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Posts posted by Xavier
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Hello
Today, the GMODZ server sees a few update:
- The shopkeeper now properly sinks items
- There is a minimum $1 price for selling items
- Zombies will now award experience and money when killed by headshots
- Removed spawns that would leave you stuck
- Fixed helicopter breaking when a passenger didn't have a license
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It seems you completely ignored the big red text at the bottom of your screen:
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On 10/18/2018 at 9:48 PM, Scotterino said:
The only thing i would change are buying weapons from the shop.
What do you mean?
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On 10/15/2018 at 12:57 PM, HippoIppo said:
True. Like I said in another topic. There are other things that should take priority.
Everyone says "Other things should take priority" without mentioning their view of the priorities. That doesn't tell me anything?
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I think we'll stay at 45, 66 is too unstable for now
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Consistent 33 Tick is indeed a step in the right direction, thank you!
I've updated the map once again which will go live tonight and if we're still stable at 33 I'll bump it back up to 45 and attempt to move as high as we can go up to 100 which would be ideal
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I see rendering actually took a hit in most places. I'll be able to see tonight if it helps server performance at all and go from there.
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I think the item sink percentage is actually reversed- it puts items up for sale when it should destroy them and vice-versa. I'm a little on edge about changing the mechanics by fear of drastically overhauling the money making rates. It is by far the primary source of "money created from thin air" as opposed to exchanging X for Y.
Currently, the shop is based after Runescape's general store mechanics, where, for each item, the NPC will pay less and sell for less depending on the stock's quantity. Any ideas on how to do it differently all while improving the experience and keeping the rates somewhat similar?
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I've pushed out an update tonight, not much new in terms of content, but here are the most notable changes:
Map changes:
- School now has less doors
- Optimized rendering & networking in certain areas
- Optimized physics load
- Added secret area for events
- Brought back dynamic safezone elements
Gameplay changes:
- Bounty lowered from 25 kills to 20 kills
These changes should alleviate some of the server-side load that causes low the tickrate we have been experiencing
Edit 2018-10-16:
The map was updated once again to (actually) improve rendering & networking in certain areas. We are also testing the server running 66 ticks/second.
Edit 2018-10-17:
The server has been updated to the latest version of Garry's Mod
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This thread is a big mess. I'm closing it to admins+ only for now. @Mr Solo DoloYou mentioned you had more evidence, I would like to see it please
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5 minutes ago, George said:
How come the garage door in the background btw?
And why the hood up inside you RUDE BOY!
Those are sliding closet doors
AND IT WAS COLD
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4 hours ago, George said:
Just 😐 ?
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I loved playing scribblio with you guys last time. This sounds like a fun idea.
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Lovely! I'd like to create a knowledgebase with all this useful info in it.
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The suppressor currently reduces recoil gain and visual kickback by 8% and damage by 20%. I'd be down for lowering the damage reduction to 10% and see how things go.
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A little history: the reason why bounties were implemented in the first place was for becoming a bounty to be disadvantage. It was implemented this way to discourage murdering fresh spawns. Originally, the threshold was 8 kills. This increased gradually over time to the point where it completely misses its original goal and is now interpreted as an achievement of sorts.
In foresight of leaderboards (highest killstreak, total kills, etc) I feel like this feature will completely lose its original purpose, so I'm open to the idea.
What kind of reward would you like to see implemented?
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Here is the evidence we have against you for use of cheats:
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Hello everyone,
Thanks to your continued support through donations, we have been able to upgrade our forum software!
On top of increased ~ Aesthetics~ , this change will allow us to have a much tighter integration between the server and the forums. Here is the following non-dated road map:
- Add a server status sidebar like we had on the old forums
- Add server high-scores (Most kills, highest killstreak, most time played, etc)
- Automatic donation rank synchronization between server and forums
- Automatic member status synchronization between forums and servers
If you find any bugs or have any suggestions, please use the "Contact us" button at the bottom of the site.
Please note that the original forums are still available in a read-only state over at https://forumarchive.csiservers.com/
As well as the previous forum that was in use since the re-release: https://old.csiservers.com/
Unban Appeal - Charlie
in Accepted
Posted
After discussing with other administrators, it seems you both were active at the same time which kind of rules out the possibility of ban evasion.
I have lifted the IP ban, but your brother's account/Steam ID will remain banned until he makes a successful appeal. You are now free to play.