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Just Some Guy
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Everything posted by Nutter

  1. Day and Night System After many failed attempts and broken code, I had figured out a way to implement a day-night system into our server that'd only eat up a huge chunk of client frames, but not all of them! due to this feature being one of the most widely requested, I have decided to give it another go, and see if we can handle it Morning Mid-Day Afternoon Dusk Sunset Night Dawn Level System The 'Ceremonial Patch' Once reached level 45, upon leveling up, your character will scream in joy "WOOHOO" and an incredibly over-the-top sparks and explosions effect will emit from your character for a 2-3 seconds period If damaged, your health will replenish back to 100, and your armor will add up to 50
  2. Hey man, I can always lower the prices, as things progress, I really wanted to incentivize drug dealer and bartender (who both have cheaper and more handy perks than vending machine now) EDIT: i've added MUCK filter from Crab Games for @Proggy
  3. Refer to my previous message. To me it seems like you just need an aid in order to do well on the server, and can't imagine playing on an even field without that advantage (WHICH HAS HARDLY BEEN AFFECTED TO BEGIN WITH, we're talking from almost 100% boost to 90% - super conservative approach) lmao.
  4. Would've been acceptable of a response if you actually got on to see how little of a difference 10% makes in an almost 100% speed buff you get in the vending machine, because that was a super conservative amount. Unfortunately, I can't fix stupid
  5. @Proggy was opposed to my controversial changes (making vending machine SLIGHTLY less advantageous in order to promote drugs and such, so please bare with me and see how this plays out!) Drug System Entirely rewritten the servers' 5-6 years old drug system This chunk took almost 16 hours of consecutive work, so you people better enjoy it, My lua skills were finally up to par for doing such task, and I gave them a fun RNG type feel where you might think "should I take another one for an advantage during raid, or will this be the one that pushes my character into overdosing territory?" To give some examples of how drugs will now work without entirely spoiling the mechanics, i'll toss you a bone: Heroin needs can result in your character contracting STDs from a dirty needle, cocaine can result in a heart attack. However, if you're lucky enough (the odds are in your favor) you can get your speed to be at 3x the previously defined drug max speeds limit. The more expensive the drugs, the better odds are in your favor. But also, the further you push drugs, the closer you are to an overdose. While I was at it, I also took care of: Fixed issue with Bleach not removing screen effect after expiration Hitman System Cooldown on players placing hits has been reduced from 15 minutes down to 3 minutes Cooldown on placing hits on specific users has been reduced from 15 minutes to 10 Trails I heard some of you are looking for new flashy moneysinks, how about extremely expensive trails? This perk will not remove until you leave the server/crash/the server restarts. As with all other items, IE: wearable materials, no refunds will be given for such items Smoke Trail Prestige 7 - $5,000,000 Additionally, the following are available: RED Smoke Trail Prestige 9 - $10,000,000 RED Smoke Trail Prestige 9 - $10,000,000 If this feature is found to not have any effect on client performance, it will be expanded upon with more trails, and potentially a lower price/accessibility for lower prestiges. This feature is NOT restricted for VIP members. Vending Machine Speed Boost Speed reduced by 10% Price Increased from 3k to 5k Jump Boost Price increased from 3k to 5k 10% damage increase price increased from 4.5k to 7.5k 20% damage Increase [VIP] Damage increase reduced to 15% Price increased from 7k to 12.5k 20% Recoil Reduction Reduced to 15% reduction Price increased from 4k to 5k EDIT: SPEEDRAN A SHITTY UPDATE, 201 SECONDS AFTER THIS WAS POSTED, THIS HAPPENED:
  6. I have a literal stump for a neck and I can't turn it after driving for a total of ~4-10 hours a day. This omega isn't a placeholder Gonna try not to so i'm more productive :(((
  7. Missions Reimplemented our old and heavily desired Missions system with the only current mission being "Kidnap" - however, I am getting advanced enough with lua to where I should be able to add more modes soon ! Members of a mission group will spawn at pre-defined coordinates and be required to locate the hostage in the opposite factions' base, you will then have to transport them back to your base (uninjured) in order to complete the mission successfully! Miscellaneous Added Keypad tool to Gamemasters for event pacing Added Fading Door tool to Gamemasters for event pacing Fixed one of the Recruit spawns being located underneath the map - thank you @Theos Tried to fix the defibrillator swap one more time Added Mosque and Factory as Search and Destroy objectives
  8. My longest streak in the past 3 years from the server (5 whole days without even touching the forums) is over. I took a 2000 trip with my girlfriend around Georgia, South Carolina, and North Carolina). It's time to get the ball rolling with some DarkRP/Rust/MilitaryRP updates, including fixes to Omega, a new Rust server (revision to the existing ones that are dead). How have all of you been?
