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Showing content with the highest reputation on 08/06/2020 in all areas
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-1 I think it is in horrible taste to try to "honor" peoples IRL death with a 3d2d textscreen on a wall on GarrysMod6 points
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-1 Yeah to be quite honest this ain't it. I personally think naming the Bases & having writings in TS channels is fine. I don't think this is needed for the server.5 points
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Imma have to go with a -1 sorry I already know it comes off like I'm a horrible person when I disagree with things like this but it just feels weird and uncomfortable when subjects like this are brought up and (I mean no offense when I say this) when we had the memorial for Slate it started to turn into more with an Outpost in his honor and then when we moved to a venator for a bit people tried to name it after him. We can't expect to honor everyone who's passed without those who were closest to them wanting more in their honor. I dunno I might be wording all this badly or something and again, I don't mean to come off as an insensitive dickhead but I just don't like the feel of these things.4 points
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Ah yes, my dying wish is to have my name fixed to a wall on a Garry's Mod Star wars RP server.4 points
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Name: Mason / Boil RP Rank: WO Suggestion: Having a public In Memoriam board for all those who have passed Implementation: I think a board or something in MHB maybe under hangar controls on the wall publicly for all the people who have passed and in memories. I know there is memorials in bunks and stuff, just thought it'd be nice to have a public memory board or something. Lore: N/A Workshop content if applicable: N/A3 points
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If I passed away and a Garrys mod funeral is held for me, or a text screen is placed with "In memory of Sock Monkey" I would roll over in my grave horrible taste is a perfect word to use, It acknowledges that the people are trying to do something good, but in poor fashion. -1 reasons stated above, public 'graveyard' not needed3 points
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I get where you're coming from. You don't come across that way don't worry. Appreciate the feedback. I do agree with you about naming loads of stuff, i personally was not close to the people that had passed away, it was just people were talking about it on the server and i thought i would just suggest a more public way or a way more people can see it. Also to anyone thinking, i never intended to offend or disrespect anyone who has passed away, or those who were close to these people.2 points
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2 points
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And text in a teamspeak channel is anymore respectful. What do you want us to do to honour their lives? Slate's memorial is a beautiful tribute to who He was and it's about 3 props and a text screen. I just really don't see how you can even consider a memorial text screen "horrible", would you rather we spell it out in gmod props because that's the only other way really. Putting the names of those we've lost in a public place is a good way to allow people to reflect and respect the loved ones and members of the community we lost. At least that's how I see it. Also this is a sensitive subject so to call making a memorial "horrible taste" is a tad disrespectful. Mason is trying to suggest a way for everyone to be able to remember and respect those we've lost and how do you respond: "*funny gif* how dare you be so stupid to consider this a sensible way to "honour" these IRL DEATHS. God youre an idiot for making a suggestion on how to honour those we've lost." I'm glad you offered an alternative- oh +11 point
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-1 Just no, it was an ok map. But it got so boring after so long and the events got repetitive over and over again. -PUCK1 point
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if both ppl are consenting, there is no issue. if one person wasn't then get CG or staff. there is no fun in /me or /roll biggest +11 point
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The whole point of going to titan base was a small skybox for reduced lag. With that said we have very few good encounter ideas on titan base. Lore wise it doesn't make sense to have Alderaan be attacked at all which hurts our RP opportunities. I also initially disliked this map at launch I -1 if we call it Alderaan in RP I +1 if we can mitigate any for of significant lag, and refer to it as a outer rim planet (Dantooine, lotahl, etc) which has either little CW lore, or is known to be a battlefront in the war.1 point
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Our current map's skybox is extremely low, this is considering Felucia and the other planets. Felucia is depressing to look at outside the base because of how dark the color palette is, and there isn't actually much space on Felucia due to most of the map space being dedicated to having multiple planets. I personally think our current map is one of the worst we've had, it's just drab and uninteresting. (And I personally don't think the extra tiny ass planets make it worth it). As for the vote on this map Korm suggested, +1. Performance frame-wise is always gonna be an issue, let's be real we're playing Gmod. The game isn't optimized very well, and definitely isn't optimized to support 100+ players plus a ton of entities and other shit happening at the same time.1 point
