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DarkRP Rules Updated (4/28/2024) ×

Nutter

The Garnut
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Everything posted by Nutter

  1. Scoreboard As suggested by Enigma, I've added indicators for players' ranks onto the scoreboard Please note: this WILL reduce performance in comparison to previously when the menu is open Quick Controls Right click a user to access quick control Rank Styling User User Icon - Green Rank VIP Golden name - Coin Icon - Golden Rank Trial Moderator, Moderator, Head Moderator Medal Icon - Rose Gold Rank Trial Administrator, Administrator, Head Administrator Gold Icon - Garnet Rank Manager Silver Icon - Silver Rank Weaponry Changes Golden Gun Patched issue with the swep causing it to misbehave mounted up-to-date content so it correctly displays in the Detective's credit shop Double Barrel Swep has been created Available for purchase through the Detective's Credit shop Left clicking has a delay of 1 second between shots Right clicking has a delay of 3 seconds between shots Left click does 150 damage spread across 12 high spread bullets, utilizing a single barrel Right click does 350 damage spread across 12 high spread bullets, utilizing both parallel barrels Grappling Hook Removed all sounds this swep emits as requested by Enigma Given heavy buff Pointshop Optimized for performance reasons, item adjustments may take a round to correctly update Increased UI size New Items
  2. Nutter

    Vibe Ban Appeal

    No wonder our MRP server is going downhill... jesus fucking christ.
  3. Alright guys, I think this update is largely completed, I more than likely missed a dozen things between our 10 servers, but I've been hauling ass at it for almost 24 hours. Please let me know if there's any issues on this post and I will address them asap edit: ok I lied, it's been 7 hours. whatever
  4. The new default is 4500, is that correct ? My thinking is "if it ain't broke don't fix it" we are currently the #5 server population-wise in Rust, including all vanilla servers. So unless this number dips I will likely keep it at 3500 which people evidently enjoy the close-quarter nature of.
  5. Most changes found below require a server restart/wipe to take effect, which may take anywhere from 1 to 7 days Please bare in mind, this update is still IN PROGRESS 5x Oscar Our first server Automatic Furnace Splitting Cleared all bugs & updated to the latest version Fixed support for "Large Furnace" Teleportation Updated to the latest version Added extra security for foundation detection Added support for the new Rust+ mobile application Wipe Notifications Fixed Rust integration for all servers Fixed bug with server startup detection failing and thus, not notifying of server restarts Spectate Removed due to redundancy, Rust doesn't currently support spectating users in an effective manner Alternatives to be used would be Vanishing and noclip for Administrators Automatic TC Share Updated to the latest version Set a hard limit of 5 players per TC, gone are the days of "but we're technically not roaming in groups larger than 5 :(" TODO: update config Clans Updated to the latest version, should be entirely automated and synchronized with TC share with no issues Clans that were inactive for 8 days will now be wiped (2 wipe cycles of inactivity means you lose your clan name essentially) Inbound Notifications Added support for Oil Rig, Cargo Plane and Patrol Heli as per user requests. Supply drop notifications will show in chat, however, player supply signals will not. Donator Colored Name Added support for Rust+ application TODO: WIPE CONFIG POSSIBLY Skinbox Fixed code (funny how you gotta do that for a paid addon) to hopefully fix skinbox consistency once and for all Sign Artist (/sil) New experimental method to pulling images as to fix the plugin Chat Box Added support for Rust+ application Remover Tool Added extra security checks via TC, particularly for clans Strike System Removed due to redundancy 2x Sierra Our first successful server Wipe Notification Discord integration has been fixed Automatic Furnace Splitting Cleared all bugs & updated to the latest version Fixed support for "Large Furnace" Skinbox Fixed code (funny how you gotta do that for a paid addon) to hopefully fix skinbox consistency once and for all Fixed Elite permissions to utilize skinbox Spectate Removed due to redundancy, Rust doesn't currently support spectating users in an effective manner Alternatives to be used would be Vanishing and noclip for Administrators Strike System Removed due to redundancy Colored Name Fixed Donator permissions to set their name to a unique color Building Grade (/bgrade) Fixed inconsistencies between donator tiers being unable to access bgrade 1000x Anarchy Lets go apeshit and hope it picks up population, becomes the second largest 1000x No Workbench The necessity to use a Workbench has been eliminated entirely, players can craft all items at any given place Automatic Furnace Splitting Cleared all bugs & updated to the latest version Fixed support for "Large Furnace" Colored Name Added for future use with