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Everything posted by Shiny Keldeo
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+1, do keep in mind though this comment from the pack itself: I've voiced my concerns about this in the past on other addons, though I doubt it will change anything as it hasn't in the past. Just making sure I mention it here.
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If you mean about the ship spawning into the side of the world or something, I've never had issues. Generally it just sits there. Other than that, there is a harmless error upon the vehicle spawning in. It's fairly simple from how I've used it, and I've tested it on the Anaxes map a few times. To both, would you be able to elaborate more? The more info we have, the better to make a decision after all.
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+1, Personally like the model though it's limited on options and again would clash with the HQ models. Though they HQ Models clash with the CGI Models already so point is moot. When it does come to the Sabers, I can say that it is actually rather easy to make the hilt not appear on the belt. Just a simple option in the code. I've messed with them a bit in my free time (picked up the system a while back) and although I haven't done it in a while, would be fairly simple to make one if the one we have doesn't work.
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Only Warthog and Tracer have the secondary Trooper Helmets, why they do I have no idea. I'm not too sure why you'd need them honestly, it works just as well as the standard. Most of the time you never saw Pilots in gear due to them either being deployed in the air, or with their helmets off while walking around base. You don't expect any soldiers to keep their helmets on 24/7 if there's no combat. I'll be the first to -1.
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And our current ones don't? At this point, it would be swapping one laggy system for one that's about as 'bad' but with better features. Really though, when's the last time you saw Y-Wings bombing a target during a huge assault on the base? The only time most vehicles even see the light of day is before or after Prime Time, which really hurts those units that are completely dedicated to it... but that's for a different time. It's like, at this point, either way, something's gonna lag and they're barely going to be used properly. I'd rather go with the one that works better.
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I've tested this one myself. Switching between flight modes, at least in a Multiplayer Server, is quite buggy for some reason. It is also weird to control, moreso than other vehicles on the base. Things like this are why I try to test in a MP Setting along with a SP setting.
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+1. With the Pilot Rework, Engineering Training became a Requirement to become a Pilot anyways. So you would still have the same skill set. There already was a model created for the Synergy Pack. It is unused, but available on the Server already. I can easily agree, with how Pilot-Reliant the 187th seem to be (from an outsiders perspective alone), that a Pilot Job would not be that bad of an idea. Also boosts the number of people available for Top Priority who should (hopefully) know what they're doing.
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I'm... confused at this response. It functions perfectly well with DarkRP, that's the gamemode I use to test on my personal server. And... what do you mean making a custom script? You mean make a completely custom Vehicle Base just for the server?
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I can definitely understand that. Not sure how you guys test the addons prior to approval or denial, but I've been testing heavily on a private dedicated server trying to push it to its limits. Obviously I could never really recreate the exact same environment as the main Synergy server, though for the most part it's generally very little strain. Even with entire squadrons of dogfights. The AI control itself I wouldn't even consider being an "NPC" by the traditional sense. It's really, the best I can describe, the vehicle/entity being controlled by a "Phantom Player" for lack of a better term.
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[ - Name(s) | Rank(s) - ] 104th PLTO Major "Keldeo" | Jedi General Plo Koon | Jedi Mythos Master Kellyn Deo [ - Suggestion - ] Beginning the Transition to LFS Vehicles [ - Implementation - ] Oh boy, here's a touchy topic. Before you see this and instantly -1 because "It's Been Denied" before, hear me out. When it was first suggested back in its early days, it was very rough and there wasn't much content available to suit our needs. Back then we had maybe the ARC-170, Vulture Droid, and I think the BTL-B Y-Wing which was very buggy. What we have nowadays is amazing, and it's come a very long way. Firstly, I'm going to cover the basics of what we need on the Server for aerial vehicles. Fighter. Bomber. Transport. Simple enough. There are currently several available vehicles to suit these roles. Fighters: ARC-170 Starfighter, V-Wing Starfighter, V-19 Torrent Starfighter, Z-95 Clone Headhunter Starfighter, ETA-2 Interceptor, Delta-7 Starfighter, Vulture Droid, Tri Fighter Bombers: BTL-B Y-Wing, Hyena Droid Bomber Transports: LAAT/i Gunship, HMP Droid Gunship, Nu-Class Shuttle And even beyond that there