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Change log 6.9.0


bamf

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4 hours ago, Haych said:

Liking all the new fixes recently. Actually making Asylum a much smoother playing experience.

Would still like it if some thorough testing went into the dev server though. A lot of things seem to be breaking.

Now give us some cool custom skins, convert the remaining to .paa and i'll be a very happy bunny. 

 

Unfortunately converting to PAA would result in a 50Mb mission file...

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5 hours ago, bamf said:

A new aggression system has been added to the game.  When someone shoots you (or your vehicle), they will now show as red to you and your group.  Aggression lasts for 5 minutes and is limited in its range.

Gang items:

  • Command menu and group lead functions have been removed from the game.
  • You can now set your own gang tag as the gang leader. This is done through the gang menu. You may only use characters from the gang name itself. 

Cop items:

  • Cop restraints are no longer infinite.  You will become unrestrained after 10 minutes if you are further than 500m from the nearest cop.
  • Undercover cop names have been redacted from kill/down messages.
  • A bug causing cops to not be paid when killing a suspect has been fixed.
  • Cops will no longer lose Y menu items from vehicle deaths.
  • Fixed “snitches” talent for the APD. 
  • Added quick loadouts for the APD upon respawning after death. The officer will be able to retrieve the gear they had on when they died, but will be subject to a timer and having funds for the loadout.
  • An issue where a police UAV would be disconnected when entering a vehicle was fixed.


Bounty hunter items:

  • Bounty hunters/warrant officers will be able to see how long until they are next able to track if they attempt to track too soon.
  • You are now able to request a bounty while in a vehicle.
  • You should no longer get bounties for your gang and/or group members.

Miscellaneous features:

  • Oil processing has relocated.
  • You now earn more oil per run.
  • You may now lock and unlock individual doors in your house by using the U button.  
  • Medic sirens now turn off immediately when the medic shuts them off.
  • Unflipping a vehicle is now only available if you were the last person driving it, or if you have keys to the vehicle.
  • The 'Quit Asylum' (Abort) button now sends a sync request upon pressed, so you don't need to worry about hitting 'sync data' as much.
  • Removing zipties as a civilian now requires a weapon (or that you be in the group of the restraining party)
  • The owner (or gang members, if this is a gang house) of a house is now always able to access his crates, even while the house is locked
  • Locking your house will now close all doors as well.  

Other items:

  • Money again drops as intended.  
  • Fixed an issue related to pricing for out of stock items.  
  • Measures have been taken to fix the Arma 3 group limit problem. Hopefully this will prevent players from being unable to create new groups.
  • Optimized how some of the scroll menu options availability is calculated to limit FPS loss while scrolling.
  • A bug preventing you from giving a bloodbag or splint to another player was fixed.
  • Pull out unconscious should be more reliable.
  • Fixed a couple of bugs related to losing gear when bad data syncs.
  • Running out of food/water, and then bringing it back above 0 will actually restore your stamina as intended.
  • The vehicle factory now leaves more room for large helicopters to be crafted.
  • You should no longer be able to purchase more ammunition than you can carry.  

 

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55 minutes ago, KBW said:

Unfortunately converting to PAA would result in a 50Mb mission file...

Really? Apart from the SGT+ uniforms Asylums custom textures are pretty low quality. Theres servers out there with much higher quality textures in .paa yet they maintain a similar mission file size. I spoke to a designer on one of these servers and he mentioned if the .paa is well optimised, it won't be much of a issue in terms of size. First we can start off by removing the massive 9Mb the karaoke takes up. It hardly gets used and its not really worth the space in the file?

Kettles and Churu like this
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With the new thing where you don't have your gun right away when you log in - I logged in and died to a kid with a rook before the loading screen even went away, I got revived with no gun. Guessing its because it takes a second for your gun to spawn on you when you log in and mine wasn't there yet.

Edited by Scott
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3 hours ago, KBW said:

Unfortunately converting to PAA would result in a 50Mb mission file...

As if Karaoke isn't taking a ridiculous amount of space for something that is entirely useless. 

According to @Haychthe Karaoke stuff is taking up 9mb.... If thats true....

Thats the problem. 

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8 minutes ago, Axe said:

As if Karaoke isn't taking a ridiculous amount of space for something that is entirely useless. 

According to @Haychthe Karaoke stuff is taking up 9mb.... If thats true....

Thats the problem. 

This is a mission file from another server. They use .paa for all of its textures yet the file sizes are much smaller than the .JPG equivalent Asylum uses. I'm trying to figure out how they managed this since my conversion literally turned the police Hatchback skin from 300Kb to 1.2Mb lmao. Its very possible to transfer over to .paa while maintaining pretty much the same mission file.

ahkcur2.png

But yes, it grinds my gears when I hear "We can't add more stuff, it increases the mission file" when the Karoake that no one uses takes up that much space.