donator tiers Spectate Removed due to redundancy, Rust doesn't currently support spectating users in an effective manner Alternatives to be used would be Vanishing and noclip for Administrators Building Grade (/bgrade) Added /bgrade for future use once I sell donator ranks Strike System Removed due to redundancy 2x Epsilon Copy paste Sierra with increased group size? sounds good. Automatic Furnace Splitting Cleared all bugs & updated to the latest version Fixed support for "Large Furnace" Colored Name Fixed Donator permissions to set their name to a unique color Spectate Removed due to redundancy, Rust doesn't currently support spectating users in an effective manner Alternatives to be used would be Vanishing and noclip for Administrators Building Grade (/bgrade) Fixed inconsistencies between donator tiers being unable to access bgrade Strike System Removed due to redundancy 2x Delta Lets copy paste Sierra and get some UK players aboard Automatic Furnace Splitting Cleared all bugs & updated to the latest version Fixed support for "Large Furnace" Colored Name Added for future use with donator tiers Spectate Removed due to redundancy, Rust doesn't currently support spectating users in an effective manner Alternatives to be used would be Vanishing and noclip for Administrators Strike System Removed due to redundancy Building Grade (/bgrade) Added /bgrade for future use once I sell donator ranks Skinbox Fixed code (funny how you gotta do that for a paid addon) to hopefully fix skinbox consistency once and for all Fixed Elite permissions to utilize skinbox
  6. Not trying to poop on your idea, but this seems like it would be counter intuitive to creating more roleplay on our server. My idea to make wars not be so stale was have players spawn on an outpost which would be far closer to the objectives on a future iteration of Chaharikar
  7. EDIT: Alright buddies, to wrap up this update The following ranks have been added: Trial Gamemaster - Trial Moderator permissions + Set Job - Event - Cloak Gamemaster - Moderator permissions + Set Job - Event - Cloak Head Gamemaster - Head Moderator permissions + Set Job - Event - Cloak All 3 ranks are able to hop on the GameMaster class in order to spawn props and noclip around as to create unique structures for Roleplay Penalty for using Cloak during roleplay/war whether intentional or not is a removal from GM and a stat wipe (levels & RP cash). Only use /cloak while on the Gamemaster role. The map has been set to Chaharikar, and we are now live! Yeah, i'll have to see you with that metropolitan map in about 3-4 months worth of mapping, maybe less if I absolutely kill myself, but unfortunately, i'm not going to kill myself over a map for a server that hardly peaks at 50 users. Maybe if things changed. But for now I literally cannot force myself to do this with the server's state, as many people genuinely do not care for the state of the server as much as I do.
  8. Please don't get too excited for the Gamemaster rank. We've had it on StarwarsRP and people largely choose to not do anything with the rank but brag about it. I'm not expecting this too be revolutionary, and I'd say the only exciting portion for myself would be the return of Chaharikar.
  9. Crazy how over after 6 years people say they're burnt out of a map after a month Pls lets get more comments so I know if Chaharikar is a go
  10. This update thread is mostly based off of the Update Sheet sent to me by @JimTrash, thank you! Map Rotation We have now been playing on Taiga V3 for a period of roughly 6 weeks. I am very interested in making a switch back to Chaharikar, so please let me know if you guys are interested and the change will take place ASAP. Game Master System Permissions Given Gamemasters the abilities to spawn in sweps, use tools, props, and vehicles Given Managers the ability to use permaprop Gamemasters cannot damage players and players cannot damage Gamemasters Weapon Changes Courtesy of @Homast for his proposed changes SVT-40 Firing Rate (RPM) value changed from 60 to 120 Damage value raised from 74 to 80 M4A1 SOPMOD Recoil value changed from 0.8 to 0.27 (Homast) Max spread reduced by 50% (Homast) SR338 Firing rate (RPM) value changed from 60 to 120 Damage value raised from 74 to 80 Class Changes Gamemaster Role added Extra controls given for hosting events and having an influence over roleplay (refer to top of this post) Air Force Special Operations Command Operator M16 added onto loadout Controller M249 added onto loadout Commander M16 added onto loadout Please NOTE: these classes are only to be used for roleplay scenarios, I may or may not add WAC to the main server for use on event maps! Rules Objective Count Minimum of 80 users online has been bumped down to 50 Bugs & Misc Duel NPC relocated within RU base to be more in the open as opposed to off to the side at KH Spawn Points Set AFSOC spawns to spawn alongside all other US jobs Whitelist Manager can now whitelist for all Ranger classes To-do but lazy... Add /cloak and /uncloak commands Add /setmap for event maps (but first lets see GMs actually doing their due diligence with a few events)
