1. Post #321
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    My own server, lul. 109.169.29.210:27015

    I've encountered a annoying bug where when you put something on your trader (stuff and so on), it doesn't save if the server is restarted. What is going on? People lose their stuff when the server is restarted!

    E:

    Doesn't look like I can spawn anomalies, wat? I just went on GM_atomic, and I can't find the anomalies on my item spawner gun, halp pl0x.
    You done did fucked it up then, lul. Undo what you changed.
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  2. Post #322
    Gold Member
    T3h raps13r's Avatar
    January 2006
    539 Posts
    The official US server now has a fastdl for the map and files, and a problem with downloading the geiger wav files has been fixed too. (also re-enabled Scriptenforcer and I think MerzBro added some updates too)
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  3. Post #323
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    Do you own the server or are you just helping Nüke/Merzbro?

  4. Post #324
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    You done did fucked it up then, lul. Undo what you changed.
    Inventory saving works again, after wiping my precious database... Went back to rp_apocalypse, lol.

  5. Post #325
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Q: Why do they call it TheGarbage?

    A: Because it's a piece of shit map that is Literally Garbage.

    Here's some recent changes made:

    - fixed anomaly spawn code to work on shit maps too!
    - artifacts are more cool looking now.
    - zombies suck less.
    - fixed clipping on ragdoll cam.
    - fixed resource bug.
    - more convars.
    - kleiner is a chintzy fuck now.
    - tweaked weapon balance a bunch.
    - exodus now has the shittier weapons.

    CreateConVar( "sv_radbox_max_zombies", "8", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of zombie NPCs that can spawn. (def 8)" )
    CreateConVar( "sv_radbox_max_rogues", "6", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of rogue NPCs that can spawn. (def 6)" )
    CreateConVar( "sv_radbox_max_artifacts", "3", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of artifacts that can spawn. (def 3)" )
    CreateConVar( "sv_radbox_max_anomalies", "30", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of anomalies that can spawn. (def 30)" )
    CreateConVar( "sv_radbox_team_dmg", "0", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether teammates can hurt eachother. (def 0)" )
    CreateConVar( "sv_radbox_dmg_scale", "1", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls bullet damage scaling. (def 1.0)" )
    CreateConVar( "sv_radbox_allow_build", "0", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether players can spawn props and use the physics gun. (def 0)" )
    CreateConVar( "sv_radbox_max_props", "10", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Maximum number of props that players can spawn if building is allowed. (def 10)" )
    CreateConVar( "sv_radbox_allow_loners", "0", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether players spawn initially as a loner. (def 0)" )
    CreateConVar( "sv_radbox_custom_names", "1", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether players can name themselves. (def 1)" )
    CreateConVar( "sv_radbox_roleplay", "1", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether the server uses RP chat commands. (def 1)" )
    CreateConVar( "sv_radbox_daycycle", "1", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether the server has day/night cycles enabled. (def 1)" )
    CreateConVar( "sv_radbox_daycycle_speed", "2.0", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the speed of the day/night cycle transitions. (def 2.0)" )
    CreateConVar( "sv_radbox_daycycle_intensity", "1.0", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the intensity of nighttime for day/night cycles. (def 1.0)" )
    CreateConVar( "sv_radbox_daycycle_indoors_light", "0.4", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls how much day/night affects you while indoors. (def 0.4)" )

    Big Gay Todo List:

    - Possibly add a "Stash All" option to the menu for when you're at the trader.
    - Fix problems with super anomaly code + teleport code + blink code.
    - Perhaps make the +walk key hold your gun down in a holstered fashion?
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  6. Post #326
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    Q: Why do they call it TheGarbage?

    A: Because it's a piece of shit map that is Literally Garbage.

    Here's some recent changes made:

    - fixed anomaly spawn code to work on shit maps too!
    - artifacts are more cool looking now.
    - zombies suck less.
    - fixed clipping on ragdoll cam.
    - fixed resource bug.
    - more convars.
    - kleiner is a chintzy fuck now.
    - tweaked weapon balance a bunch.
    - exodus now has the shittier weapons.

