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Haych

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  1. Haych liked a post in a topic by Sw3gingtoN in One of the greatest videos right before 6.0   
    The gang bank money came from holding cartels, the fed money was always split. 
    I mostly piloted, buying new orcas and insurance wasn't cheap but it contributed a lot to our successes, so it was worth it. 
    No one ever wanted to fly or drive but I always did, so whatever I took out for whatever reason was justified.
    So just think about it, if I had to farm all the loss of equipment, it wouldn't have been the same gang.
  2. Haych liked a post in a topic by Seán That Irish Guy in One of the greatest videos right before 6.0   
    Paychecks werent a thing my man.
  3. Haych liked a post in a topic by Steve in One of the greatest videos right before 6.0   
    This was before montages were such a huge thing and gangs still fought cops all day when they weren't fighting cartels. Obviously the game has changed a lot since and there are players who are much better then him now but he was good for his time. This shit makes me miss no group cap, no money cap, and better performing servers, as well as that the orcas being more viable in combat.
     
  4. Haych liked a post in a topic by Wang Liqin in The fall of envy, the asylum admin team vs envy   
    figured tensions are at an all time high lately, can always use a good meme to calm it down, enjoy.
    Credit to @Sheep for the meme idea.
  5. Roice liked a post in a topic by Haych in Community Goals for July 2018   
    some news i've been wanting to hear for a long time, good job team.
    alongside the perfomance tweaks, we all know Asylum needs a new face, a new feel to the servers, i can't be the only one who wants to team to work on a GUI revamp, keep up to date with the competition. @bamf
     
     
  6. Haych liked a post in a topic by MrClark in Weed Functions   
    A suggestion I have is if the governer has legalized marijuana then the processing should be LEGAL and it is sold to the dispensary and the cartel takes NO cut of the marijuana you process. If marijuana is ILLEGAL then the cartel can rule that trade and you sell your marijuana to the drug dealer and the cartel keeps taking benefits.
    If it is legal I think it should be treated as any other job and processing or possessing it is okay to do instead of processing being a red zone and you sell to the dispnsary.
  7. Haych liked a post in a topic by goyney in Experience for the in-experienced players   
    It has been said many of times by a few different people.
    If experienced players allowed new or less-experienced players to play with them and teach them cartels and other activities, maybe gang life wouldn't be at an all-time low.
    As much as I agree with this, there are other factors, such as server performance, lack of development and general lack of shits given, which I know is (kind of) being worked on.
     
    This weekend anyone is welcome to come to play with LUCID.
    Most of us if not all of us have been playing this server for years.
    If you want the chance to play with a group of players based around rebel activities, leave a message below and I will provide Teamspeak to you.
    There aren't any requirements, just don't be cancer - simple as, and preferably have a decent bit of money to fund yourself, I will help out where I can.
     
    The aim is to give new players a taste of cartels, and federal activities, in the hope they will improve and take something from it.
  8. Haych liked a post in a topic by DiversityCSGO in Change log 8.1.7   
    In another post, we were talking about jail time not saving and this is what he had to say about the 2nd update btw -- not a key thing in this one but definitely a key factor for the next update:
     
    Also from  a quick look at the diff Azeh posted it looks like mainly code cleanup (a lot of bad formatting being fixed).
     
    Edit 1: It also looks like he added timers for a few things to give it some time to load which is mainly where we are probably seeing better FPS instead of loading things all at once.
     
    Edit 2: Also I saw a few things change from execVM to spawn functions. I'm unsure of this but I would think execVM would take up more memory compared to spawn... So another client memory possible fix which would add more FPS.
     
