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Vertex

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Everything posted by Vertex

  1. Moderators is definitely good too. We may end up going a different route and having a bunch of administrators instead of a division manager. Those will be able to help moderators get setup and potentially train them where required. As for activity requirements, there is no set amount of hours you need to be activate for. Long as you peak in every now and then to stay familiar with the community; and don't get out of touch with the latest advances. The problem that is often experienced is when moderators do not join the server for months on end, then come back and are unable to perform their task. Staff will receive a message from their respective division leader or manager on Garry's Mod if they are approaching this threshold. Some moderators on Morbus currently moderate / have moderated multiple servers and are over-qualified for their position. I will update the staff roaster once this gets organized right now we have. > Division Leader -Myself Division Manager -Gringo Administrators -Marker Moderators - char, legion, zombiez, gamstoby, bacon, ItsAaron Assistant Moderators - wickershade, james Note: Assistant moderators only have access to chat commands (mute and gag) and are only responsible for handling related issues. This is a very good starting place for some people. Someone gets assigned to train them, and they eventually get promoted to moderator. A couple of people who have when through this are now qualified for administrator.
  2. Yeah TTT would definitely help with getting more clan members involved; while boosting up both Garry's Mod servers at the same time. This is something a division manager could definitely take care of; as, I don't have time to do both operate and fully manage. This would be the third gameserver operated by myself, with an endless list of things that can be coded. I've been operating servers for quite some time now and am very experienced at this task. It's been over three years for Nuclear Dawn and anther year plus for Morbus. TTT would be a breeze getting it going and merging Morbus infrastructure. Writing MySQL queries is the only thing I cannot do; as my focus is more so on the lua end of things. Yeah it's definitely good to play on a server first and get to know your surroundings before moderating it. I'm sure a division manager would be great for the task of pointers and commands should one be found! Yeah a lot of things are circumstantial. It's definitely about having the right judgment.
  3. Karma curbs all random death matches when the exponential formula is constructed properly and it properly carries between map changes. The server bans on the highly successful Morbus server dropped by a whopping 80% when sanity (aka karma) was employed to it's fullest potential. The only thing it cannot stop is people who hop between servers mass rdming then leaving. In which case a server ban is required.
  4. There's a lot more to moderating than just slay, slay, ban. Once karma starts curbing various issues with random death matches, there should be a very minimalistic need for server bans. Being able to resolve conflicts is what I value most in a moderator. Not one which just checks the logs and makes the issues go away. For instance, if someone is new Garry's Mod, you don't ban them unless they start massing, leave you no choice.
  5. Lots of experience. Not 50 forums posts though. :giggle: The people who know the community well and are able to employ pro-resolution skills; when resolving conflicts, often make the best moderators.
  6. Heya! Anyone want to be a division manager for a potential TTT section of Garry's Mod? We got the resources to run one of these servers. And a large amount of infrastructure from Morbus. Oversight resulting from any Morbus staff optionally wanting to carry over, would be done by myself; to provide consistency between servers. Tagging some of the current Morbus staff to let them know what going on. Disregard if you're not interested. @zOmBIEz @Gamstoby @DoctorGringo @Legion @CharDraesia @Makr6e6 What will a Division Manager be tasked with? Populating the server with the assistance of myself. Keeping the forums neat and tidy for this sub-division. Coordinating various moderation and administration aspects. Summarizing and reporting community feedback back to myself. Helping test out new maps and possibly uploading them to fastdl. Professionally handling ban protests related to the respective server. What experience would benefit this position? A few years experience moderating gameservers. An in-depth understanding how the gamemode works. And Garry's Mod in general in terms of players. Definitely more than myself and the basics. I'd be all for taking a different route if a division manager cannot be found. Promoting a bunch of qualified administrators and splitting these tasks between them. There's a lot of people who would be qualified for this position.
  7. To Do List Adjust player name fonts / rgba colours to function better around dynamic lighting. Add setting menu check-box to remove the server name from the scoreboard (overlapping) Extremely Low Priority Add features to talley up stats. Add a text mute section. Add fast marking buttons. Add unknown player tag.