    CreateConVar( "sv_radbox_max_zombies", "8", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of zombie NPCs that can spawn. (def 8)" )
    CreateConVar( "sv_radbox_max_rogues", "6", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of rogue NPCs that can spawn. (def 6)" )
    CreateConVar( "sv_radbox_max_artifacts", "3", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of artifacts that can spawn. (def 3)" )
    CreateConVar( "sv_radbox_max_anomalies", "30", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the amount of anomalies that can spawn. (def 30)" )
    CreateConVar( "sv_radbox_team_dmg", "0", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether teammates can hurt eachother. (def 0)" )
    CreateConVar( "sv_radbox_dmg_scale", "1", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls bullet damage scaling. (def 1.0)" )
    CreateConVar( "sv_radbox_allow_build", "0", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether players can spawn props and use the physics gun. (def 0)" )
    CreateConVar( "sv_radbox_max_props", "10", { FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Maximum number of props that players can spawn if building is allowed. (def 10)" )
    CreateConVar( "sv_radbox_allow_loners", "0", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether players spawn initially as a loner. (def 0)" )
    CreateConVar( "sv_radbox_custom_names", "1", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether players can name themselves. (def 1)" )
    CreateConVar( "sv_radbox_roleplay", "1", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether the server uses RP chat commands. (def 1)" )
    CreateConVar( "sv_radbox_daycycle", "1", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls whether the server has day/night cycles enabled. (def 1)" )
    CreateConVar( "sv_radbox_daycycle_speed", "2.0", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the speed of the day/night cycle transitions. (def 2.0)" )
    CreateConVar( "sv_radbox_daycycle_intensity", "1.0", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls the intensity of nighttime for day/night cycles. (def 1.0)" )
    CreateConVar( "sv_radbox_daycycle_indoors_light", "0.4", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY, FCVAR_SERVER_CAN_EXECUTE }, "Controls how much day/night affects you while indoors. (def 0.4)" )

    Big Gay Todo List:

    - Possibly add a "Stash All" option to the menu for when you're at the trader.
    - Fix problems with super anomaly code + teleport code + blink code.
    - Perhaps make the +walk key hold your gun down in a holstered fashion?
    Oh no! Shitter weapons for Exodus? Nooo!! I haven't updated yet, but how do I catch artifacts? Lol. I can't pick them up!!

    E:

    What was wrong with resources?

    DOUBLE EDIT BLARGH:

    Is the resources_stalker (when renamed to resources) supposed to make the clients download the models? Well, it didn't do that when I tried to do that.

    Christ's sake, another edit!:

    Not gonna be a douch and advert, but... But... I've got a regular Radbox (Latest of today 03/13/2011) on rp_apoclypse, lag free. To spice things up, PAC2 is installed (It's hard creating a outfit without the spawn menu, tho) and you can wear your outfits by using this command in the pac_show_editor in the console. 109.169.29.210:27015.

    Uba duba edit:

    Could you add stats? Like levels? You kill, you earn EXP. When you level up, you're given a choice between perks you can choose (Like fallout), stuff like "Heavy Weapons training" (that means you can now wield stuff like para, etc...) and so on. It would make gameplay more addictive.

    edit for tah last time, I hope:

    What is info_skymarker?

    Gah, I had to edit again...:

    Make it so when you left click, it'll stash/sell/loot?

  7. Post #327
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    - exodus now has the shittier weapons.
    Since when did they have good weapons? I was always under the assumption that MWA had the best weapons... but then again last time I played this was almost a year ago.

  8. Post #328
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    They had the SG552, which is severely overpowered because it is on par with the top tier rifle from WMA, the AUG.

  9. Post #329
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Exodus already has access to all of the gadgets and such. Giving them access to good guns made them pretty overpowered. Plus the bandoliers didn't have anything worth buying with their increased payoffs.

  10. Post #330
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    Exodus already has access to all of the gadgets and such. Giving them access to good guns made them pretty overpowered. Plus the bandoliers didn't have anything worth buying with their increased payoffs.
    The annoying thing is that they just change faction to buy that crap.

