The Garnut Nutter 15,194 Posted June 3, 2022 The Garnut Share Posted June 3, 2022 Server Optimization Roughly a 7-15% server performance increase patch has been pushed, particularly focusing on wielded weapons Slowed down the logic behind handcuffs to potentially break them severely, but also improve performance (honestly, we don't need drag functionality to handcuffs) Whitelisting System All staff members can now whitelist for Clone Trooper : Rifleman Classes Ahsoka Tano Corrected typo in lightsaber class' name Enabled Ahsoka Tano to utilize skills from the skilltree when dueling using a saber Defensive form was replaced with Arrogant Kellers Unit : Leader Handcuffs added onto loadout 104th Dire Company : Overwatch Renamed to 104th Wolfpack : Lone Wolf - no idea how I missed that one rip 21st Nova Corps : Tactician Spawn Position has been corrected Logging System Removed all logging for NPCs Removed all logging for fall damage types 7 Quote Link to comment
Stolas 1 Posted June 4, 2022 Share Posted June 4, 2022 "Slowed down the logic behind handcuffs to potentially break them severely, but also improve performance (honestly, we don't need drag functionality to handcuffs)" OK, now, in English, what does this mean?^ Quote Link to comment
The Garnut Nutter 15,194 Posted June 5, 2022 Topic Author The Garnut Share Posted June 5, 2022 19 hours ago, Stolas said: "Slowed down the logic behind handcuffs to potentially break them severely, but also improve performance (honestly, we don't need drag functionality to handcuffs)" OK, now, in English, what does this mean?^ I believe what sleep deprived @Nutter is trying to say is... I have modified the code of the handcuffs to not run as many calculations every second (a great cause of lag for the server). This action may cause the handcuffs to work in unexpected and less than favorable ways - while, as stated previously, improving server performance. When it comes to handcuffs however, do we really have use for a 'dragging' functionality? this action could easily be roleplayed via /me. Quote Link to comment
Kicks 254 Posted June 5, 2022 Share Posted June 5, 2022 (edited) 18 hours ago, Nutter said: I believe what sleep deprived @Nutter is trying to say is... I have modified the code of the handcuffs to not run as many calculations every second (a great cause of lag for the server). This action may cause the handcuffs to work in unexpected and less than favorable ways - while, as stated previously, improving server performance. When it comes to handcuffs however, do we really have use for a 'dragging' functionality? this action could easily be roleplayed via /me. So handcuffs no longer drag players, I'm assuming if a player is uncooperative then a staff would have to intervene and bring them to the brig? Keep up the good work otherwise Also, I will forever miss the times when players get slingshot up into the stratosphere during an execution while handcuffed. Edited June 5, 2022 by Kicks Quote Link to comment
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