  8. The think code of recreating the dynamic light each client and server update (over 60 times per second) couldn't be rewritten otherwise while holding in-hand. Unlike the when a new entity is created by throwing a glowstick object, the dynamic light only has to be drawn once on initialize. So it is therefore significantly more demanding to allow in-hand holding, than actually throwing the object and boosting inventories. It just so happened that removing the lighting effect in-hand also improves game balance. (killing two birds with one stone)
  9. Increasing glowstick inventories again after doing this may be a reasonable move. Regular + Stickys: From 6 to 8 Gravity Sticks: From 4 to 6 Increasing their lifetime from 90 to 120 seconds may be useful aswell.
  10. I was thinking about making a major change to glowsticks to massively improve client performance and to increase the amount of realism within the Morbus gamemode. Holding a glowstick in your hand would no longer light up the area, unless you actually "use" the glowstick by throwing it. With our inventory increases and a separate slot, players should have lots to throw and don't have to worry about other throwables. And this would greatly decrease the amount of dynamic lights on the map at even given time, thus boosting overall client frame rates. Player with glowstick in their hand http://fastdl.us.xenogamers.com/screenshots/glowstick_hand.jpg The normal effect when they throw the glowstick. http://fastdl.us.xenogamers.com/screenshots/glowstick_throw.jpg Any feedback? @DoctorGringo @APArtHistory @Makr6e6 @CharDraesia p.s I've also made a performance improvement for throwing glowsticks. The dynamic light will only create once. (instead of 60 times/second)
  11. Spaceship has a lot of unique aspects. The map shouldn't butchered into anther chemical labs or ptmc in the name of gamemode balance. Taking the long way around isn't something I have a problem doing. It splits humans up, which is very good for aliens. However, there's definitely some things that could be done to improve the map. The shower secret tunnel above the map could be more accessible to aliens. The lasers at food could be setup like the trap is with cooldowns and delays. But with no damage caused as normal.
  12. Retexturing the map and making the swarm spawn in (or less) accessible to humans would definitely be an improvement. That being said, it would take a moderately skilled mapper to do better than Remscar on texturing. A lot of maps like spaceship still need arming file improvements. @Makr6e6 was doing this, but has been inactive for awhile. Spaceship was never completed and could definitely use some minor improvements to weapon placements. Other than that, I have a very conservative stance on certain maps like spaceship. The saying "If it ain't broken, don't fix it" definitely applies here for trying to improve the most popular and played map of all time. Something was clearly done right, as people love the map. Edit: The map was actually being played too much. A minor change a month ago reduced it to 14%. [xG] XenoGamers.com | Morbus [NA] [garrysmod] Garry's Mod
  13. Nice work. I'll take a look at this new version in the near future. If anyone else would like to give feedback/test this map feel free to do so. Tagging a few people, disregard if you're not interested. @DoctorGringo @Makr6e6 @Gamstoby @zOmBIEz @CharDraesia @APArtHistory
  14. Sorry for the delay. The staff member who banned you hasn't been active for awhile. I've gone ahead and dropped the ban since it's been present for over a month. You should formalize yourself with the rules when joining the server. We will not be nearly as lenient should a repeat offensive occur. ~Thread Closed~
  15. The IP address above is for Morbus NA. Morbus EU is 82.163.79.241:27015. We should also ask @Rhododendron to get the steam connect urls working on the forums. This handle will launch your game and connect to one of the servers. > steam://connect/morbus.game.nfoservers.com Edit: It's also better to use sub-domains in-case the IP addresses change. These will automatically update and send the client to the right server.