  11. Post #331
    Risingmoon_01's Avatar
    December 2010
    82 Posts
    What do y'all think about creating a "wandering merchant", buys things at 25%, sells at 150%, neutral across the factions (just don't shoot him, because players WILL be his enemy from then on), also creates a mission waypoint that would move around. Treat him like a rouge NPC , only more limited, max .5 per player (so that with a 4 person game, you'd have two wandering merchants, 6 gives you three, etc.) Thoughts???
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  12. Post #332
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    Good idea, but make him sell rare stuff.

  13. Post #333
    Gold Member
    T3h raps13r's Avatar
    January 2006
    539 Posts
    Do you own the server or are you just helping Nüke/Merzbro?
    I own the server (I also owned the previous official server from a year ago) I also code Lua, but I am currently not helping him (although sooner or later I may ask if there's some stuff I can add, once I get a better "feel" for the gamemode)

    Wandering merchant idea is really cool.

  14. Post #334
    MerzBro's Avatar
    January 2011
    1,149 Posts
    A wandering merchant might be feasible. If i did make one it would use the Odessa model and his buyback prices would be shittier than Kleiner's.

    Also, i've made use of JetBoom's Lua Animation Tool. Now you can holster your weapon so you aren't always pointing it in people's faces (like in STALKER). Also with the Hands SWEP you can do all sorts of animations by right clicking.





    Edited:

    Feel free to post new animation ideas. I'm going to add an army salute.

  15. Post #335
    Surma's Avatar
    September 2010
    519 Posts
    I still want body armour. It's way to easy to be killed by a random rogue. And try to make some new really expensive items, so that you have something to work towards.

    Also, have you considered crafting?

  16. Post #336
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    Exosuits too then, because of the stalker inspiration.

  17. Post #337
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Not really a point in adding that crap, you already can buy respirators which are essentially the same as an exosuit. I'm not adding body armor, since it'd just be more conducive to people being dicks and getting away with it.

  18. Post #338
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    True, but adding damage resistance is pretty cool. Also, exosuits look fucking boss.

  19. Post #339
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Not really a point in adding that crap, you already can buy respirators which are essentially the same as an exosuit.
    But they look cool! XD

    As for animations:

    Sitting (Around campfire or something of the sort)
    Laying Down (Ragdolls could work instead I guess)
    Hands Behind Back (Some sort of arrested, or tied up)
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  20. Post #340
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Sitting and laying down are pretty tall orders, the handcuffs one is easy though.

  21. Post #341
    Gold Member
    zeldar's Avatar
    July 2007
    7,444 Posts
    Was radiation implemented at the time the video in the OP was recorded? It seemed like he pretty much walked everywhere without getting radiation poisoning, whereas I just step one foot out of HQ and die of fatigue.

  22. Post #342
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Radiation is randomly positioned when the map loads. So you basically have a unique experience every time the map loads. Anomalies also spawn in totally random places (There are some that have special spawn conditions... Cooker/hoverstone anomalies are more likely to spawn in clusters, whereas vortexes are usually isolated).

    Radiation storms also take one active and one non-active radioactive deposit and swap them (turns the active one off, and the non-active one on). So the map is continually changing.

    Edited:

    Secret Breakdance Mode





    Also, the help menu is done in HTML. If someone wants to make it look nicer, here's the current shit.

