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Messages - Psycho29388

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16
Fixed Bugs / Re: Binoculars
« on: May 09, 2013, 01:51:16 PM »
I posted a bug report about this earlier, how they don't work on Server 1 but they work fine on Server 2, Karma told me it couldn't be replicated so it was locked and moved.

17
Suggestions / Re: Lamps That Emit Light
« on: May 09, 2013, 01:47:42 PM »
We've got this planned right now.
Welp, that seals the deal then lol.

I was gonna have +Support anyways.

18
News and Announcements / Re: [May 7, 2013] OCRP2 Update 8
« on: May 07, 2013, 07:31:22 PM »
The Radio Volume and controls are definitely the highlights for me, and the physgun colors are a nice addition.

Keep up the good work.

19
Denied Suggestions / Re: Police Dodge after update
« on: May 07, 2013, 02:00:57 PM »
Unfortunately we can't always have the best of both worlds.

If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.

If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the  body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).

I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).

Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect.
GM13 broke them all afaik.
Not all of them, I remember some cars drove like they were on ice like the Lotus. But others like the bobcat were fine.

20
Accepted Suggestions / Re: The New Physgun Aesthetics
« on: May 07, 2013, 11:50:12 AM »
If someone could reference me a link with info on it I can see what can be done.

http://wiki.garrysmod.com/page/Player/SetWeaponColor

Either we can go with having colors based on rank, or you can rely it on the color the player purchases in the color picker store for models?
Or make another store identical, just for the physgun, and a new row in the sql. All code for that is pretty much already there, just for models.
Best place to put the NPC for this would be at the Tides. Since the Color manager for your clothes is there aswell.

That is if it's what you guys decide to do.

21
Suggestions / Re: Different types of drugs...
« on: May 07, 2013, 11:48:41 AM »
Assuming this is OCRP, so moving there.

And no. Weed is already too overpowered. The goal of OCRP2 was to promote more passive rp, when weed is the easiest and fastest way to make money.
Exactly this, if the current Passive RP jobs and etc payed almost just as much as weed and shrooms, more people would do that instead, then you'd still have people who would grow weed and shrooms and it would be balanced out.

22
Accepted Suggestions / Re: The New Physgun Aesthetics
« on: May 07, 2013, 08:35:20 AM »
Plaws support.

Although I think I'd rather to be able to choose my own color. Dark purple is sexy as hell imo.

23
Accepted Suggestions / Re: Classic cars.
« on: May 06, 2013, 05:33:19 PM »
+Support, I also agree with scott. Most of the classical cars you see today took lots of work to get in good working order, as well as lots of money, so it would be natural for them to be really expensive.

Maybe 700k-1m

24
General Discussion / Re: New Computer
« on: May 06, 2013, 10:54:21 AM »
Is the video card intergrated in the motherboard? If it is, then it won't work if you decide to put a new card.
I honestly don't think that card is integrated. But I can't be sure.

You will want to upgrade the card in the future though. Replacing it with a GTX 660 would be your best bet (Since the PSU is probably cheap and is also low capacity.)

25
Fixed Bugs / Re: Police Shotgun after being killed.
« on: May 06, 2013, 10:50:34 AM »
Not too major of a bug if you can't actually use it, however if it is taking up space in your inventory then that could be a problem for people with a full inventory.

26
Organizations / Re: The Anonymous
« on: May 06, 2013, 10:48:48 AM »
I haven't been very active at all lately. I think I'll change that starting today :)

27
Accepted Suggestions / Re: Starting your car
« on: April 30, 2013, 05:13:41 PM »
Plus support from me. Holding r for two seconds would give cops plenty of time to ram people out before they drive off.

-Sent from my Galaxy Player 4.0-

28
Support & Help / Re: Computer question.
« on: April 30, 2013, 05:04:34 PM »
That would explain my shitty fps since gmod 13 was released

-Sent from my Galaxy Player 4.0-

29
Suggestions / Re: Meth, even once.
« on: April 30, 2013, 04:56:46 PM »
If this would ever get added, it shoulndt synergize well with growing weed ad shrooms at the same times, otherwise the economy is just gonna get fucked further. Make it a thing from crafting, so crafters can benefit from it while people with high level herbalism cant. Also, make it a high risk medium award thing, and then I could see it work.

Add meth and get rid of the mushrooms and weed, make it so there is a bigger risk that you will get less from the meth if an accident happens, and in worse cases will explode and cause fire = more fun to be a fire-fighter.
Remove weed and shrooms... Hmmm... No, it would just break the rp even more then it is.
I think he means make it to where if you can make/cook meth then you can't grow weed or shrooms aswell.

30
Organizations / Re: The Anonymous
« on: April 27, 2013, 03:24:26 PM »
I got a question. What will activity be based on.

Will it be based on if your on OCRP or will it be based on if your online? Most of the time I'll be online but not playing OCRP and if asked to do so Ill definitely launch GMod and play.

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