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Everything posted by Vertex
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I think the topic of the Horizon map we removed is relevant to this consideration. Was it really that bad of a map, or was it just too small, even for our previous 24 server slot counts? Size is definitely a huge factor for this really large map.
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Improvements over the paste quite some time have been made to Morbus for better balance at higher slot counts. And with the multi-threaded comp jobs, our server can handle an increasing number of slots. The question is whether we should increase the server slots or not. And if they do get increased, what can be done to improve the quality of games for everyone on the server, beyond what we're already doing?
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A map rotation changes has been made this week to Morbus, I thought it would be a good idea to share them. Skandalon and Turbatio are now in server rotations on both Morbus servers. There is no guarantee skandalon will stay, but if players like the map, we'll keep it on. As always, player thresholds are used for pretty much every map. So the too many/little player excuse is invalid. Auriga has been pulled from Morbus EU rotations until we can figure out what the hell is happening. It was very disappointing this afternoon, to find it has been triggering server crashes for the last two weeks; even though, it works perfectly fine on Morbus NA. A sixth map exclude has made it's way into Morbus EU, between eleven and seventeen players on the server. With the addition of maps, we can now ensure a decent amount of voting options; while, encouraging different maps to be played.
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A list of tool-tips will be required for our Morbus servers soon. This is one the next things being coded. I think @Makr6e6 and even @Gamstoby might have some further suggestions about these. It would be great if someone other than myself could go through, word everything perfectly and put it into json format aswell. (more details to come soon) These will be stored in a text file using json formating, then converted to a lua table. Where a random tip will be selected until the list (retained through map change) runs out and repeats itself again. Players who find these annoying, will have the option to disable them by pressing F3 and checking off the disable box.
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@DoctorGringo @Makr6e6 @CharDraesia @zOmBIEz @Gamstoby @APArtHistory I am pleased to announce new exciting changes as to how the in-game Morbus sanity system works. Player sanities are now carried over to next map. And the minimum restoration threshold of 100 is currently functioning properly. Put into simpler terms, map changes only restore 100 sanity instead of restoring all of your lost sanity. Players now more than ever, have to earn back their sanity. And more emphasis is put on playing the game properly. In future improvements, 50% or 100 sanity (whichever is greater) will be restored on map change. This was intended to be done on the first update, but had a few bugs. A server reboot or crash will be treated the same as a map change. Accurate to the last round played, sanities will restore as mentioned above. I would also like to abstract on the Morbus sanity system further, by applying damage reductions instantly; thus, making mass RDMing an nearly impossible task to accomplish. Should be successfully achieved, sanity values will only be networked to other players at the end of each round; even though, they would be constantly decreasing. To summarize, instant damage reductions and scoreboard updates only at round end. These improvements are going to be huge and completely change the way we look at RDMing. Combined with the moderate sanity decreases, less server bans will be required; while, drastically reducing the amount of disputations to gameplay, caused by improperly playing or greifing. When moderating a server, it's always best to accomplish the task of improving the environment with the least amount of overhead possible. I couldn't help but notice constant banning with nothing changing.
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I have found a faster main menu for gmod which includes all servers, decreases startup times and reduces the overhead of running the game. It looks a lot like the legacy browser, but is well worth the benefits drawn from it; specially, for people who mainly play Morbus on Garry's Mod. GitHub - robotboy655/gmod-lua-menu: A Lua powered ( No HTML ) main menu for Garry's Mod. @DoctorGringo @Makr6e6
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It was most likely myself fixing up the server or just a random fluke with the sourcebans querying. As you can see, the server is currently online and working perfectly!
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For the past quite some time now, we've been tripping over messy naming conventions within the Morbus weapon files. Every time we do balance changes, improve a weapon or looking through arms files; it's been a struggle digging through messy naming conventions to find what we're looking for. I have decided that enough is enough and all these naming conventions are getting improved immediately. @Makr6e6 will be taking care of updating all the map arming files with these new changes before everything get merged into our servers. I will take care of fixing up the game-mode to run these new gaming conventions. What's Coming Next? Looking into the last few new me3 weapons and seeing if they are addable. Fixing the current broken ones that are hidden and not spawning due to errors. Improving battery weapons to rescale ammo amounts to more reasonable sizes. A massive run of balancing all these new weapons, as-well as needed old ones. Posted bellow is a list of the changes made to the morbus weapons. Mass Effect 3 Weapon Names Mass Effect 3 Weapons Changes Morbus Weapon Names Morbus Weapons Changes Random/Ammo Changes A special note to @Makr6e6. Only use items in the morbus placer, some of these are broke. And these two conventions are random cases which work differently. > weapon_glowstick -> mor_glowstick_random weapon_mor_zx9 -> mor_heavymg p.s. Anyone who asks for weapon names is now officially retarded :p@DoctorGringo
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Selling all the transport gates to force a round end is not allowed. This is a form of greifing, which takes away a teams right to vote to surrender. You have been silenced for three days for doing this. I have talked with the moderator who banned you, to clarify that we silence instead of ban for doing this.
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@Makr6e6 The new pistols have been added to the main server!
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@Makr6e6 @DoctorGringo The server just needed rebooted. These issues are fixed now and I've added the new facility arming file back onto the server.
