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Showing content with the highest reputation on 08/10/2020 in all areas
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Why y'all mass dumbin this he's actually being genuine and responding to feedback stop clownin the man3 points
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2 points
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-1, that map was huge, boring and fucking shite. It's just overused and I'm sick of seeing it. I like the open nature of it but it's no rishi moon.1 point
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Sure. 1) 212th already has so much more in terms of jobs and models than every other battalion and group on the server. I do not believe a sub-unit within a sub-unit deserves their own models as they are not a server recognized group but rather a inner battalion group. 2) Parjai in lore looked exactly like the rest of 2ndAC. White and orange. I can understand wanting to make different designs on the armor instead of the generic two orange lines that 2ndAC have but making the armor black just doesn't fit in and is exactly why I -1'd the pumpkin Ghost Company models. 3) Models don't make groups elite. Once Parjai get's models, soon enough they will ask for jobs. If Parjai get these models more are gonna follow suit. Who's next, Foxtrot? Do they wanna be even more elite and have Night Ops armor? These models just aren't necessary and they don't follow lore or the 212th's uniform. Like I said I would much rather see different designs rather than black spec ops like armor. sorry @Marvel teehee1 point
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Thanks marvel again for giving us actual constructive feedback. Anyways exactly what Leche said above me^. These models, in no way, are going to make us elite. In fact our tryouts and actions are what do so. Parjai is an elite squad of exactly 5 handpicked troopers who function within 2ndAC. It’s a job to strive towards when joining 2ndAC. We would never ask for seperate jobs, that realistically wouldn’t make sense. In addition to the job size of the 212th, we in fact have less than 21st and (soon) 501st. I am also a bit confused what you mean by stating that parjai is not a “server recognized group”. Are you saying this because we don’t have specific jobs? Finally, I fully understand that you may have distaste for the look of the skin itself, and while I may not agree with you that is 100% your opinion and should be respected. Also i just didn’t bring up lore intentionally because it’s a dusty road and is a very touchy subject for some. Oh and I have 0 clue what foxtrot wants, but, with the new specializations who knows I’m just kiddding lol have a great day.1 point
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I respect youre opinion entirely and thank you for responding. I can assure you that Parjai aren't getting their own jobs what so ever. In fact, i don't agree with a set of jobs for them to begin with. Also in terms of models 501st does have more than 212th I believe. Finally, like i told Guac (Parjai Lead) in this suggestion, uniforms don't make people more elite, its their actions that make them stand out, and Parjai wont be running around in this armor all the time. I would like to think of it as a set of armor we use during covert ops or any sort of separate mission but when their with the rest of the Airborne or battalion that they stay on the current models to distinguish that they're still apart of that group of people and they should work together as so. Which leads me back to the "ask for jobs" part of your statement, if Parjai did that then we'd be separating ourselves from the rest of 2ndAC. Hell, i say "our" like im in Parjai but im not. Im technically their overseer but i put in this suggestion as 2ndACL even when i had the idea at 2ndACXO (Parjai Lead) because its not for me, it's for the ones that go through the daunting tryouts and earn a position in Parjai. Sorry my thoughts are a bit scattered but i hope that this response gives you a little insight. Thank you again for the feedback Would you like to give more feedback?1 point
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1 point
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Sure. 1) 212th already has so much more in terms of jobs and models than every other battalion and group on the server. I do not believe a sub-unit within a sub-unit deserves their own models as they are not a server recognized group but rather a inner battalion group. 2) Parjai in lore looked exactly like the rest of 2ndAC. White and orange. I can understand wanting to make different designs on the armor instead of the generic two orange lines that 2ndAC have but making the armor black just doesn't fit in and is exactly why I -1'd the pumpkin Ghost Company models. 3) Models don't make groups elite. Once Parjai get's models, soon enough they will ask for jobs. If Parjai get these models more are gonna follow suit. Who's next, Foxtrot? Do they wanna be even more elite and have Night Ops armor? These models just aren't necessary and they don't follow lore or the 212th's uniform. Like I said I would much rather see different designs rather than black spec ops like armor.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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1 point
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If this gets accepted, I can easily work this up in less then a day for free and hand the files to @Zim or someone else, as a more trusted means so he can own the files, not me. Key phrase being "if its accepted". Regardless. +1, burnt cheetos come back. Edit: Medic done Edit 2: Officer done Edit 2: Trooper/support? done1 point
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