    PANEL.Text = { "<html><body style=\"background-color:DimGray;\">",
    "<p style=\"font-family:tahoma;color:red;font-size:25;text-align:center\"><b>READ THIS, NOOBLET!</b></p>",
    "<p style=\"font-family:verdana;color:black;font-size:10px;text-align:left\"><b>The Inventory System:</b> ",
    "To toggle your inventory, press your spawn menu button (default Q). Right click an item in your inventory to interact with it. You can also bind certain items to your F3 and F4 keys using the right click menu. To interact with dropped loot and stashes, press your USE key (default E) on them.<br><br>",
    "<b>Faction Trader NPCs:</b> Each faction has a trader NPC. Talk to your trader (with your USE key) in order to trade items, store items permanently and go on quests.<br><br>",
    "<b>Missions:</b> If you go on a mission for your trader, your objective's direction will be marked by a compass on your radar. Talk to the trader when you complete the mission in order to earn money.<br><br>",
    "<b>The HUD:</b> The radar marks the position of many things. Blue dots are stashes and loot. White dots are traders. Red dots are enemies. Green dots are friendly faction members. Orange dots are other faction members. If an other faction member stands still they will not appear on the radar.",
    "If you have radiation poisoning, an icon indicating the severity of the poisoning will appear on the bottom left of your screen. An icon will also appear if you are bleeding.<br><br>",
    "<b>Radiation:</b> Radiation is visually unnoticeable. When near radiation, your handheld geiger counter will make sounds indicating how close you are to a radioactive deposit. Radiation poisoning is cured by vodka or Anti-Rad.<br><br>",
    "<b>Anomalies:</b> Anomalies appear randomly around the map. Some anomalies are more dangerous than others, and most of them cannot be destroyed. Certain anomalies are often difficult to spot without a Field Detector Module, and some are quite easy to notice.<br><br>",
    "<b>Artifacts:</b> Artifacts are the rarest and most expensive items. They are produced by most anomalies. Certain anomalies may produce artifacts when damaged. <br><br>",
    "<b>Player Animations:</b> You can make yourself do custom animations by right clicking while you have the 'Hands' weapon out. Press your WALK key (default alt) while holding a weapon to holster it.<br><br>",
    "<b>Chat Modes:</b> You can whisper, talk locally, use your radio or do emotes by ticking the appropriate checkbox above the chat panel (if the server has it activated). Team chat works the same as in any other gamemode.</p><br><br>" }
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  23. Post #343
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    Is it possible to like force RP? Like instead of having OOC as standard chat, what about having it as a IC chat? (The chat can be toggleable by an admin)

    // = OOC (toggleable OOC time as seen in Tacoscript and Nexus)
    /w = Whisper
    /y = Yell
    (nothing) = Local/IC chat
    /me = Emotes
    [[ or .// = Local OOC
    /radio = Radio, if you got a handheld radio
    /freq = Set your radios frequency to everything between 100.0 to 199.9 (Only people with that frequency will be able to see the chat used with /radio)

    The inventory could be tweaked a little...

    Double right click = Eat, stash, grab, sell or buy
    Left click = Brings up the menu
    Right click = No function needed?

    If I remember correctly (near the release of radbox) there was a option allowing you to make a custom faction/group (just for the looks), is it possible to bring this feature back? (I'm not sure if it was this gamemode)

    Edited:

    Code:
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    That happened when I used animation point. Oh and yeah, with loners enabled, you can't spawn without choosing a faction through F2, if you do not press F2, you'll end up flying around, which could be baaad for new players who don't know how to spawn.

  24. Post #344
    Gold Member
    SlayerFin's Avatar
    May 2008
    4,243 Posts
    Body armours would be cool to be honest.
    At least the clothing and model itself, no need to add damage resistance.
    Just for the looks.
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  25. Post #345
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Is it possible to like force RP? Like instead of having OOC as standard chat, what about having it as a IC chat? (The chat can be toggleable by an admin)
    Forcing people to talk in local mode sounds like an awful idea. If people want to talk OOC then it should be their choice.

    Things like that are best left to server administrators, if you want to have a SRS RP server then you need to enforce the rules rather than have a script do it for you.

  26. Post #346
    Gold Member
    Kogitsune's Avatar
    September 2005
    2,829 Posts
    The animation selection would probably be easier as a radial menu, like voice commands in L4D.

  27. Post #347
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    Body armours would be cool to be honest.
    At least the clothing and model itself, no need to add damage resistance.
    Just for the looks.
    Oh god yes. Merz, make us a spawn menu and compability with PAC2!

    MerzBro posted:
    Forcing people to talk in local mode sounds like an awful idea. If people want to talk OOC then it should be their choice.
    Toggleable? :hellyeah:

    By the way, it looks like people lag out when they use animations. The guy who does the animation wont lag out except if he gets to see him self. Something is buuuggeeeedd!

  28. Post #348
    Risingmoon_01's Avatar
    December 2010
    82 Posts
    All about Wandering Merchant having bad prices, that will keep faction members returning home often. I just like the idea of having another merchant that I can get some emergency health or ammo from, lighten my load if I've got a bunch of crap, and of course the possibility of sniping enemies as they try and restock themselves (just don't hit the merchant, lol). Maybe have him give players moderately larger rewards for completing missions, in order to encourage people to visit him?