  16. It should be doily noted this offensive was significantly more serious on April.30th than now. The game is no longer playable for the next couple/few maps after preforming a mass RDMing spree. The ideology that people could do it again next map after a sanity reset, drove ban lengths upward higher than required. Fear of significant damage to the server environment shouldn't impact this first time ban. At the same time, we can't have people coming on and mass RDMing with a buddy. @DoctorGringo will handle this ban protest after @Makr6e6 responds. Thanks for creating a ban protest on our forums. ~Vertex~ Morbus Server Operator
  17. Sanity drops are actually exponential decay for damage reductions. The exponential formula is > 1+ -0.0000025 * (k^2) where k equals the total sanity lost taken as a negative value. This evaluates to > 800 sanity = 10% damage loss 600 sanity = 40% damage loss 400 sanity = 90% damage loss Would it be a good idea to change the equation for more loss earlier and less later on? This can be accomplished by increasing the base and reducing the exponent. For example a better one might be. (with a positive k, double reflections removed) > 1 - 0.00004 * (k ^ 1.55) Which approximately evaluates to > 800 sanity = 15% damage loss 600 sanity = 43% damage loss 400 sanity = 81% damage loss
  18. The new maps are missing images if anyone wants to deal with this, I don't have time.
  19. In some cases, the all-talk during the round prep phrase has become an uncontrollable period of mic spamming. Many of the people on Garry's Mod are far too immature to handle it. There's been instances on a full server with blasting high-pitch sounds. And other instances where one or two people are overpowering everyone else's ability to talk; with, utterly annoying and disruptive garbage. (ie. The prop-phys on the barrels) I was considering disabling all-talk, all together during the round prep phase and just having people use their respective local chat. This is not something which should be taken lightly by means; but, more something that almost has to be done. Even with a moderator online, they can easily lose control when the server is full. The problem steams from trying to jam almost 30 players into a situation where only one person can really talk at once and a lot of people want to say something. It has become significantly worse as player counts increase. Overall it's a systemic flaw with the game-mode configuration. There was a mass rage which happened today after a few people started blasting high pitch sounds on and off for 30s. As a server administrator I lost control and had to threaten plus push through a mass mute in-order to resolve the issue. This was a double edged sword, which caused players to leave due to their perception of bad administrative action and the actual spammers. It was a horrible scenario created by a few intelligent people working together in on/off intervals. There are other options available as well such as only having round-prep all-talk with less than say sixteen players. But something liberal needs to be done about this issue, it cannot go on any longer; as, it's just getting worse as time goes on. Our overall active moderation is declining tremendously and even so, piling up moderators and having to constantly mute people is not by any means a proper or permanent solution toward the systemic root.
  20. The next thing i'm doing is shifting some sanity regeneration away from swam, human and brood kills. And more toward tasks like completing missions. This will make restoring sanity significantly easier for new players; and, give veterans a harder time getting away with playing dirty, just because they can rake up the required kills to offset sanity decreases. I'm also aware of a sanity regeneration issues killing afk swarms. That will be patched on the weekend when I got more time.
  21. I just added a new scale ratio to sanity. Previously, 100% of the sanity loss was scaled based on the victim sanity. Now only 70% of the loss is scaled by victim sanity. The other 30% is a flat maximum loss. Example 1 Vertex has 600 sanity and is rdmed by someone. Here is a comparison between new and old damages for 100 improper damage dealt. Old: 600 * (100 * 0.0015) = 90 loss for damage + 50 for rdm = 140 total loss New 70% scale: (600 * 0.70) + (1000 * 0.3) = 720 720 * (100 * 0.0015) = 108 loss for damage + 50 for rdm = 158 total loss Example 2 Gringo has 750 sanity and is gunned down by a brood. Here is a comparison between new and old damages for 100 improper damage dealt. Old: 750 * (100 * 0.0015) = 112 loss for damage + 75 for gun down = 187 total loss New 70% scale: (750* 0.70) + (1000 * 0.3) = 825 825 * (100 * 0.0015) = 123 loss for damage + 75 for gun down= 198 total loss Unchanged Example with 1000 Sanity + 100 damage RDM: 1000 * 0.15 = 150 loss for damage + 50 for rdm = 200 total loss Gun Down: 1000 * 0.15 = 150 loss for damage + 75 for gundown = 225 total loss *Note* Gundown losses are moderately less on average than RDM. The success rate from 100 damage is less than 30%, due to 30% damage with guns as brood and accounting for average sanity. I can predict losing about 150 sanity each time a brood gets a gundown on average.