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So i took the liberty of doing a large screenshot collage for this map. There are numerous areas to do trials, maps, evals, trainings. There are a lot of pros and a few cons which i will be happy to list for you all. See the above post by me for screenshot link. I will start with the cons first, as it's important to get that out of the way. 1. There are multiple world entity props (Ex: tents that can be deleted VIA remover tool) but this shouldn't be too much of an issue if we can get map owner permission to make a separate one to delete these tents. You will see in the screen shots that there are a lot of tents in the City Center area. 2. The main City center area is where the majority of flight is going to take place as opposed to the Simulation/planetary rooms. The good news to this is that there is a fuck ton of air space so you can go high and have a decently sized ship battle. 3. GMACT. So there is a lake which contains 2 (subnautica buildings for you sea boys) Moonpools with Observation rooms under the water. I think however that Gmact can definitely be rebuilt to include these rooms and make it easier to use less props if need be and should be far more entertaining. 4. The Base itself does not have a "Bunk AREA" so to speak. It does have offices and special section right next to BCC but the pathway leading to GR is on the BCC level as well. High command offices will probably be located here and this is where BCC will be. There are no Wee Woo's for you boys. 5. the map is so fucking massive that it will take time to get around ( thank god for speed boosts amirite?) 1/5 debrief calls anyone? :P Those are the ones i can think of off the top of my head. Now on to some good pros. 1. The map is so fucking massive that who cares if it takes time to get around, there will be fuck tons of things to do and interaction will be amazing. 2. There is a Senate Look alike building that can be used as bunks for the battalions and guess what? they are big as fuck. 3. The Jedi library(AKA TEMPLE) which can be seen anywhere really is huge and contains a massive library inside with 2 bunk sections, a Jail for jedi prisoners and a Dark Room for questioning/trials and so on. There is a Council room with a beautiful view. 4. There are multiple simulation/planetary rooms and on top of that there is a OBSERVATIONLOUNGE that extends (the purple light room) across all three rooms. There is snow, forest and Military simulation which contain breach and clear sections as well as PT. There is also a SEPARATE ROOM that contains a Citadel (i think it spawns npcs but not sure.) 5. The Generator room contains a 3 button reactor for messing with the power, ENG rp can be simple but fun. 6. The Brig system is very straight forward but does not contain a lot of buttons. this will make CG RP and guarding more prevalent and important to maintain. 7. There is a huge medbay that contains multiple bacta tanks for medical roleplay. 8. The main area outside the gates as well as the forest sim room can be ideal for BARC speeder training. There should be no issue as to getting it done. 9. Optimization of the map is really decent from my perspective, even with all those props i dont lagg but then again it was on single player so thats another factor to consider. 10. Oh im not forgetting you bounty hunters, there is a special place in hell for yall as well...*cough* i mean, Swag dives, Bars and joints and of course the only place that has a fucking bathroom! *toilets dont work, Wink* 11. So in the city center itself, the orange buildings do have rooms but some of the others don't. Keep that in mind that not all will have something available. 12. The gate has 2 fences that need 2 people or just 1 to turn off the fences. And so much more that i am forgetting. I strongly urge people to try this out and get a feel for it and i would love nothing more than to change the scenary for everyone. Give pilots new meaning. There are a lot of areas to do trainings/tryouts/trials.1 point
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I would like to put some perspective on this before hand, as this could be very good, yes. However, looking at it from a development point of view, eh. I'll play devils advocate here for food for thought. _____________________________________________________________________________________________________________________ Pros: - Lots of space for anything you wish to do - Everything the server usually uses to function - Looks pretty in some places Cons: - Really really big. We are a 110 pop server that can barely push 90 players. In perspective, could be bad. - Judging by the developer, the map is not optimized for multiplayer. This is his first map. I will elaborate further later - Baren as can be at most parts _____________________________________________________________________________________________________________________ Now, we have even cons and pros here, but I will move on to the topic of optimization to equal this out in another perspective. Displacements Maps with displacements (the terrain) often are unoptimized and laggy as displacements work on a sort of polygon-like basis. The average resolution for displacements is typically laggy after covering more the half the grid if paired alongside all sorts of props and brushes (walls/floors, etc), so this could be problematic. Area portals I cannot tell if these exist because they could be done properly, and they might not be. First off, what area portals do is decide what is rendered for the player depending on where they are standing/looking. These