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@DoctorGringo @Makr6e6 Recommendations for vitamin counts 6: mor_alphastation_b4_re.bsp 8: mor_auriga_v4_re.bsp 6: mor_breach_b4_re.bsp 8: mor_breach_cv21 6: mor_chemical_labs_b3_re 8: mor_facility_cv2 4: mor_grem 8: mor_installation_gt1_re 4: mor_isolation_b4_re 8: mor_outpostnorth32_a5 8: mor_ptmc_v22 4: mor_temple_v1
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Game tracker is missing a lot of map images for Morbus. If someone is looking for something to do, they can upload these. [xG] XenoGamers.com | Morbus [garrysmod] Garry's Mod
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There's still a heavy falsifier happening on those statistics with bad broods. Aliens win a lot of games they end up playing. With the exception of the shotgun; which, I think is perfect... humans aren't as strong as they should be for late game. Meh, keep it laying around an option for brood aliens to use. Vitimans are on the same boat for being only useful to humans. I've already nerfed the vitamins to a random value of eight to eighteen seconds. It takes forever for humans to chomp, it's slower than healing decay. I've made a few judgments when testing and making these things work on the test server. Nothing should be extremely weak or overpowered.
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@APArtHistory @DoctorGringo @Makr6e6 @CharDraesia Yeah we can give glowsticks a separate slot. Let's do that and pile up the utility slot with the new grenades, vitamins and medkits.
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Also, I made an improved version of the Morbus Placer with this content added and numerous bug fixes. It is a handy tool, which, automates the file arming process for maps. Makr6e6 is already using it but here's the link in case anyone else wants it. It can be downloaded here. http://fastdl.us.xenogamers.com/xgMorbusPlacer.zip
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I have removed the think code for smoke grenades; which, theoretically would be the cause of that lag. The smoke effects are created only once when the initial explosion happens, instead of 60+ times per second.
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@DoctorGringo @Makr6e6 Fixed a bug with weapon placements causing random grenade spawns not to function as intended Fixed a bug with bug with secondary attack (right click) messing up the client's HUD Cleaned up grenade code and improved performance by modifying its base class. Utility slots are still bugged, I will look into these anther time. And the spaceship test-server arming file is messed up. (I still have the random grenade spawns values used for testing in it)
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I didn't intend for this to happen; but, is it a bad thing? We got multiple utilities and grenades now; which, theoretically isn't enough for a single slot. Players would be weighted down additionally for doing this as well. It's foreseeable that brood aliens will receive an advantage from this though. The idea of carrying both a frag grenade and medpack significantly boosts their effectiveness; more so, than humans doing the same thing. Looking at it from a balance perspective, this advantage is at-least partially offset by both humans and broods having it. It would also offset many late-game balance issues with swarm aliens; by, ripping groups of them apart from the throwaways people are carrying; while healing aswell. Also, both medkits and vitamins are utilities. You're not allow to carry both at once. Having one or the other will decrease medpack usage for humans by law of averages. I will fix this bug soon. This would be more efficient to test with anther person. It's definitely doable solo testing; but, it's highly inefficient for a single person to do multiple semi-unrelated tasks at once. You should be fine skipping ahead and preparing. These bugs are separate from the arming, (adding spawn locations on maps) in the sense that there's nothing I can foresee to change or impact how this task is done. Using the frag grenade as reference, it should be theoretically possible to spot and correct the caused difference. Or in worse case remove the right click on-the-spot drop from these newer grenades.
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Static for more control. The only other misc item are medpacks and glowsticks. It doesn't make sense to combine them.
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@DoctorGringo @Makr6e6 After hours of work dealing with countless problems, I've finally got five new grenades working for Morbus. These things are not by any means balanced; but, they do work properly/as intended. Seven new items are now available and need added to the arming files on all the maps. There is a delay copying this content over to the main server (it's currently only on the test server); as, I had to modify spawner code to get mor_random_grenade working. I will merge it in the next couple of days when it's empty. An incorrect merge could break the entire server, so it's not possible to do while populated. I highly recommend spawning random grenades at the majority of map based locations. Also, notice how weapon_frag is the regular frag grenade included in the mor_random_grenade spawner. And that vitamins is a separate item NOT included in the grenade spawner. Download Weapon Placer Here: http://fastdl.us.xenogamers.com/xgMorbusPlacer.zip Grenades > weapon_cryo weapon_frag weapon_incendiary weapon_pulse weapon_smoke weapon_toxic Vitamins > weapon_vitamins Pistols > weapon_mor_pistol_a1 - new baster weapon_mor_pistol_a2 - b1 beamer (broken sound, still running) weapon_mor_pistol_a3 - x11 beamer (currently broke and disabled) weapon_mor_pistol_b2 - arc blaster SMGS > weapon_mor_smg_a1 - BR6-SMG weapon_mor_smg_a2 -C2-Pulsar weapon_mor_smg_a3 -T60 Mini-SMG weapon_mor_smg_b1 -YN1 Alpha-SMG Randoms > mor_random_grenade mor_random_pistol mor_random_smg
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This ban was casted almost four years ago; so, i'm going to go ahead and remove it. It should be doily noted, this is being removed due when it was casted; not, because of an improper description. I've left a comment for the Garry's Mod division. If you break any rules on there, this will be held against you. And the moderators there will be nearly as lenient. This has been flagged as a Mass RDM equivalent on GMOD. To clarify, this is a second chance unban. As @Chrono mentioned above, anther ban and protest will not end nearly as well for yourself. ~Thread Closed~
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This ban has expired and there's not comment from the user. ~Thread Closed~
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@DoctorGringo 'S u i c i d e' abuse prevention has been completed. And Teslars are fixed and back on the server. My own light-weight spray tracker is currently being made to work exactly how we want it; without, any unneeded chat messages or extra unused features. I suspect we may have to redistribute the Morbus Gamemode for loading of client-side improvements, such as, this feature. Server changes are limited to server-side and shared files only. And piling up new workshop addons will raise loading times. (horrible idea) This page is now on the Morbus MOTD, so, players can see what we're up to. And give suggestions for improvements. It will need to be moderated on a frequent basis, should people start posting here. It's critical that everything in this thread starts on-topic!
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Alright, the ban has been reduced to one week. Link: Xeno Gamers ~Thread Closed~