  22. I just got done improving the Morbus Settings menu a few minutes ago. And was wondering what other customization options could possibly be added to the menu. Given how I've got some experience creating GUIs like these, adding more things to the settings menu should be a breeze! In-terms of customization options, there really is much other than to set the Alien Hud Colour to Red, Blue or Purple; setting the Scoreboard Colour to ether Blue or Orange; and a few other check-boxes for various things.
  23. Morbus 1.5.8.4 -Tons of Goodies! Brood Changes Reduced defense carapace from 5% to 4%. Decreased cooldown on transform changes from 10s to 8s. Reduced damage when shooting with guns from 30% to 20%. Increased brood grenade damage from 50% to 60%. Moved attack speed to tier 1 and attack damage to tier 2. Nerfed attack speed from 10 x 3 points TO 7.5 x 4 points. Upgrade Point Changes Increased brood points by 1, when 1 brood is selected with more than 3 players. Increased brood points by 2, when 1 brood is selected and with 8 to 11 players. Decreased brood points by 1, when three or more broods are selected Weapon Changes Increased firerate on shotgun from 45 to 50 RPM. Increased damage on the pulse pistol. Increased damage on the blaster pistol. Increased damage on nuker thing. Slightly decreased fire-rate on battery pistol. Pulled the crappy me3 blaster from spawns. Sanity Changes Sharpened the penalty for each RDM. (we don't like banning!) Sanity lost on the current round, can no longer be reneged until next round. Sanity will now drop for broods DAMAGING swarms at 50% the normal rate. Overall performance changes to reduce server overhead in handling sanity. Content Distribution Optimized all textures (including gamemode) for significantly faster downloads. Removed about 20mb+ of unnecessary gamemode sound files, bloating dl times. Reworked all maps and content for workshop distribution. (Three cheers for the CDN!) Reworked maps to be sent in 50mb to 65mb in 2 to 6 map bursts for 70% less downloads! Decreased prepare times on all maps for rapid round starting! Loading Screen Changes Preloaded the server name and game-mode name. Put a message on there, telling people to upgrade their Internet! And how long their download *should* take. Scoreboard Changes Added a new dual-row responsive design for large amounts of players. Fixed a couple issues for clients with lower resolutions. Dramatically reduced the width of the scoreboard. Timelimit Changes Reduced time limits on sanctioned maps by two minutes. Reduced global target time limits by two minutes. Added turbatio and outpost to the list of sanctioned maps. Spray Management Added a spray-tracker feature to find monitor player sprays. Added a spray restriction feature to block players from spraying. And put a nice message telling these players to contact us! Map Management Improved overall level change speeds by reducing i/o of map reading. Changed previous map history to a 100% accurate order ranking system. Made thresholds smarter to cycle through more maps. Reduced a few option counts, to cycle through more maps. Don't record previous maps with only a couple players. For less overall map repetition! Bug Fixes Fixed an issue causing bodies not to drop with custom player models. Fixed an issue with brood selection allowing spectators to break it. Addressed an issue causing brood player models to revert back to default. Addressed an issue causing the point-shop to hitch due to large amounts of content. Other Changes Improved handing of afk clients, specially during lower player counts. Attached steam authentication logging to each chat message in client console. Hackers can no longer get away with name change spam! [*]Added a permanent mute feature administrators can use instead of banning people! [*]*Modified moderation policy to further reduce the number of server bans. Let a few moderators go, who were not willing to change their ways! Morbus 1.5.8.3 -Brood, Swarm, Spectator and Sanity Changes Changes made by @Stickz (Vertex). Brood Changes Increased selection requirements for 3 broods from 20 to 21 players Increased