    I cannot WAIT to get more RAM next week, I've been taxing the HELLLLL out of my machine playing this (happily!)

  29. Post #349
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    All about Wandering Merchant having bad prices, I just like the idea of having another merchant that I can get some emergency health or ammo from, lighten my load if I've got a bunch of crap, and of course the possibility of sniping enemies as they try and restock themselves (just don't hit the merchant, lol). Maybe have him give players moderately larger rewards for completing missions, in order to encourage people to visit him?

    I cannot WAIT to get more RAM next week, I've been taxing the HELLLLL out of my machine playing this (happily!)
    It would be cooler if the merchant ran away if he heard bullets flying around, 'cus it would be cool if he got scared!

    The merchant is a good idea for loners, because it's cool to be like a nomad walking around!

  30. Post #350
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Toggleable? :hellyeah:
    Even if it were toggleable i still don't like the idea of it. If a person wants to type normally then nothing should stop them. If someone is ruining the ~immersion~ in your server then either tell them to smarten up or kick them.

    I could also make it so people can add their own stuff to the help menu (or just move the help menu HTML shit to moddable.lua for ease of editing).

    Wandering merchant doesn't seem like that great of an idea to me either, it removes all the difficulty involved with exploring if you can just go and sell everything to him rather than have to head back to your base. Plus i'd have to do a lot of recoding to make it work and i don't really feel like doing that unless it's for a good reason.

    Loners is an unfinished addition to the game, mainly because i don't know how to implement it. How would you join a faction as a loner? Either you'd have to talk to the faction trader or an admin would have to do it... Either way it seems lackluster.

  31. Post #351
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    Even if it were toggleable i still don't like the idea of it. If a person wants to type normally then nothing should stop them. If someone is ruining the ~immersion~ in your server then either tell them to smarten up or kick them.

    I could also make it so people can add their own stuff to the help menu (or just move the help menu HTML shit to moddable.lua for ease of editing).

    Wandering merchant doesn't seem like that great of an idea to me either, it removes all the difficulty involved with exploring if you can just go and sell everything to him rather than have to head back to your base. Plus i'd have to do a lot of recoding to make it work and i don't really feel like doing that unless it's for a good reason.

    Loners is an unfinished addition to the game, mainly because i don't know how to implement it. How would you join a faction as a loner? Either you'd have to talk to the faction trader or an admin would have to do it... Either way it seems lackluster.
    Let loners be a faction, they'll only have access to looting. They'll get crates at random places in the wasteland, working the same way as a trader (only for storing items)

  32. Post #352
    Rude member.
    koekje4life V2's Avatar
    August 2010
    4,783 Posts
    If loners are a faction the bandoliers are finally not being seen as raiders anymore. Thank god.

  33. Post #353
    Risingmoon_01's Avatar
    December 2010
    82 Posts
    Wandering merchant doesn't seem like that great of an idea to me either, it removes all the difficulty involved with exploring if you can just go and sell everything to him rather than have to head back to your base. Plus i'd have to do a lot of recoding to make it work and i don't really feel like doing that unless it's for a good reason.
    I guess it depends on how you're playing the game. So far my experience has been limited to two or three players , usually all in the same faction. It's a pretty wide open map with a lot of running back and forth, but there really isn't that much interactivity when there are so few players. This would add another interactive facet.

    I do see your point though, especially if there was a larger group playing, you'd never have to go home to sell the loot you collect while DMing.... Hmmmm

    Mind if I play around with making one for myself? I only host a LAN server, two of my friends play here on occasion, so they would end up with an edited version of your gamemode (I always keep originals on hand in case I screw something up, which is likely, lol). I've been recently learning LUA because I already wanted to make a merchant like this for our games, it just hadn't started it out with this gamemode in mind (started work on him about a 6 weeks ago, found this gamemode two weeks ago)

  34. Post #354
    FISSION MAILED
    PredGD's Avatar
    January 2010
    8,165 Posts
    If loners are a faction the bandoliers are finally not being seen as raiders anymore. Thank god.
    I think of loners as nomads, because it would be cool if loners were given stuff like ignite, prop spawning and physgun so they could make small camps around.