are even more amazing vehicles available that can easily boost the realism and impact of battles. Turrets: Anti-Infantry Turret, Anti-Vehicle Turret, Anti-Aircraft Turret Carriers: LAAT/c Light Frigates: Consular-class Cruiser, Republic Assault Frigate And most recently, LFS has pushed out a 'Ground'breaking update that has introduced, yes the bad pun says it all, its first Ground Based Vehicle. The AT-TE. Now before it gets stated, yes. There are a number of vehicles that do not exist on the base. Things like the latest Republic Patrol Transport (LAAT/ie), AT-RTs, BARC Speeders, all still only exist on the Star Wars Vehicle Base we currently use. Simple solution, however. We do as we did for the Star Wars Vehicles we currently have, and pick and choose. Decide what things we should keep from SWV, and what things to add and replace with LFS. LFS brings a lot of positives with it that the current base we use does not offer or is severely lacking. Better Targeting and Combat System: Dear god, I can't tell you how many times I've launched a BTL-B Torpedo and it locked onto a friendly vehicle and obliterated it. SWV's targeting system is about as good as the targeting for Force Abilities on the Lightsaber. And with SWV, you barely get the chance to abandon ship. Quite annoying when you have a full transport. LFS gives you time to bail out once you've been put down. AI Controlled Aircraft: I'm sure GMs would go absolutely CRAZY if they didn't have to call EJs or they themselves to fly attacking starfighters. The AI is surprisingly, well, intelligent. Works very well with the Anaxes Map and the Venator Maps I've tested it with. At times they can be a real threat, and most enemy AI will attack ground targets. Some with explosives. Options for Co-Pilots and Gunners: Oh man, multiple Pilots in a single aircraft? Yup. Before, it was only our BTL-B Y-Wing Bomber that had the Co-Pilot Ability. Now we can have up to 3 Pilots for an ARC-170. 4 for the LAAT/i Gunship (Yes, the Side Turrets Actually Work!). Promoting Cooperation between Pilots as well as Coordination between Starships and Air Traffic Controllers. And if you don't have another Pilot to man your tail gun, no worries! You can take limited control from your position! Shields: ...'Nuff said. Really though, many ships have shields that block incoming small arms fire for a good while, and even regenerate to a degree out of combat. Look. I've laid it all out, and I've taken up enough of your time. So, the closing arguments. Star Wars Vehicles was an amazing base for its time. It helped revive Star Wars on the Workshop, bringing many things into a modern age. And it still holds up today. But with the creator no longer updating it and many SWV Developers moving their vehicles to LFS... I'd say it's time we get with the times. The transition might be awkward, getting used to a more WAC/SWV Hybrid style is certainly not easy. But in the long run, it provides a more enjoyable experience for Pilots. Pilots in our current state really get little enjoyment out of the dogfights they're in. It's a game of ring around the rosey until one side gets in just the right position to lock onto their target and just chip away at them. This rewards pilots for taking risks and knowing how to use their aircraft, getting the right position to intercept and take down an enemy fighter. But in the end, I speak for a very small minority it seems. The choice is yours. Just please, if you do not want this change, or even if you do... explain why. If you don't like LFS, give us the reasons. If you absolutely love it, tells us why! It's what can make suggestions like this easier in the long run. [ - Lore - ] https://starwars.fandom.com/wiki/Republic_Navy/Legends [ - Workshop Content - ] [LFS] - Planes (Base) | https://steamcommunity.com/sharedfiles/filedetails/?id=1571918906 [LFS] Vulture Droid (CIS), Animated Startup | https://steamcommunity.com/sharedfiles/filedetails/?id=1573617472 [LFS] LAAT/i + LAAT/c & ATTE | https://steamcommunity.com/sharedfiles/filedetails/?id=1878568737
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Can confirm it does function as I described above in the DarkRP Based Gamemode, which the server is directly based on. Still looking into the issue of no audio between tables.
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For the Turbolaser Tool, it's a pack we already have for a lot of the models for the Command Deck and such. The Ship Destruction Tool is the one I can accept for that point, though I'm planning on a suggestion in the near future now that LFS has had time to grow and develop, with some insanely awesome creations we could use.
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+1. Reasons have already all been stated before me.
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For the current addon, I would have to -1. As well, I do believe the Outposts at least will become extraordinarily dark with it, though the insides of the base remain fairly well lit. Though that was used with another addon, same concept but better control. That coming into my next part: https://steamcommunity.com/sharedfiles/filedetails/?id=1132466603 StormFox is a mod I've used and tested extensively since it came out. Gives a massive amount of control over the weather, time of day, temperature, wind speed, and many other options that can affect the RP and Gameplay. If you want the full package, there's really nothing else like it that's of good quality. For this, I would +1.
