Haya's Combi Ring Mod

[Open Assets] Haya's Combi Ring Mod [F] Flora

The [F] in [F]Flora stands for Final.

This will hopefully be the last update to this codebase in a while (as I have plans to rework the codebase for 1.2).

  • Updated HugeQuest interop to comply with the latest HugeQuest update.
  • Goodbye karteliminatelast, hello combieliminatelast! combieliminatelast acts exactly like KEL, except it no contest's the last combi team left when combi is on (it still acts like KEL when combi is off). KEL will automatically be turned off to compensate for this.
  • Gargoyles will no longer collide with you when both you and the gargoyle are moving.
  • Fixed a number of miscellaneous bugs.
  • Tweaked initialization code slightly.

That should be the last of them, see you all in 1.2.
HOTFIX HOTFIX HOTFIX, GET YOUR HOTFIXES HERE!

Fix'd:
  • Client crash due to CV_FindVar.
  • Gargoyles getting stuck on item boxes and other nasty mobjs I can count.
    • Addendum to this: I forgot to mention you can phase through your own gargoyle now!
    • If you want to bonk your gargoyle for whatever reason, hold CUSTOM3.
      kart0107.gif
  • Cool!
Reactions: Superjustinbros
So.... its been some time.

The very first combi update is now here! After some testing with help from Karts R Us, I felt like its time for a new update!

- Fix an issue where Grow would bug out and be left stuck in the Grow state. (Contribution from Sunflower's Garden)
- Fix an issue with setting karteliminatelast.
- Fix an issue with Super not applying correctly. (Due to interop change in latest HugeQuest update.)
- Fix an issue with teleport spoof being funky.
- Redone respawning! No more getting stuck in fof ceilings and being transported to the top of the level! (Thanks GC.)
- When your partner dies, you automatically respawn on where their last checkpoint was on top of them, instead of spawning on top of you.
- Still can get a bit too funky, but generally a change for the better (I suppose....)
kart0105.gif

- Fix an issue with players getting NO CONTEST'd leaving their partners softlocked. Specifically a specific hell map of mine not fully released and KanzakiPak's Trust the Lift. Yes both mappacks use the same script that I created.
- The friend system is back! Better than ever, this also doesnt desync replays. Thanks to RetroStation for allowing me to use his rival system as a base!
kart0106.gif

- Friendly fire! You can no longer hit your teammate with your own items! (Mostly.)
- Add an indicator that your partner is spinning out.
- Add an additional signpost (and make them say their victory line) for the partner who didn't cross the finish line.
- Lower transparency on the heart hud element.
- Add combimusic map header variable to have special music on a level when combi is on.

Other than that, that's all. Special thanks to RetroStation, Sunflower, Monitor and Karts R Us for contributing changes and nothing bugs. Here's to another year of madness!

(Oh, and I've changed the page to account for the new Open Assets system. Ain't that neat.)
  • Cool!
Reactions: Lonsfor
- Separated the MiniRanking Plus edit to its own separate pk3. Thanks to AnimeSonic and Monitor for alerting me of this problem! Yes, the MiniRanking Plus edit can be edited as well, if you want. Just give it a different name.
- Fix an issue where the teammate's itembox won't work
- Thats.... it. Damn I keep forgetting to fix my function declarations.
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