  11. This has already been updated to 5 seconds in a prior update and everybody's happy.
  12. Would you guys mind sharing this post? I'd like to get roughly a page or two more of response before beginning work.
  13. My previous thread as for what I'd like to do with MilitaryRP did not go well as it was too big of a change for some, and to me it appears that some people would rather the server decline instead of going through changes. I've since then had a couple of days to sit down and think about ways of revamping MilitaryRP as you know it to be a more enjoyable server without making players feel too overwhelmed with changes, and largely keeping the server's integrity the same. As of right now, I'm facing a bit of a dilemma, and I'd like to bring up a few points for players to vote on, In making your response, make sure you read the entire post or do not comment at all, because this can end of back-firing on the community as it will determine the future of the community. To rationalize your decisions, i'd like members to add a brief summary of your decision. Example of formatting for a response: Part A - Player Versus Please VOTE A - PVE - Player Versus Everything B - Player Versus Player (2 Opposing Factions) C - Player versus Player (3+ Factions) In essence, would we like to keep the server the way it is currently with choice B, or potentially explore how roleplay would be like if players strictly fought NPCs and "event classes" during wars. This may not be the most popular option, but looking at StarwarsRP, the server (while stagnant at times) created a much stronger bond among players as they are always operating in groups with one another, with the only time where the battle eachother being throughout sims to simply test their skills. But then again, one of the beautiful things about MilitaryRP is the hostility and competition playing against other hostile users creates. "HAHAHA JACKAL JUST GOT FUKIN CLAPPED BY BUDDHA AND HIS ESP. FUCK RU" Finally, option C was the foundation of our server. When MilitaryRP was a small, dying category with 4 servers, Garnet popped up. Our selling point at the time was our lack-luster (even worse than the current) war system, and having 4 factions present on the server - Taliban (AFG), Spetsnaz (RU), US Military, and SSO (UK). This decision would mean US and RU would have to be undercut to 2-3 lesser factions, IE: US Army, Rangers, Delta Force as the playerbase would be further dispersed. Amongst the 4 factions, treaties can be made, however, at this given time, there would be no way to implement these changes into the war system itself, so they would essentially be "neutral" factions (or fuck it, we can do a military) who can aid others. Part B - MAP Please VOTE A - Open Terrain, natural cover B - Metropolitan, lots of human-made structures for cover When it comes to the topic of a MAP, would players prefer to introduce more elements of roleplay into a more open forest/desert that would provide cover in the form of terrain (IE: mountains, trees, caves) or a large, dense city with lots of enterable/destroyed buildings? Example A - please downscale this in your head to look more like Taiga) Example B - only downscale this slightly, because I can do all of this minus the Source 2 lighting being really pretty Once we can decide on what style of roleplay we're going with, I think I will hammer away some progress, which could then give me a better idea of Part C. Part C - Wars Please VOTE A - Keep War System as-is B - Elongate periods between Wars, elongate wars, and rename to "Political Hostility - TAKE CAUTION" C - Remove wars, utilize them scarcely for silly events In keeping the war system as-is, we would essentially have a non-roleplayed but instead strategy-based war every 2 hours on the hour, where players run onto an area defined by code and fight over it. However, elongating said periods between wars and removing the redundant