    Edit 3 (final edit): It looks like the last difference I can really find is, he renamed/moved some files (cleaning up the code base) for example:
    Chair/sitdown.sqf → core/functions/fn_sitDown.sqf
    He moved Chair/sitdown.sqf script to the core/functions directory (easier to find the core functions) and then once in the functions directory I am guessing there is something in SQF or something they made to load functions globally or he included the directory somewhere so he could call the sit down script as a function instead of an execVM call. This has to do with my 2nd edit of him changing execVM's to spawn functions, He more than likely has to move that script to the functions directory so he can call it with spawn instead of execVM and calling a function is faster and less RAM then opening/parsing a script (AKA optimization) 
    Explanation of execVM vs Spawn functions:
    The reason is I believe execVM probably does what it says executes a Virtual Machine, and if anyone knows anything about VM's they eat RAM hence it slows down the server if too much RAM is used. Most of you have probably built a PC before and probably don't care too much about RAM but its a big thing for hosting. There is always a bunch of stuff going on in a temporary situation where you only need to store it temporarily and move on. For example, your player in the game is not static (not the same all the time) its dynamic (that means it changes). This is one way RAM can be used but typically in my line of work we could be going through a calculation where you are trying to count something up so first you do 100 + 100 = 200 -- well you have to store 200 somewhere so you store it in a variable named $number, well $number has to be held in RAM because sooner or later the script exits and that $number variable needs to be destroyed from RAM because its no longer relevant, by using execVM you use that RAM by using the VM, by using spawn you call a function already included in the file you have open which will still use RAM when executing the function but WAY less.
    The only file I did not code review was the mission.sqm and that's mainly cause that thing must be huge and doesn't want to load... But that's my break down from an outside developers point of view at least, I tried to simplify it as simple as possible for you guys.
    PS. I don't do any programming in SQF or know much about the language or who @Poseidon is but he's doing a good job and definitely knows what he is doing you can tell just by the quality of the diff Azeh provided (Thanks btw for that Azeh).
  9. Haych liked a post in a topic by commando1271 in Change log 8.1.7   
  10. Haych liked a post in a topic by bamf in Community Goals for July 2018   
    We put out the first patch from @Poseidon last night.  Don't forget to donate to community goals to show your appreciation for his efforts.  
  11. Haych liked a post in a topic by Poseidon in Community Goals for July 2018   
    A fair bit tbh. This week i'll be focused on the way data syncs for various things, and adjusting some server things. I have yet to spot a smoking gun issue, so I think the general performance issue is just all the combined features that have been added over the years adding up and making things worse. So I gotta rework some of them and make them more efficient.
  12. Squirtle liked a post in a topic by Haych in Community Goals for July 2018   
    some news i've been wanting to hear for a long time, good job team.
    alongside the perfomance tweaks, we all know Asylum needs a new face, a new feel to the servers, i can't be the only one who wants to team to work on a GUI revamp, keep up to date with the competition. @bamf
     
     
  13. Haych liked a post in a topic by bamf in Community Goals for July 2018   
    Everyone-  
    In addition to the normal goals that we have every month, this month will be slightly different.  I have hired @Poseidon to look through the Asylum code and work on (mainly) performance.  Many of you may know him as the former owner/developer of Olympus.  
    I've agreed to pay him for two weeks initially, but as the Community Goal amount increases for the month - so will the chance that will be able to keep him on longer as he makes improvements.  Here is your chance to directly impact server performance here at Asylum by donating money to that effort.  Hopefully we'll not only be done with the BE kicks, but also have much better server performance going forward very soon.  
    Also, if we hit tier 3 (or higher) during the month of July I will go ahead and unlock that now instead of waiting until August.  So there are two great reasons to donate to the Community Goals for this month.  
    Thanks,  
    Bamf
  14. Azeh liked a post in a topic by Haych in EMS Improvements   
    Honestly, I agree with the decision making. The reason Asylum is what it is, is the whole no NLR, Defib mechanic that makes the combat fun.
    EMT just needs some minor improvements to money making and some small unique features so its more populated and made use of around the map, rather than Kavala.
  15. Nick Woods liked a post in a topic by Haych in EMS Improvements   
    Honestly, I agree with the decision making. The reason Asylum is what it is, is the whole no NLR, Defib mechanic that makes the combat fun.
    EMT just needs some minor improvements to money making and some small unique features so its more populated and made use of around the map, rather than Kavala.
  16. .Casper liked a post in a topic by Haych in EMS Improvements   
    Honestly, I agree with the decision making. The reason Asylum is what it is, is the whole no NLR, Defib mechanic that makes the combat fun.
    EMT just needs some minor improvements to money making and some small unique features so its more populated and made use of around the map, rather than Kavala.
  17. Haych liked a post in a topic by Reapered in EMS Improvements   
    I think I remember this post, it was discussed heavily between the devs and the admins. The consensus was that in order to make the medic faction relevant you would need to nerf a lot civilian defib mechanics in order to even make the medic viable. The devs feel that one of the main differences between our server and others is civilians having access to defibs with low penalty to using them.
    I agree that there should be some minor changes or added content added for medics but I don't feel a complete overhaul of the entire faction is needed.
  18. Silver-Spy liked a post in a topic by Haych in EMS Improvements   
    Tbh we wrote a detailed upgrade system for EMT a long time ago, it wasn't really acknowledged even though majority of the community liked it 
  19. Haych liked a post in a topic by Widsyy in Fornite montage - colours   
    aye my boy with the classic cod montage song <3 
  20. Haych liked a post in a topic by bamf in Change log 8.1.6   
    No one is going to comment that Zaros is actually useful now?  Damn.  It came straight from a community suggestion too.  
  21. Haych liked a post in a topic by Scott in Change log 8.1.6   
  22. Haych liked a post in a topic by Seán That Irish Guy in Change log 8.1.6   
    Do something with this please.

  23. Haych liked a post in a topic by bamf in A change we recently made   
    Earlier this week we quietly made a change to the servers in hopes of eliminating the mass BE kicks from the servers.  It's been 4 evenings of play now since we have had a mass BE kick on the servers.  We may have tweaked too far, and are looking for the sweet spot - but I believe we have finally found the issue and I really hope this is behind us now.  

  24. Haych liked a post in a topic by andrewfam x in Majed GangWars Montage   
    2 retards called you out for pulldowns, not the community lmao
    don't exaggerate to look cool
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