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Showing content with the highest reputation on 03/03/2022 in Posts

  1. Why did this turn into a game master comparison?? @Bacta sorry buddy, I love you and you do great things but @Heart in his prime back in the day would have made your events look like 1/10s. I'm going to point out something here, that encompasses really well what the Founder aspect of this is, and I don't understand why you guys shit on it... By SA here, Finn is referring to SuperAdmin which is Garrys Mod game code for * access or access to everything, i.e. Founder. I'm not going to restate what I already said. Instead let me quote it. Now in saying this, the conversation has seemed to have moved away from "Make a new system" and more towards "update the current to allow us to use it". The problem here is as stated, there's a lot of code to look through for this system, and the code would need to be heavily altered as it is set to work with the base Garrys Mod "SuperAdmin" rank and not the D3A system which is very custom and has limited ability for it to integrate into other systems as to how exclusive the D3A system is due to it's creator not being one that likes to share his things too often. TL:DR - The amount of effort is not worth the outcome right now when there's a current work around (TAC INSERTS). However it could be something we look at in future.
    3 points
  2. Yikes... Anyway, +1 not sure why it was removed and it was a helpful tool (although infection events have become much more rare since this was removed...)
    2 points
  3. Question: Why can't we have the option to disable hud? Comments/Concerns: Not sure that it would cause lag, have any negative effects or be overly complicated to develop since there is already a console command to do so that is just locked to super admin privellaged on the server so I'm wondering why we can't have it Staff Member you're asking: @Jad Additional info:
    2 points
  4. +1 shouldnt have been removed in the first place
    1 point
  5. I edited them to stop allowing props and suchs to go thru them however witcher gates are still bad for preformance, I would agree with conrad there is a reason a lot of laggy stuff is in the event server because that server is just solely to throw events. Main is for events and eveything else like trainings etc... Fhat -1
    1 point
  6. Someone correct me if I am wrong, but the reason they would crash the server was because props would go through them. As Brian Limmond stated the props no longer go through them because he made a previous suggestion to have that removed. So wouldn't this no longer be an issue?
    1 point
  7. -1 These where removed from main due to the fact that they could be used to fairly easily crash the server. Since we have the mindset that we want to make the main server as stable as possible and leave other more risky/lag inducing things to event server(see media players) i think it would be best to keep these off main to remove the potential crashing that could come from them.
    1 point
  8. +1 I don’t miss seeing colored people tbh but it did have its perks
    1 point
  9. I appreciate the feedback, especially since you play so often and understand what exactly is needed In all seriousness, Day already said they were looking to implement a different chat box esc thing, I'm fairly confident it would be possible.
    1 point
  10. ratio +ur old +teamspeak mod Thank you for the feedback
    1 point
  11. Sounds like a skill issue, and cap I would suggest getting better helpers, or not allowing people to place tacs in zones of active fire.
    1 point
  12. This is a very closed mindset. Noone ever said that an event was ruined by not having setspawns because noone has designed their events with that command in mind. Just because you never personally had any ideas or ambitions for events that would only work/be made a lot easier by setspawns doesn't mean there aren't others on the GM team who even just considering this as a possibility for the first time can think of some ways they would like to utilise it.
    1 point
  13. For the many years that deployments have been done, I've yet to see one be completely ruined or shafted by not having setspawns. Even when I had the ability to set spawns, it never occurred to me to use it, not for lack of creativity (I dare you to challenge mine) but because there was never a practical reason to have checkpoints/custom initial spawns. Also lag from tacs is minimal on ES. Hell, you can spam 25 hunter-choppers on ES before feeling any lag, Tacs do not contribute, they're low-poly few-lines of code with an NPC (Yes, the hologram is coded as an NPC stuck in a pose). 25 tacs is the same as 25 miniature NPCs with no AI and 25 props. If that causes lag, then we better remove SOBDE because their dupe is 10x that on MAIN SERVER
    1 point
  14. Tactical insertions create a lot of lag if it's a decent sized deployment. Unless the spawn tool also creates lag, the spawn tool is better
    1 point
  15. All of these problems are just from assuming it will function in a very oddly specific way. Spawns don't have to be set job by job, other servers have no issue categorizing the player jobs into "setspawnrepublic" and the EJ jobs as "setspawncis", these are extremely specific issues that can easily be fixed just by coding the command in a certain way and I don't see why they should take away from the utility of the command overall. And as I've already said, they shouldn't be permenant, they probably even couldn't be permenant between map changes as different maps have different scales and having the same spawn between maps could result in people just spawning in the void, so I'm not sure why it would ever be coded that way. Also you're *really* underestimating the utility that this would have, you're saying most maps default spawns are good as if GMs always just use a map the way it comes, which is far from the case, often times there is an obscene amount of building that can completely transform the layout of a map to where it is unrecognizable from its default state, just look at any of the flatgrass deployments there have been, you can't really just have a "pretty good" default spawn with how massively changeable map layouts can be. And this would eliminate a lot of unnecessary work as already stated earlier with the whole tac process which never goes smoothely and often has to be revisited mid event.
    1 point
  16. Day has already brought this up to me. y'all just stealing ideas from each other at this point smh
    0 points
  17. 0 points
  18. Its not that we don't want to, we just never implemented. Its not a hard edit but quite frankly we have a lot more on our plates currently development wise. So we just never got around to it.
    0 points
  19. -1 points
  20. Name: Guac RP Rank: Certified Playboy Suggestion: Allow all staff, Admin+, to color and materialize people/entities. These tools have been utilized by GMs for ages until recently. This tool is used for more than just GM work, but Sims, Training, Tryouts, BT, and more. Please add this capacity for Admin+ (who have toolguns) back. Implementation: Allow Admin+ to use the color and material tool on others. Lore: https://starwars.fandom.com/wiki/Beldorion Workshop content if applicable: (If no workshop content, suggest a developer or put "Require Development")
    -1 points
  21. -1 guac immediately messaged me on ts complaining that i dumbed him. Also i dont see this as really a needed thing.
    -2 points
  22. Welcome to synergy!!!!
    -2 points
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