title of it being "WAR TIME" (OPTION B) may prove to create more strategic play and roleplay. Essentially, players would be notified that political tensions have arisen over -insert map's name- and the capture points would have unlocked. Being that there is no need to worry about a 30 minute timer, players would potentially reach out to a vehicle operator, and go on scouting missions in search of which objective it is that hostile forces are maintaining their position on. THERE WILL BE NO NOTIFICATION OR HUD INDICATORS FOR COMPROMISED OBJECTIVES, AND AS SUCH, PLAYERS WOULD HAVE TO STRATEGICALLY TAKE COUNT OF HOW MANY PLAYERS OF AN OPPOSING TEAM CAN BE FOUND ON AN OBJECTIVE. Finally, removing the capture system all-together is a choice I am personally not a fan of, as it would leave roleplay in the hands of the players along with Gamemasters, and we can see how that's going right now... The possibilities are endless, however, with option B, I believe we would have the chance to get the best of both worlds. Part E - Peace-time Activities This is a hot topic that I am now taking more seriously than I did in the past, as I have finally gotten to a point where I am adequate enough with coding in order to accomplish this. I would like to provide lots of passive and automated features. Some ideas that come to mind personally would be anything from base-operations and scouting missions where the player goes onto a post near an enemy's base (which would deem them KOS-able by more up to date ROEs) forcing them to sneak around and take photographs via a camera swep. Leading to more redundant, lower pay-grade and less risky missions such as kitchen duties where you can engage in cooking for your faction's base, providing them with smaller buffs to speed or even very nerfed/temporary health benefits (only outside of war time), to simple "base cleanup" missions where you pick up trash entities around your base for a salary bonus. Part F - Suggestions & Unique Content Now that we've discussed more logistics/money making activities in Part E for peacetime, how would this money be used? Skill Tree - provide small advantages to your character, enough to make a difference in 1-on-1 engagement, but not enough to plow through an entire opposing army Weapon Skins - just when you almost gave up as these side-missions got more repetitive than Family Guy/South Park jokes and hackers like Buddha destroyed you in dueels, you made your first 5 million and blew it all on a golden skin that can be attached to your AEK. Everybody admires you and/or thinks you're a donator. unique badges - You carry a badge of honor from prestiging? you've got 500 hours of playtime, and you've completed 5 hours worth of surveillance missions. There goes your super cool "Incognito" badge which stands out from other players and makes you stand out from the crowd. Further limitations on promotions as to avoid promoting less rounded-out users who do not engage in activities outside of war
  14. Accepted I'm not even going to let this thread sit here to gather support, because this is ultimately my decision. I feel as though with the current circumstances and me wanting to downright erase and re-create MilitaryRP from the ground up, having somebody like Don on the team might prove this to be an easier process by actually making the current gamemode enjoyable while I slowly re-work things for a more enjoyable experience for everybody.
  15. The server is officially released, I got finished with all the tasks I had on-hand exactly at 4:02PM with little to no sleep, so yay me for being somewhat responsible for once.
  16. I hope you all enjoy it, people from the SWRP community contributed an enormous amount of suggestions towards this change instead of crying in a hissy fit. Fixed, thank you! Being that this feature is currently turned off, I'd like to say that I will be able to add a /toggledroid feature onto the GM system.
