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Poseidon

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Everything posted by Poseidon

  1. Not yet, hotfix was just quick changes.
  2. That's very strange, never seen that when testing. Can you relog to see if it's still like that?
  3. When you sell the drugs it should give the infamy.
  4. if things work properly, only 1 scalp can drop for any specific contract ID. So the first person with that contract to kill that guy and make his scalp drop, will make it so no other scalps with that same ID will drop.
  5. Best case scenario if you have the right perks you still lose 30% of the money you put down on teh bounty.
  6. I'll accept rocket league keys as a thanks (I really want this retarded engine sound) https://streamable.com/pq3zr
  7. Well now that it actually exists, it's easier to give a time We did get some testing done tonight and fixed some issues. I'll try to talk with bamf tomorrow and we're gonna run through everything and just make sure all the checks that are needed for certain parts of the system are in place.
  8. That depends on how soon we start testing and such. Tomorrow hopefully since I don't have work tomorrow. I just need everyone else to be available.
  9. That's the next plan Now that i'm FINALLY done with this stuff I can focus on performance. I want to try a variety of new things and I'm pretty confident with this new approach I can spot the issue.
  10. Hopefully not, everyone wants this out as soon as possible so hopefully we get some testing done tonight. Gonna need to enforce a no WoW law for the next 8 hours
  11. Just a status update again, the update is feature complete 'I beleive'. Just waiting for more testing tonight when bamf gets on. We have to come up with names for some of the newer talents but the functionality is already coded and ready for testing tonight. As for server performance, as I mentioned I've got some new stuff I wanna try that I'm going to show bamf when he gets on. I'm feeling hopeful this new method will shed light on what's making the server go poop poop.
  12. So did I... in 2014 that is And on the topic of making a mission from scratch, you guys are under-estimating the amount of work it would require. I don't think anyone here that develops has enough free time to make that happen. I tried to do it myself in ~2015. I remade user interface's, remade map systems, wanted system, things like that. But those things are only a small piece of the whole thing. It's just an overwhelming amount of work that is required to make something like that in a reasonable amount of time, especially alone. So I scrapped that idea and just took the cool stuff I made and put it in my main framework.
  13. nah fam i was first, why you gotta @ me the instant i post boi
  14. Just another status update, we're going to add some more skills/talents to this new tree that were recently thought of.
  15. I didn't change anything with damage event handlers, so I don't think it's something I did but can be looked into. The new update is in rough testing at the moment, yesterday was my first day at my temporary job, and my phone says I walked like 9 miles. Which was rough considering I've sat on my ass for almost everyday the last 4 years. So I came home and passed out. Everything hurts but I plan on finishing up the update today, it will then be tested by select few, and then we'll be gucci. Sorry again for the delays, this month has been really chaotic. Tomorrow I have an in person interview for an IT job so hopefully that goes well and I won't need to continue my labor intensive job where I almost die from walking for 11 hours... I've also been working on more optimization things to help find the root of the server issues, which is also part of the reason for the delays since I've been splitting my time between performance investigation stuff/new update. After this new update drops if Bamf want's to keep me around to find the root of the server perf issues I've got some new things to try that seem really promising. And yes this update will fix items scattering across the ground....
  16. I would have to get permission from bamf, so bug him But the hard work is done, all the database stuff, 95% of the UI is done, etc. Just gonna finish up a couple of the scripts. So you'll be seeing it soon, have patience
  17. Still working on it, this may be my last week coding for asylum so gotta finish it up. Starting a temporary full time job on monday. I would post some of the videos of the system in action but don't wanna leak the features
  18. Will be fixed with an upcoming patch, it's just a small side-effect of something I'm testing.
  19. Thats frames per second basically for the server box. Still working on trying to find what the root cause is. This update recently added will help fix it further/ give us more logs to find issues. Working on rebel tree today
  20. Most likely not, it detects the amount of total rotation your character experiences during a short period of time. If rotation total is over the threshold you get a point, if its significantly over that threshold you get more points more quickly. Points expire after a few seconds and you only fall over if you get too many. If there are false positives the threshold could get adjusted. I had my DPI on 10000 for that video.
  21. You wouldn't be able to choose where you traveled however Also easy fix - If landing distance > 100m from starting position kill
  22. So I made this while messing around, note that no one asked me to make it so don't worry about it being implemented. What do you guys think of this? Do you prefer being able to DPI glitch or do you think this would be a good addition? Basically if you spam your mouse around fast and long enough you trip over yourself and go limp for a brief time.
  23. Sounds like a weird bug, when I coded my system for olympus it was basically called a default gang group, you would get put in it on server join, leave it when you make a new group, and get put back in it if you disband that new group. As for clothing not sure. The cleanup for groups could help prevent random people joining your group possibly, so maybe this update will improve that aspect.
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