selection requirements for 4 broods from 27 to 30 players Increased shotgun and rifle resist from 15% to 18% Increased brood max endurance from 4 to 5 Swarm Changes Additional re-spawns are now created every minute If none are available Equivalent to the number of broods selectable. This will dramatically reduce wait-times in spectator Patched a couple exploits allowing intentional draining of spawn lives Spectator cycling and suiciding now has a 30s cooldown Spawn lives generated from newly infected broods are now dynamic. Equivalent to the number of broods selectable. Increased swarm starting lives from 6 to (3 + (3 * selectable broods)) Spectator Changes Reduced the spectator chat tag from "SPECTATE" to "SPEC" Spectator will now display real names instead of role play names Updated hud text to reflect the new swarm live changes. Sanity Changes Changed sanity on the scoreboard from values to damage percentages Moderately increased overall sanity penalties after the first offense Slightly increased sanity penalties for improper damage Morbus 1.5.8.2 -Brood, Glowstick and General Changes Changes made by @Stickz (Vertex). Brood Changes Reduced brood life-steal from 7 to 3 health per hit Increased brood life-steal points from 2 to 3 Increased tier two upgrades requirements from 3 to 4 points Split sprint up into 4 points instead of 3 Reduced sprint upgrade from 30 to 22. Increased carapace resist from 15 to 20%. Increased carapace points from 3 to 4. [*]Increased brood invisibility time from (6 - level) seconds to 16 - (4 * level) seconds Glowstick Changes Majorly improved client frame rates. Dynamic lights no longer think. Increased lifetime from 90 to 120 seconds Increased gravity stick inventory from 4 to 6 Increased normal/sticky inventory from 6 to 8 They no longer glow while in-hand and must be used Other Changes Added and tuned time limits to prevent long games. Replaced the older scoreboards with a brand new one Increased swarm corpse lifetime from 10 to 30 seconds Previous map spectators are now swept up next map. Resolves some afk brood selection issues. Morbus 1.5.8.1 -Rifle Balance Changes Special thanks for @DoctorGringo @APArtHistory @Makr6e6 for helping make these changes possible. Mars (Rifle) Increased damage from 15 to 17 Decreased weight from 19 to 16 Decreased clipsize from 30 to 25 Decrease weapon kicks (lower is better) Up kick from 0.4 to 0.3 Down kick from 0.3 to 0.2 Horizontal kick (unchanged at 0.1) M418 (Rifle) Decreased firerate from 780 to 720 Increased weight from 19 to 20 GR4 (Rifle) Increased damage from 15 to 16 Increased firate from 670 to 680 Decreased weight from 20 to 19 KA7 (Rifle) Increased recoil from 0.4 to 0.45 Increased damage from 19 to 20 Decreased clipsize from 30 to 25 Decreased cone from 0.038 to 0.035 Decreased firerate from 500 to 440 Increased weight from 18 to 22 Tech (Rifle) -New Content Decreased recoil from 0.8 to 0.45 Increased damage from 14 to 16 Decreased firerate from 600 to 550 Decreased clipsize from 35 to 30 Decreased weight from 20 to 19 GP7 (Rifle) -New Content Decreased weight from 25 to 21 Decreased cone from 0.0275 to 0.018 Pending Changes Removal of m20 rifle (too many rifles, we added two) Removal of the new particle rifle (we can't balance it) KA47 has been flagged for further testing. Further changes to the GP7 Beam Rifle More nerfs to the m418 rifle if seen fit Balancing of SMG and Pistol Weapons
  24. Well you're got giving an educated reason why it sucks or not to try it again. Nor a problem to try and solve about the map. I'm sorta leaving towards slipping it in at 24+ players, setting the round count to five and ensuring the previous five maps are excluded.
  25. Skandalon isn't definitely staying, that's more a decision for here. Map Rotation Changes But when it comes to really high player counts, that would mean no chemical labs and possibly even losing anther option. We're very low on good options for 26+ players. People don't RTV a map just because it "sucks", there's always a deeper reason, even if they can't articulate it. I think size and repetition was the biggest RTV factor for Horizon.