  17. Update: 7AM and I figured we need an actually useful spawn room instead of scattered text-screens
  18. The server will be unlocked for the public today [7/10/2020] at 4-5PM EST If a FULLY free-to-play Free VIP, optimized server with 10x the FPS you get on other servers, and Gamemasters hosting events all day long is not enough to revamp this server and bring us up in the category, I'm going to be speechless. I'd like to thank @Alex Conway and anybody involved in this project over the past few days. A couple of 20-hour work days in development and brainstorming had gone to these changes (I'm actually writing up this post at 6AM and I am tired as shit, with an alarm clock for 11AM to wrap up this update), and I feel very comfortable our server is in a very competitive position in the content it provides, especially with the fact it is ENTIRELY free-to-play with no restrictions. If we do pick up a larger population, at a later time some classes may be restricted off back to our donators, however, Jedi is going to be a free-feature for all users unlike in the past. Thank you to everybody who contributed in ideas to this update and many players' patience as we made this transition. I really hope to see a strong commitment in activity to bring this server back to its original glory when we first launched at 60-90 player peaks when Phantom was still around. Back then I definitely lacked the knowledge of what can be done with the server. Free VIP All class restrictions have been lifted, the passive XP-boosting benefits and other misc benefits of being a donator have remained in place however, and those were not given to all users. Complete Job Overhaul Thank you @Alex Conway 212th Attack Battalion NEW - 212th Trooper : Enforcer - 212th Trooper : Pilot - 212th Trooper : Battery - 212th Trooper : Boiler - 212th Trooper : Waxer - 212th Trooper : Barlex 501st Legion NEW - 501st Trooper : Legionnaire - 501st Trooper : Pilot - 501st Trooper : Enforcer - 501st Trooper : Fives - Torrent Company : Jesse - Torrent Company : Echo - Torrent Company : Kix - Torrent Company : Captain Rex 327th Star Corps NEW - 327th Trooper : Artillery - 327th Trooper : Tank - K Company : Deviss 104th Battalion NEW - 104th Trooper : Machinist - 104th Trooper : Engineer - 104th Trooper : Incendiary 104th Wolfpack : Boost 104th Wolfpack : Comet 91st Mobile Recon Corps NEW - 91st Trooper : Scout - 91st Trooper : Marksman - Lightning Squadron : Stak - Lightning Squadron : Razor 41st Elite Corps NEW 41st Trooper : Scout Green Company : Draa Green Company : Cooker Coruscant Guard NEW Shock Trooper : Envoy Shock Trooper : Ward Shock Trooper : Sentry Shock Trooper : Hound Shock Trooper : Thire Shock Trooper : Stone Shock Trooper : Thorn Pilot Squadron New Everything? Jedi Order New Jedi : Youngling Jedi : Guardian Jedi : Consular Jedi : Sentinel Passive CIS Forces Powerful CIS Droids will randomly spawn in clusters on different Outposts throughout Anaxes, whether you go alone or with a party, this will surely be a fun activity to let the server's down-time pass by quickly as you level up and strengthen your character NOTE: this feature is disabled for the time being until we get to stress-test the server in a real gameplay environment. I am fairly confident GMs will handle spawning in droids if we are in need Leveling System The leveling system is soon going to be stretched out in a sense, as perks will be spaced out further thus leading to a slightly more grind-based gameplay. This feature could be taken advantage of during the server's downtime as players will likely be out in the wilderness passively fighting CIS forces when not running tryouts or other activities. NPC Base VJ Base removed Created a light-weight "Garnet NPC Base" for use on StarwarsRP and potentially due for MilitaryRP implementation This NPC base carries not even 30% the footprint of VJ base, sparing server CPU usage and boosting client FPS due to how light weight it is The tradeoff? at times NPCs may take longer to react to hostile forces, however, their visibility was largely increased as to engage in longer distances NPC spawns has been bumped up across the board for most events, while NPCs were nerfed significantly seeing as they are now taking up very little of our servers' resources NPCs not engaged in combat will occasionally patrol their vicinity Event System Invasion Event Difficulty: Low Average NPC health set at 175 NPC Density: High NPC Density will begin at 50-100 NPCs, however, will scale with the number of users online up to 200 NPC Population: Infantry Battle Droids, Battle Droid Commanders, Droid Engineers, and Droid Mechanics. Crystal Cave Event Difficulty: High Average NPC health set at 275 NPC Density: Medium NPC Density will begin at 40-60 NPCs, however, will scale with the number of users online up to 100 NPC Population: Infantry Battle Droids, Battle Droid Commanders, Droid Tankers, Droid Engineers, Magna Guards. Outpost Takeover Event Difficulty: Medium Average NPC health set at 225 NPC Density: Medium NPC Density will begin at 50-80 NPCs, however, will scale with the number of users online up to 125 NPC Population: Security Droids, Tactical Droids, Droid Engineers, and Droid Mechanics. Grapple Gun A custom SWEP has been added onto the server This SWEP will adjust your velocity and generally allow you to grapple over the walls of Anaxes' outposts fairly easily Ship Spawner Updated onto LFS vehicle base - NPC relocated into hangar bay Support for new LFS ships added Re-enabled the ability to spawn ships during events ^ this has now been removed ^ When having a ship spawned in, pressing E on the NPC will de-spawn it regardless of its location for ease of use/training. BARC Speeder with Stretcher added (ground vehicle) Binoculars This SWEP was added due to demand for god knows what reason Misc & Bugs Managers are able to Whitelist to all classes on the server Slowed down server-timeout/crash detection timer as to prevent false-positives for people joining for the first time TODO : Managers may utilize /staff promote up to trial admin No-Target tool for non-VJ based NPCs has been implemented
  19. Take this post with a grain of salt, I hit him up on Snapchat and he said he's drunk and "is probably going to regret this in the morning" had a little run-in with Jim over an issue.