Edited by Haych
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13 minutes ago, Haych said:

This is a mission file from another server. They use .paa for all of its textures yet the file sizes are much smaller than the .JPG equivalent Asylum uses. I'm trying to figure out how they managed this since my conversion literally turned the police Hatchback skin from 300Kb to 1.2Mb lmao. Its very possible to transfer over to .paa while maintaining pretty much the same mission file.

ahkcur2.png

But yes, it grinds my gears when I hear "We can't add more stuff, it increases the mission file" when the Karoake that no one uses takes up that much space.

I do karaoke. Once, when they change the song.

Olivia likes this
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@bamf @KBW 

Just a few things for you guys to look in to if you have time.

1) When inside a vehicle or helicopter etc if the vehicle explodes, previously  you could wait till the vehicle burnt out, De spawned and then the occupants would appear and could be revived. This no longer seems to happen  and bodies just dissappear. If this is an added feature then cool otherwise it's a bit annoying.

Luckily with driving skills like mine this never happens.:kappa:

2) The cop vendor signs since changing from actual NPC to signs the signs have always been underneath the command building any chance you could raise these up in the editor just so it's abit easier to access.

3) Would it be possible to implament a Statistics page on the website for each player @DJScias that track things like 

Kills, Deaths, Revives, Stores Robbed, Money earned, Money spent on Properties, Money spent on vehicles, Number of Arrests, Cop Hours , Civ hours , Medic Hours.

These are just some ideas didn't know how easy this feature could be added.

Regards

 

 

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7 minutes ago, KBW said:

Were you able to find a measurable difference?

Its not completely gone. But it is significantly better i would have like 80 frames, i would scroll to open a door and get 35 for a few seconds, not it only drops like 10 and not for nearly as long. How did you fix? I did a little looking at the code and was unable to change anything that made a difference

Edited by TheRealLethal
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Just now, TheRealLethal said:

Its not completely gone. But it is significantly better i would have like 80 frames, i would scroll to open a door and get 35 for a few seconds, not it only drops like 10 and not for nearly ass long. How did you fix? 

So conditions for scroll menu options get computed every frame while scrolling essentially.

I tried to remove calculating conditions for actions which you most likely wouldn't be needing in that instance

I.E. I don't have any bounty targets, don't calculate distance to target area

or

I'm not even near the fed, don't compute conditions for the 4 thingies related to that

etc. etc.

Olivia likes this
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Hotfix 1:

  • Bounty hunters can now show and hide their badges more reliably.
  • Revive requests will now only show for APD medical officers when no medics are online.  
  • Fixed a minor issue with the calculation of the quick loadout price.
  • The APD can now directly enter the Strider's Commander seat.
  • You can now use the virtual inventory of house crates while your house is locked.  
  • Fix for vehicle stock decreasing when not having enough money for the purchase.  
  • Fixed an issue with unintentionally spawning at the Skiptracer Base.  
  • Potentially fixed a rare bug related to escorting a player. 
  • You should now be able to request a bounty from inside a vehicle from your phone.  
  • Vehicle shop menu now reflects the price net of the governor's tax.
BioHazard, Pentax, Haych and 1 other like this
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Just now, bamf said:

Hotfix 1:

  • Bounty hunters can now show and hide their badges more reliably.
  • Revive requests will now only show for APD medical officers when no medics are online.  
  • Fixed a minor issue with the calculation of the quick loadout price.
  • The APD can now directly enter the Strider's Commander seat.
  • You can now use the virtual inventory of house crates while your house is locked.  
  • Fix for vehicle stock decreasing when not having enough money for the purchase.  
  • Fixed an issue with unintentionally spawning at the Skiptracer Base.  
  • Potentially fixed a rare bug related to escorting a player. 
  • You should now be able to request a bounty from inside a vehicle from your phone.  
  • Vehicle shop menu now reflects the price net of the governor's tax.

Wow thanks a lot guys.

& Sorry if I missed anything about it, but is SWAT now working?

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13 minutes ago, Haych said:

Quick whip up because I was bored. Not completed, just something rough.
File is .PAA while maintaining a sub 300Kb file size

xm9R7za.jpg

I'll get round to finishing it up and possibly making more if enough people are interested. Let me know what you think. And if you get any cool ideas, PM me.

Looks good you may want to remove the civic and Replace it with Asylum or something I am guessing there could be some trademark issues or something around it hence why Red Bull is Redgull in game. Other than that looks pretty cool

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37 minutes ago, Haych said:

Quick whip up because I was bored. Not completed, just something rough.
File is .PAA while maintaining a sub 300Kb file size

xm9R7za.jpg

I'll get round to finishing it up and possibly making more if enough people are interested. Let me know what you think. And if you get any cool ideas, PM me.

YOU'RE NOT GETTING IT EITHER HAYCH

WHIP  UP SOMETHING ELSE

haych misses the whip confirmed. Hear that @Pentax?

:kappa: 

 

Edited by Axe
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