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+1, a bunch of us went and tested it out. Though it seems like Table to Table Chat is non-functional for some reason, contacting a trooper in the field lets the voice communication go through just fine. May have to look into if the table to table is just a bug.
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[ - Name - ]: 104th PLTO Major Keldeo | Jedi General Plo Koon | Jedi Mythos Master Kellyn Deo [ - Suggestion - ]: Vanilla's Hyperspace Tool | Vanilla's Ship Destruction Tool | Vanilla's Turbolaser Tool [ - Implementation - ]: These addons would enhance or replace some of the less lore friendly options we have. The Hyperspace Tool make the entrance of the enemy fleet or any ship for that matter more immersive, with a Hyperspacing Effect and sound. The Ship Destruction Tool replaces the rapid spawning of Helicopter Bombs and turns it into a configurable tool that can adjust explosion size, movement while being destroyed, as well as explosion length. The Turbolaser Tool allows for the creation of usable Turbolasers (which are useful for our current Venator Map) as well as creating variable automated laser fire. Gone would be the days of dropping down Heli Bombs as an orbital bombardment. [ - Lore - ]: None. [ - Workshop Content - ]: https://steamcommunity.com/sharedfiles/filedetails/?id=1868459587 https://steamcommunity.com/sharedfiles/filedetails/?id=1885314499 https://steamcommunity.com/sharedfiles/filedetails/?id=1874686044
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-1. It was the communities decision to switch to "Serious RP". Re cannot keep bouncing between one decision or another. We made the choice, we need to stick by it. It comes down to people not wanting to abide by such and those not wanting to enforce it or refusing to enforce it. There has been relative inaction because of this other than regarding OOC talk with your classic "What are you talking about?" line. Almost nothing has really been done to enforce it. Right now you might as well call this "Semi-Serious". Half the stuff I see would have no logical sense happening at any point from any given person in the situation. If it's going to stay as "Serious", guidelines need to be made in stone and these would need to be enforced. Either way, this is what the people wanted. I'm only guessing they didn't know how to actually react when they got it though.
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+1 I would probably talk with the guy who made the Battle Droids we have now. He's been making a ton of custom models for Clone Wars, and who knows. Tiplee and Tiplar might be on his list already.
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gm_balkans - Already Exists on the Event Server, so no real need for a vote. Still remember when someone got to the nuke controls and blew up our main base during one deployment. gm_boreas - Amazing map that I've used extensively to test how it would handle. Large Skybox for Starfighter Battles and Capital Ships, fairly linear paths though diverse enough to keep events creative, sprawling underground facility with plenty of areas to explore and utilize, and just overall a very carefully made map. +1 rp_bremergard_forest - While a map that clearly has a lot of work put into it, not sure how well it would translate into a Star Wars setting. -1 - 104th PLTO Major Keldeo | Jedi Mythos Master Kellyn Deo | Jedi General Plo Koon
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-1 I'm not sure about the rest of you, but I've hated the map since day one. And from the sounds of it, its development did not go very smoothly (though how much I've heard were rumors or truth is not certain). And while there were mass crashing issues early on, they were diminished but not fully fixed. I myself had issues with the map up until the day we finally left it for the last time. I've honestly crashed more because of that one map than everything else I've ever crashed because of in GMod. At least a hundred crashes due to the map. I've tested for issues with the map it was originally based off of, and had none of the same problems. So it was something done during the creation of the edited map that did it. I've got almost no other issues with it other than the crashing issue that continued to plague it to the end. The only thing being is that it was a MAJOR issue that could never seem to be fixed. To me, the Endor Facility was wiped from the face of the galaxy, and I can't say I'm sorry to have seen it go. There are many maps that can better be added and used than this one, I can assure you of that without a doubt. - 104th PLTO Major Keldeo | Jedi Mythos Master Kellyn Deo | Jedi General Plo Koon