  20. Speaking of taking a stance and getting rid of people who are no good to the community. Good job you mingy scammer.
  21. Yeah, but are we really doing all that well? We are the 4th largest server, but that is null when there's really only 8 longlasting servers in the category
  22. Super contradictory, saying you're worried about getting banned for voicing your opinion of me, then urging me to ban people who are dissatisfied with the way I run things. Don't worry buddy, I respect you and appreciate your opinion. I'm largely torn between heavy CQC or all-out long engagements. Both possibilities can be achieved with the same performance and in the same timeframe, whether it's a large map with a lot of low detailed structures, or a smaller, super dense and highly detailed map. The larger, less detailed map, would allow for the potential use of aircrafts and vehicles more often. I too am torn as to what's the better resolution, and I'm not able to receive concrete user cricisim. The is the idea with the Gamemasters update I've been wanting to implement, but don't feel as though the current state of the server would receive well. Can give it a try as a last resort. I genuinely think you have this backwards, but that is fine, because you've never ran a larger gaming network (no offense). Jim has by far had the lowest engagement with me out of ANY Super Administrator we've had to date. Now that the server is struggling I find myself contacting Aidan and D Rose who have resigned more than him, and he is well aware of the fact that I feel as though our communication is lacking (he has acknowledged this and said he would make a better effort) which he has, but currently, he has not contacted me in reference to the state of the server and what can be done (other than implementing the GameMasters system). I do not appear on the servers, I have no time. For the past 2 days I exclusively worked on TTT for 10+ hours a day, and prior to that it was StarwarsRP/MilitaryRP concepts I was working on to potentially implement (revamped event system which got scrapped). I have been here for nearly a decade, it is unreasonable to expect for me to be able to play on each server for a reasonable length of time to gather an insight. Heck, we have 10 servers that require this same thing. This is why we have a system of Managers who are supposed to link the communication gap on my behalf by staying ontop of the state of the server, which is not taking place currently. would suggest you refer to the above with reasoning as to why it's unrealistic for me to still be actively getting on the server/directly communication with players. It's impossible. I will have to respectfully disagree. All I am here for currently is to maintain the server with updates, it is up to the Management team to take the resources they'd been given and interpreted the best route to bringing the server back to a good place. It's been done this way for again, nearly a decade.
  23. No, unfortunately I genuinely do not have enough time to play myself any longer, but this is why I appoint managers who have the option of being on a paid role to literally keep the servers’ logistics in check. Currently I am not in contact with most if not all the current staff team members, and I’m mostly in the blue. We can either make a change in hopes to fix things, or simply ride this out with the potential of the sever dying. I don’t have anybody I can appoint who would magically fix things
  24. Going to leave this thread short and effective. For awhile now I've felt I wanted to completely re-write the MilitaryRP server but haven't done so out of a fear of backlash/retaliation as the content would vary far too much. My idea has been a larger-scaled map (as some people may know) while potentially integrating a limited amount of aircrafts for some AFSOC and RAF members. In this server the war system would be eliminated, and instead replaced with objectives that are always activated and are considered "Hostile Areas" in which firefight can take place. The premise of the server would ultimately revolve around staff members hosting events. The flip side of this is there will absolutely be no CSCDesert, Chaharikar, or any other nostalgic theme that players would try to fall back onto. A war would not take place, but instead, players would be required to create their own roleplay with others (with or without the help of GMs) and wars could take place with the officers' roleplay. I'm very wary of making such a large change because ultimately this could result in server instabilities, as well as performance bottle-necking (or overall poor reception by the community). However, with how things are going right now, I have no close communication with any part of the staff team, and I see an imminent server shut down unless something changes. Man if Shrimp was still active this would've been his time to shine
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