of KAG (I used the "s, because someone else probably invented it even earlier) this was a couple of months before I bought it myself.

    I wanna thank killatron for curing me of my avocado-paranoia. :B):
     
  11. Acavado

    Acavado KAG Guard Tester

    Messages:
    246
    rawr


    We're at build 360 now, discussion from this point forward is automatically counted toward this build. Check out the change logs here.
    > THIS IS NOT THE BUILD I WANTED, BRING ME BACK!
     
    BlueLuigi likes this.
  12. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    Here's the new changelog, they added spectator mode.

    Changes 360-370:

    The numbers in the changelog are bug tracker report numbers.


    - fixed builders pick up catapult stone in mid air (#250)
    - add per-gamemode modding of archer variables
    - fixed crash where lightmap was null
    - fixed some hud readout bugs (thick stone)
    - fixed some issues with #164's fix and tree chopping
    - fixed trees heal when reaching the bottom of the trunk (#164)
    - fixed crash in menu when no player exists
    - backspace menu when not playing game is the same as when playing game
    - Added previous bitstream compatibility through *force_bool methods
    - fixed zombie mode order crash
    - fixed no spawn as zombie when changed team to red
    - fixed disconnecting from server when launched server browser
    - singleplayer gamemodes get paused when in ESC menu
    - fixed crash after launching zombie mode after deathmatch mode
    - zombie/migrant bodies collide in air with players and hurt them
    - added sound when zombies fall or hit walls
    - added random pitch variation for most sounds
    - added resource drop amount on hud
    - fixed migrant-player colliding
    - fixed big particles not spawned when in solid block
    - tweaked zombie network syncing
    - added spectator mode
    - fixed bot archers not shooting arrows
    - fixed wraith explosion on net
    - fixed wall hugging on ladder
    - added "killed by zombie message"
    - builder only stays close to buddy and defends himself from zombies
    - synced migrant bubbles on net
    - creative/Sandbox servers are also add to beginner servers now
    - fixed disconnecting player message
    - fixed crash when closed ingame browser at a wrong time
    - fixed zoom out from editor affecting other games (246)
    - fixed arrows going through walls (125)
    - workshop blocks cost 2 wood now
    - all CTF workshops cost 50 wood (no stone required) (+30 gold siege workshop)
    - migrants now say hello on network
    - backwall on spikes gives materials resolved (#208)
    - moved body throw offset a bit to avoid self collision
    - archer can't hurt others when stomping
    - fixed shield adding velocity on ground
    - made inventory counters 50x more awesome (and they read the correct numbers for more cases too)
    - fixed coins from frozen players
    - dropped amount of coins from shooting catas (IRC request)
    - fixed custom heads for non-admins
    - made guard hat only apply to builder head and class default head
    - added custom head check in player (checks if name matches a custom head player or if is guard or admin)
    - added class modding to CTF rules
    - bound runner variables to rules
    - added falldamage vars to rules config (-> balancing ahoy)
    - fixed crash in starter caused by autoupdate not initialised
    - nerfed sheild push to help with desync and wall damage
    - fixed wall sliding + fixed notch jumping (related)
    - added server_setup_info.txt and readme.txt
    - modified readme.txt and server_setup_info.txt for nicer formatting
    - added stats format info to server_setup_info.txt
    - added /listbans function to list all currently active bans
    - fixed bug in bans (time was in seconds not minutes)
    - made bans more user friendly with their output
    - stats updated to more easily parsable format
    - fixed typo in tutorial (#197)
     
    BlueLuigi likes this.
  13. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    This is now out of date, See [393].

    Locked.
     
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