  9. Fixed self-damage during wartime Created custom fall-damage system that scales according to height of fall. Thank you @Salmon and @PappaEric for spending 2 hours helping me test this feature Omega beta tested by a team of 15 players, now I have a scroll of issues to fix Fixed recruit room doors on the map
  10. First beta testing session will take place today (11/28/2021) at 9PM EST. In order to become a beta tester, please comment on this thread providing the following information
  11. Update wasn't put in yet looks like it'll restart 11/25 at 7AM
  12. HUGE thank you to @Jackal for contributing hours of his time over 2 days to help me ensure new addons for the server are in working order, and set up correctly. Also, thank you @bishopil for being around when a second tester was needed. Gun Balancing Update V1 Damage Modification I've condensed 2.5k lines of code from a public addon for body-group damage multipliers (you know, what makes your arms/legs receive less damage than a headshot or chest shot) and re-create it. But rather than being a degenerate and unnecessarily using 30 thousand words to code this, the addon was accomplished using 30 lines of code, and a mere 120 words. This will result in heavy server optimization and hopefully smoothness to gunplay under the heavy population we've achieved. Additionally arm and leg shots should have slightly higher multipliers so in the sketchy scenario where your bullet incorrectly registered as an arm shot, it will still deal significant enough damage to 5 shot players with an AR, as opposed to requiring 8-9 shots. Finally, finger/hand/leg shots were all removed in favor of simply counting as a limb shot and dealing again, significant enough damage to reliably kill a player. Shotguns affected guns: M620, MP153, XM1014, Saiga12, and M3 Super 90, TOZ 194, Neostead NOTIFY ME IF ANY ARE MISSING FROM THIS LIST THAT NEED TO BE ADJUSTED, PLEASE AND THANK YOU. Shotguns should now be the winners of ALL close-combat interactions, with pinpoint accuracy up-close and reduced recoil. Shotguns will gradually become less and less reliable as you build a distance between two players, however, once you've reached the medium range, they should in no situation be able to be used as a sniper, as shots will now spread from a cluster the further you are from a player.
  13. Weapon Balancing Defibrillator Reduced to 1-use per life due to the fact I was not able to remove the ability to re-spawn players without explosives in a reliable way ( @time is smarter than me but sick, I tried removing a table of explosives from their loadout on spawn, but it did not accept table or table converted to string :^) didn't want to make a for loop because optimization for every players' spawn) Infantry First Aid Kit Reduced holstering time as it created conflict with the mild delay on switching weapons Elastic Cuffs Sped up cuff time to be reflective of what I updated the Commander Cuffs to do prior to the switch for elastic Faction Color Codes New color schemes assigned (user requested) Delta Force Badri 313 Blood Unit Staff System Permissions Corrected permssionsets for Head Gamemaster/Head Admin Removed /endwar command from GameMaster, added for Head Admin Logging Added support for handcuff logging Added support for Communications logging
  14. https://trello.com/b/slV63OYG/garnetgaming-militaryrp Welcome @bishopil, @Theos, and @Proggy onto the Garnet MRP Trello. Within 24 hours we've got more update notes than we've had in weeks thanks to you guys, so keep it moving We all appreciate your work. Weaponry The Tear Gas Created US variant (Geneva Compliant Nerve Gas) Sig Mini Due to some weird file overlapping the Sig had 2 different stat lists to pick from (one of which was compliant with the current state of the server, and one that was not) at some hiccups it looks as though the server chose to swap between which file it reads. I have renamed the correct swep to sig_552 and it entirely remedied the issue. Sorry for Badri having a broken weapon to play with Ammo attachments removed. New stats are identical to the Scar Light Mac 11 Everybody's whining for a nerf, saying it's twice as good as the FMG, when in fact, the stats are in every way WORSE (fmg on the left, mac11 on the right) Nerfed it just because Theos/Bishop would not quit whining about this one issue. Added recoil and lowered firing rate from 1200 to 1000 for more stability, damage reduced from 24 to 23 as to not allow 4-shots Class Changes Loadout Delta Force T3 frag grenade replaced with Tear Gas (Infiltrator Nerve Gas equivalent) Green Beret T3 was given a Flash Bang Ranger Ghost and T2 were given a smoke grenade Delta Force P90 swapped out with UMP-45 P90 is now available and unused - given a major buff Slots Taliban Army : Machine Gunner - Changed to infinite slots Taliban Army : Scout - Changed to infinite slots Taliban Army : Officer - Changed to 10 Badri 313 : Vanguard - Changed to 1 slot Badri 313 : Sentry - Changed to 3 slots Badri 313 : Vandal - Changed to 2 slots US Army : Drill Instructor - Changed to 10 slots US Delta Force : Combatant - Changed to 3 slots Squad System AAF/AFSOC granted their own squadrons Commands Removed /demote command Scoreboard Sorting reverted to 'by faction' as opposed 'by score' Edit: and how could I forget, current map progress
  15. Still working hard at making this map complete for you guys, would be awesome to see some appreciation and activity back on the server in the meantime Please bare in mind the map was compiled without proper lighting/shadows or a 3d skybox at all, this is a very quick preview, and textures/lighting will look vastly different on the final version
  16. Attempted to fix 1000x Anarchy moderators utilizing the /mute command Skinbox has been fixed on all servers Reimplemented an ancient plugin we used for VIPs (container sorter) Clans plugin has been updated to the latest version - now including Friendly Fire capabilities that work Spawnpoints plugin has been updated (we do not use the crappy default method Rust uses) and will now has a better method of procedurally generating random spawnpoints, as well as a hard defined limit so there are not hundreds of thousands of spawnpoints on the map for the server to choose from.