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-1 1.) The Shock do have their varianted LAAT/i. At the moment both it and the Searchlight Variant do not function correctly. This is due to them being based off of a newer version of the mod and the apparent refusal to update them to the current versions. I've brought it up multiple times, and been ignored for the most part. 2.) Following the Clone Wars, it seems that as a planetary transport vehicle it most certainly replaced the LAAT/i in that regard. So it could be said that it began seeing use on Coruscant late in the war in preparation for it to eventually take the role of the LAAT/i while deployed planetside. Obviously not in space though. 3.) Yes, Shock gained a Battalion Pilot Squadron in the Rework. This still is not grounds for them to keep a unique ship type all to themselves. The Shock LAAT/i Variant is different in that regard as it is a variant of a wider used vehicle available to all pilots. And while they do have a Pilot Squadron, they still do not have a Dedicated Pilot Job, meaning they would not even have Priority over flight in many cases, meaning if it were to fall under their singular jurisdiction, it would be seen less and less. - Personally, I did not even want the Patrol Transport added. At least not yet. Don't get me wrong, it's a great vehicle and the guy who made it is one of if not the best at it. The fact of the matter is, is that we have vehicles we can't even use due to them missing vital code from updates that cannot be given without manually updating many vehicles and likely even the base pack. It is one of the many downsides to packaging them separately from their original upload, made even more clear when it comes time to update. We should be focusing on fixing the stuff that is broken before adding new things. - 104th PLTO Major Keldeo | Jedi Mythos Master Kellyn Deo | Jedi General Plo Koon
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-1 for the reasons already stated. Unfortunately they wouldn't see much of a real use at the moment, since fire really has no real threat of spreading or growing like actual fire. If the server had something like vFire (which in its current state would probably kill it even more than it already dies), then this would likely be more useful.
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I can see where you're coming from, I used to use it a lot and got very skilled at it myself. Yes, it takes work to perfect your ability with it. So do a lot of other things. It just seems like it would create more problems than solutions. There are numerous glitches you can perform with it (A significant one that comes to mind is being able to climb on air if you time a jump just right and fly across the map), which while no doubt would be punishable by various means should not be allowed to happen to start with. Also, adding that ability takes away from jobs with Jetpacks a bit. Suddenly that place that only JTs should be able to reach and clear can be reachable by literally anyone who invests enough time in practicing with the thing. And then of course the previously stated CG/ST situation. I don't need to say much on this point that hasn't already been said. While it has its benefits, I think the way we are now we can do without it. We've been fine without it thus far. -1.
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Summing up the Pros and Cons pretty quickly for the map. Pros - Larger Map/Expansive Wilderness - Generators are actually important - Better Skybox - No Crashing Issues (thus far that can be proven) Caused by the Map Itself - On-Planet area for Jedi - Outpost for Recon Battalions Separate from Base Cons - No Area for Sith (You'd be hard pressed to find a map that would accomodate Sith, Jedi, and Clones without having one custom made.) - Not enough barracks (ARC had to take the OOC Lounge and CTs don't even have one) - Dupes Need to be Remade (Likely would need to be remade for the Anaxes Map too ya know) - Performance Drops (May or may not be related to map itself, yet tbd) - Non-Optimized for Player Count (People are gonna bug me if I don't put it, but there's really almost no way to completely optimize a map on Source to fit 120 People, it wasn't made for that high player count) The old map had issues from day one. And despite all the changes and reworkings it went through, it still wasn't fixed by the final version we had. This map made sure to take precautions the other map didn't and is all the better. The only crashings it has had have been related to spawning in events, which could happen on any map. Overall, the map we have now is fine. We decided on it. The new map is on the way anyways, so it doesn't make sense to hop around a million maps in the meantime. And, while I personally prefer extensive, gonna have to say -1 to this one. Pros of the map outweigh the Cons, and workarounds are available.
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I was going to toss this around the Pilots to see what they thought myself, and I've been testing it out on my own time as well. LFS Vehicles are relatively new, though they are a very good vehicle base. They offer a Better Combat System than the SWV Base, and the flying is usually very smooth. Add on top of that the ability to turn them into AI Controlled NPCs, and you've got a good argument. The downside to them is that, being so new, there are not very many GOOD Star Wars Vehicles using the base. Many of them are rough around the edges and still need some tweaking to be effective. On top of that, the AI does not seem to use their Explosives if equipped with them, making things such as AI Bombers useless. There is also the test to see if they would cause more or less lag for the server itself. Overall, I'll have to say Neutral to -1 just given that the Cons outweigh the Pros in this situation, though this may be one to re-visit in the future once LFS is a bit more fleshed out and there are a wider variety of ships to choose from. [ 104th PLTO CSM Keldeo | 104th Jedi G ACE KoC Commander Kellyn ]
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