    Edited:

    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)
    [@radbox\gamemode\cl_boneanimlib.lua:139] bad argument #1 to 'pairs' (table expected, got nil)

    Fix it pls. When it first occurs, animations doesn't work anymore. Oh and yeah, does 3rd person work for you guys? Doesn't work on my server.

  35. Post #355
    MerzBro's Avatar
    January 2011
    1,149 Posts
    Join the official server. It has no addons and it works fine, so either you have something conflicting or you haven't installed properly. Make sure you are up to date too.

  36. Post #356
    entershikari's Avatar
    February 2010
    226 Posts
    holy cow, there have been a butt ton of updates since I last checked! :S
    Reply With Quote Edit / Delete Reply United States Show Events Agree Agree x 1 (list)

  37. Post #357
    MerzBro's Avatar
    January 2011
    1,149 Posts
    As of revision 129 i have basically stopped working on this gamemode. Consider 129 the last update for a good while.

    I have begun work on another gamemode that uses lots of parts of this gamemode, will be posting a WIP thread for it soon.

  38. Post #358
    Surma's Avatar
    September 2010
    519 Posts
    I'm not adding body armor, since it'd just be more conducive to people being dicks and getting away with it.
    I feel there needs to be some reward for players who invest a lot of time playing. E-peen for a fuckton of cash, sure, but what's the point of stashing money if you can't use it for anything more interesting than a sniper rifle? I have maybe 6k on one server, not counting stashed loot that prolly brings it up to about 10k. What are you supposed to use that for? Do you think you could come up with something, something expensive, that would increase your chances of survival and not be abusable? Like, something that reduces damage from zombies/makes rogues less hostile/chance that a killing blow from an npc is ignored?

    I just feel that right now, if you just invest two hours of play-time you're done. Then you get bored. I usually quit the server when I get bored, but others minge.

    Also, why are there so many caches around spawn? Shouldn't brave explorers be rewarded for their attempts by uncovering great treasures? Speaking of, what if some caches, the ones farthest away from spawn, could spawn some really valuable items? Long time between respawn of course. Maybe these items could be these potent survivability items i spoke of above? Or maybe parts, so that you would have to spend a lot of time searching for them and stack a lot of items before you get a reward. Integrate crafting? Crafting's always fun :q:

    Edited:

    As of revision 129 i have basically stopped working on this gamemode. Consider 129 the last update for a good while.

    I have begun work on another gamemode that uses lots of parts of this gamemode, will be posting a WIP thread for it soon.
    awww :'(

    Edited:

    Looking forward to the new good stuff though!

  39. Post #359
    Gold Member
    Hazrd24's Avatar
    December 2007
    2,048 Posts
    I'm slowly finishing a new version of apocalypse for the mode, give more edicts to the server



    Still need to add more static props here and there to make the map more interesting without raising the edicts
    Green is the new color of the skybox without color correction instead of the pink, I need to redo most of the color correction day/night system to work with the green
    Reply With Quote Edit / Delete Reply United States Show Events Winner Winner x 3 (list)

  40. Post #360
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    I feel there needs to be some reward for players who invest a lot of time playing. E-peen for a fuckton of cash, sure, but what's the point of stashing money if you can't use it for anything more interesting than a sniper rifle? I have maybe 6k on one server, not counting stashed loot that prolly brings it up to about 10k. What are you supposed to use that for? Do you think you could come up with something, something expensive, that would increase your chances of survival and not be abusable? Like, something that reduces damage from zombies/makes rogues less hostile/chance that a killing blow from an npc is ignored?

    I just feel that right now, if you just invest two hours of play-time you're done. Then you get bored. I usually quit the server when I get bored, but others minge.

    Also, why are there so many caches around spawn? Shouldn't brave explorers be rewarded for their attempts by uncovering great treasures? Speaking of, what if some caches, the ones farthest away from spawn, could spawn some really valuable items? Long time between respawn of course. Maybe these items could be these potent survivability items i spoke of above? Or maybe parts, so that you would have to spend a lot of time searching for them and stack a lot of items before you get a reward. Integrate crafting? Crafting's always fun :q:

    Edited:



    awww :'(

    Edited:

    Looking forward to the new good stuff though!

    That could be easy... Add in a few If statements to check the distance between all 3 factions, and code up some sort of algorithm to either spawn more items... or a certain group of items.