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MaRvIn

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Everything posted by MaRvIn

  1. MaRvIn

    Server update

    As many of the Rust players have noticed the server hasn't been working correctly. I have been doing everything I can to fix and with no success. Instead of just trying to uninstalling and reinstalling everything all over again, I completely wiped the server and everything on it. Hopefully this solves the issue. So it should only be a day or two if this works for the server to be back up and running fine.
  2. As usual PM me for code. Only for active GC members!
  3. Sadly no, I sell them for the moneys. I just want some cases to open.
  4. Trading CS:GO cards for CS:GO case I will accept any case (not CS:GO weapon case 3) even sticker capsules. I have: 4x Balkan 1x FBI 3x IDF 2x SWAT Offer a trade either on here, through PM or on steam.
  5. Posted on April 4, 2014 by Garry Newman So, you wanted one of these every week, but not all that much has changed. We’re still grinding away on the new everything. This code re-writing is kind of like a virus. The more you change, the more you need to change. You get into the situation where it’s quicker and easier to replace existing code than integrate it with the new system. That’s what’s happening. The Item System The old item system was a bit of a mess. So it was re-coded. We now load items via JSON. Which is generated by the item editor website. You can add modules to an item in the editor website to add functionality. There were a few features on our wishlist for the new item system. Items need to all have size and weight. We need to make items be able to store other items inside them. We think this will open a world of emergent gameplay if we can pull it off right. For example, you could possibly put some poison inside some chicken. You could put a key in an apple and feed it to a pig. There’s a lot of options here. We’re hoping that by being able to add universal components to items like this, we’ll be able to make the system more open ended. An example of this is the ‘throwable’ component. The axe, the flare and the pickaxe should all be throwable – right? Deployables A deployable is something in your inventory that you place in the world. The deployables system is being re-written too. This isn’t such a big deal, because it kind of works exactly the same. But unlike the old system, the new system keeps hold of the `item`. This means that it’s feasible to be able to pick deployed items back up. Internally this makes the code cleaner and more generic because we can use exactly the same inventory code to browse the contents of an item in the inventory when it’s deployed in the world. Weapons and Tools The weapons system is being re-coded too. We’ve only just started this so I don’t know of any obvious improvements. One of our dreams is to make reloading more involved with modern weapons. We don’t want you to just press reload and it somehow, in the background, takes your clip out and fills it up with bullets from your inventory, then puts it back in. We want you to go into combat situations will your clips loaded. I am probably alone here.. but I want you to sit in your home, manually dragging bullets into clips. Then when you’re in a battle situation, you’ll hold down reload and choose which clip you want to swap to. This way, when we introduce different types of ammunition (tracer etc), you’ll be able to put them in your clips in a specific order. I’m sure a lot of people don’t see that as a good idea, but I see it as a good way to ‘nerf’ modern weapons in a common sense way. Building System We’re going to change the building system a lot in this pass. We’re not ready to talk about that yet though Clothing We haven’t modified the clothing system yet – and will probably just make it ‘work’ without many changes in order to get the update out as soon as we can, then return to it again later on. Timescale All these changes come at a bit of a cost. You want updates, and we can’t get them. We’ll try to get the experimental branch in a workable state as soon as possible.. but right now we’re looking at least a couple of weeks more. I know it sucks, and I wish we didn’t have to do this. But again – once this is done we will have some serious traction to push things in the direction we want to be headed.
  6. MaRvIn

    Too easy = no fun

    The loot tables are very touchy, I'm still learning exactly how they work and what values are best for each so nothing gets dropped too much. As for metal building supplies I might try having it so only one of each has a chance to drop so people can research them and build from there. I am keeping Kevlar to only air drops and rad to only red animals. The crates are going to drop different items as I organize it more.
  7. MaRvIn

    Too easy = no fun

    I have thought about making metal building supplies not drop but instead wood and people will have to try and resource if they want to build a metal base. Although metal ore and fragments would still drop on occasion from red animals(not too much). Any and all suggestions and thoughts are great.
  8. MaRvIn

    Too easy = no fun

    I know you weren't trying to do any of that. Apologies on my part if I came off in any wrong way. We are shooting for a PVP/Mass Loot. Meaning shoot everyone on sight and crates and animals drops good loot. When I first set loot I did it all wrong so it was really unbalanced. In regards to armor and weapons. People can only get Kevlar now from airdrops and rad armor from red animals. No longer will you spawn with and M4 and Bolt Action. Instead, the starting weapons are the MP5 and P250. The gameplay on the server isn't going to be to resource and survive. It is going to be a mass amount of people shooting each other. Trying to build a quick base in a high traffic area to get more kills. My suggestion would be to hop on a server similar and see how they play and it will make a lot more sense.
  9. MaRvIn

    Too easy = no fun

    We are pushing for an all PVP sever and so everything gets dropped. Although I have been tweaking it quite a lot. There is still much more work on evening everything I can. The server we play still changes all the time on what drops where and how much. Right now since our server gets no traffic it doesn't make sense to anyone who joins and is completely understandable. Turnbull has had great ideas with getting people on the server and we will push them out soon. But for the time being it is going to be mainly empty and nothing will be wiped so experiment with stuff. I have changed a lot about the drops and will be changing the starting kit.
  10. Can I get the english sub-title version please
  11. MaRvIn

    Rust DynMap

    Already gone. Waiting for it to be more functional then maybe add it again later.
  12. I assume that's 6 in height? Yes
  13. 5x5x6 is the accepted building size.
  14. MaRvIn

    Server is done!

    All of the major plugins are done and ready. Did a full wipe of the server data. If there are anymore wipes it will be only player wipes server will stay the same.
  15. MaRvIn

    Rust DynMap

    Just testing it out.
  16. MaRvIn

    Rust DynMap

    I believe it just there so when they implement vehicles people have somewhere to drive on. Surely the map will change once they are out of Alpha and people will probably be able to make custom maps.
  17. MaRvIn

    Rust DynMap

    This is still in very early development but does work. http://www.gamrs.co/rustdyn/map.php EDIT: Fk here - I stuck in a generic redirect to the map.php so http://gamrs.co/rustdyn/ or any of the the other variants will get you there without having to append map.php.
  18. MaRvIn

    Server Offline?

    Currently getting help from the plugin developer. He doesn't understand why it isn't either and is working on trying to get me a fix for it. EDIT: Crasx was awesome and helped me stomp out the problem. The server is now playable but isn't finished.
  19. MaRvIn

    Server Offline?

    The plugin that is giving me the issue is causing errors when people join and I make a change to it. The solution I did was just to shut the server off for the time being til I get the problems worked out. Should be back up sometime tonight once I get home and can work on it.
  20. To my knowledge there is nothing out there to let you track the usage of the phone.
  21. I think the fact that she is going to the bathroom 6-7 times a day is proof enough. Unless she has bladder problems there is no reason to be going that much in one day.
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