  17. The only thing that could make it work is a more compassionate/helpful playerbase, and not what we currently deal with within MilitaryRP (continuous whining, drama, and no constructive criticism). Winter break would mean nothing but temporarily inflated numbers. Our SWRP playerbase heavily depends on MilitaryRP players, and at this point, it's not a community worth wasting a breath on, and i'm only working on what's already there (genuinely) to avoid feeling like I wasted 5-6 years of my life.
  18. Massive thank you to those of you who insisted "we've got your back" in relation to MRP. I loved spending 3 days at the hospital and coming back to an almost entirely dead server with 20-30 player peaks, you really did have my back on that one In any case, I sorted out some issues in relation to the current gamemode listed below as some people couldn't help but complain repeatedly about non-issues to me throughout those 3 days. These complaints I got may or may not be the reason for a lower population, but what do I know? maybe some people are triggered about not being able to headglitch or even that the scoreboard isn't sorted to their liking. Adjusted primary swapping timer (reduced) by 40% Scoreboard is now again sorted by class name Re-implemented AFSOC NPC seeing as /giveweapon was disabled due to super high potential for abuse and a lack of prevalent upper administration to look out for such cases of abuse War orbs (generated orbs, mafia money bag, mystery prize) will remove themselves at the end of war, untested for anything other than Generated Orb, so I don't know if their removal can be read as a table (more for myself troubleshooting in the future) - this may have been a source of FPS lag Hashed out whatever errors I could find with Search and Destroy (albeit I couldn't get it to a point of breaking the server as previously described) Now please save the typical "spend time with your father" or "take time for yourself". This is my own livelihood as well as one more member in this community who gets paid for his role (technically 2 if you count part-time work for Garnet) taking a break isn't an option for me when one of the servers that keeps us afloat (MRP & DRP) is severely struggling and netting $20 over a 3 day period. It's unfortunate I don't have anyone else picking up the issues and even attempting to help at a time like this, but reasons like this is why I officially chose to cancel any future plans for SWRP. The files were not deleted permanently because of @bishopil's request, but no high hopes for that one.
  19. Once and for all fixed artifacts spawning during war (please LMK if something else somehow broke) Fixed and reimplemented Search and Destroy war mode Bomb Defusal in Search and Destroy now takes 10 seconds instead of 20 GM prop limit was raised to 125 per player Scoreboard will now sort by highest score as opposed to players' names A couple other things I don't remember
  20. Funny you mentioned, this project was originally being worked on by myself and Conway, but the two of us weren't really working out well as a team, so it got pushed back until Proggy made this post
  21. Artifacts Fixed war artifacts spawning Currently you will get generated orbs at a 95% chance, and then the final 5% will be split between the mafia's money bag and a mystery box containing a random grenade or donator weapon (one time use) Feel free to suggest new ideas below Omega Version 1 Figured i'd include some current progress photos :^) NOTE: the map is the same size as Omega now, as I have drastically enlarged its outskirts, however, the bases and objectives are still in their original position, leaving distances between objectives extremely short Examples of the new terrain: Still unpolished and requires some additional texturing, but it's getting there
  22. Weapons RPG7 RPG7 stats were adjusted to be more balanced/akin to the Matador Added screenshake effects to RPG7 round explosions Modified the trajectory entity slightly to have a slower flight speed Lowered Magnitude Riot Shield Granted 60% damage reduction Jihad Bomb Explosion will now initiate from the players' bomb as opposed to the players' "origin" aka their feet Commander Classes Handcuffs Roped handcuffs replaced with elastic restraints US Commanders Given additional primaries as to reflect AFG classes Added garnet_mark12 to US Army : General Added garnet_g36c to US Green Beret : Commander Added garnet_l115 to US Ranger : Commander Added garnet_m82a3 to US Delta Force : Commander
  23. Artifact System Hot Dawg Totem The following chat log will explain everything Astronaut Totem Your gravity will drop significantly, allowing you to effortlessly jump across the map User Interface Prop Limit Display Any equipped item that does not require ammo, IE: melee will instead display your prop count and prop limit This value will adjust dynamically based off the number of users online Weapon Changes Ares Shrike Ares Shrike sound replaced with a more tame 5.56 sound Doctor Kit Fixed ability to self-heal to 150HP Corrected endless sound loop once fully healed a player
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