are often put in doorways or hatches. This can help heaps, but if overused, can only make optimization worse. If you could do me a favor @Kormand go into singleplayer and type mat_wireframe 1, then move back and forth between a doorway to see if anything beyond it disappears, that would be super useful. Edit: There are no area portals, so basically everything will be rendered even if you don't see it Render distance This is the most simple and effective means of improving performance. Render distance comes in two ways. One, in the shape of props. I can tell by the video, his props either have a super high render distance or he just made it so they don't disappear at all. Very bad. And two, there is visual render distance. This will cut everything out of your view the further you move away, to say the least. I'm not seeing much of that. Edit: There is render distance, so that's good. Should save a bit of FPS, but backed with these top two, maybe not. Brushes Brushes are basically the basics of a map, like the walls, the floor, the ceiling, etc. Everything that can be made in hammer. There are multiple ways of optimizing them after there starts to be too many. The most common is turning a handful of brushes into a single entity. You can figure out that these existed by physgunning a wall and it ends up moving or glowing. These may be persistent though, which means you'd have to hold C to see them. Regardless, I don't know if he included these or not, but it's for the best that he did as brushes are the most commonly used object that need optimization over time. _____________________________________________________________________________________________________________________ All and all, I want to change maps too, but I can't certainly say that this is it. It could be, but who knows. Even the most barebones map can lag on this server, so you gotta be careful with what you pick. Big edit: So I did a bit of testing with a friend on a private server with a cap of 128 players. We basically spawned around 60 NPCs, which simulates you (as a user) having to recieve the information of looking at their models/textures. After such, we took a hit of about 20 FPS. Not the worst, not the best. We then sat there and spawned what we thought would be the normal amount of NPCs in an event, and this obviously lowered the FPS by another 30. That's to be expected, however this is excluding the packets being sent from players to server, ping, sims, as well the the variables of entities and effects being spawned/fired from guns, etc. After spawning the NPCs, we stuck around after doing an admin cleanup to see how much the FPS was effected. We started with around 200, ended with barely hitting 100. Doesn't sound too good. As an end result, I will conclude that performance will be an issue. However. We have had plenty of maps with performance issues in the past, and we came to love them regardless, like extensive. It's all a matter of what you guys think/would define as fun. Ultimately, testing the server pop on it is whats needed, but we'll see how it goes.. This was more of an info dump more then an actual vote. Just thought I'd give you some perspective, nothing else. If anything, I'd lean to a +1, but I'll keep it for now.1 point
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Honestly, I lost some braincells reading this. So here we go from an SOBDE stand point and a Squad lead stand point of which they consulted me about this. Foxtrot has little lore that states it's numbers and its members. Its simply stated as Foxtrot Group attached to the 212th Attack Battalion. That could mean yes they are Commandos issued to a Frontline Battalion, That could mean they are many teams. The point is that you are assuming. Now most if not all Republic Commandos are trained in all skills but specialize in one. For example Scorch is an EOD expert but can do marksmanship if needed. To quote the Republic Commando game is that "We are all pieces of a puzzle". Commando Squads are good because they need each other. Now for the issue of "At this point they should be SOBDE". Many other jobs are equipped with special weapons. Foxtrot for now is given the DC-17m and let me tell you it is really good for what it is. Now that being said, it is the standard weapon of the Republic Commandos. Meaning like of ARCs are issued the Westar-M5 its their snowflake gun for being a "Deluxe Clone". For them getting all the attachments of the DC-17m is no issue to me personally. I think they should. They are Commandos afterall. As much as it might hurt you feelings to say that, they are decently hard to get into and are issued Commando Armor. So they should be rewarded for their efforts and small spots open in general. Again not saying all non SOBDE Special Forces should get great weapons but again just stating my opinion. "BuT cRiMsOn, tHeY wIlL bE oFf bRaNd cOmAnDoS??!?!?" Do you think I really give a shit? No, SOBDE gets so many other advantages so they will never be as advantages as us. Thats not elitism thats the truth. Roll Bonus, Ability to go anywhere, Retarded big ass tryout dupes, Flexxing, IR, Edgy RP, You fucking Name it. Giving them Weapons and special roles really doesn't change how they operate now. Try to learn before you make assumptions. Sorry for the rant but it is what it is, Overall +1 for you Jakee. Keep our Mandalorian trainers proud brother.1 point
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-1 the point of you guys not having these in the first place was to keep SO BDE separated from foxtrot, this is literally you guys going back to SO BDE without saying it1 point
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