That version of rust was just awesome imo, it felt like css in a huge open world environment, the building, finding weapons and PVP was brilliant, much like DayZ and H1Z1. 7 Days ( although i have not played a lot ) and especially the new rust for me seems too PVE/build to win for my liking.
Posts by Joux
-
-
I am assuming that first pic is from the huge tower i spent far too much time on
?
And damn that was a while back, but i seem to remember having some envolvment in that raid :P?
-
That tanker pic is brilliant , " Oh.... Hi Guys! Don't mind me, just having a swim "
-
basic red trinket, you would not have enough time to clear, best idea ever.
One SS i have, dated 08/10/2010
AMUMU AP FTW!
-
Is this a new feature?
-
...And say hello to Soldiers of Demise.
For almost 6 months now (even longer) we have been discussing the options to move the community into other games, but had been slightly restricted by the current name. We had a lot of replies (and thanks for the input!) with possible names and discussed the usage of them; however, a lot of the names given unfortunately had already been taken. In terms of the rewards, we will be listed the runner up names and distribute the rewards accordingly.By the end of the day (hopefully!), both the main site and forums will be changing, and our new home will be on the web address of http://www.soldiersofdemise.com. The forums will be reconfigured into game divisions and most current content will be moved into the ZPS Game Division.
Ranks, Permissions, Admins, Management Changes
With the change, I am moving Mr.9 down from Management; it’s been a very prolonged decision but unfortunately (for us!) his life commitments and lifestyle change have taken priority. But I hope he will return very soon to once again help our community grow, and of course, dominate the leader boards!
In Terms of Ranks and Permissions, I am re-introducing Head Admins for each game we expand into for individual game management. As it stands, this will not mean too much for anyone, and not much will currently change, but a system is being put in place for when it is needed.
Due to Mr.9 Leaving the Management Team for Both Server and Community Roles, I am re-appointing XeroX to the Server Management side of our community. As behind the scenes and undocumented notes, XeroX has helped the ZPS servers a tremendous amount so far, with helpfull admin plugins and scripts to the barricade griefing code, aswell as alot of other help with testing scripts and other plugins.
There is a full explanation of the roles on the new website when it goes lives. But to clarify, I have split the management now into two groups (Although this was briefly set in motion when i last made management changes.) which are Server Managers & Community Managers. For issues regarding server performance or issues with player stats and or donations, server scripts/mods, Site/Forum Issues, Server managers are in control. For anything regarding the Community, such as Admins, Members, Bans, Disputes and Player issues, Community Managers are the people to go to (in a first case scenario).
ZP:GO + Forum DowntimeThe ZP:GO Script me and XeroX have been working on over the past two months is almost complete and ready for a live test, just a few more additions and fixes required but hopefully either this weekend or the next it would be nice to get some members together for better testing! Notes on the mod will follow on release on both the Site and Forums.
With all these wonderful changes, I will be asking the entire community on what they would like added to the community, from admin changes, Forum Changes, Site Changes and even Game Servers for any other game you would like added to the community! I will have a write up regarding this after the new site and forums are live however.
And finally, for a 'Heads Up', The Forums will be taken offline at some stage either this evening or tomorrow morning to make the changes to fit in with the new community name and various other works required.
Any questions please let me know here or on steam direct.
-
Any damage or kills that have been generated from a player into a zombie spawn area is classed as spawn killing, it does not matter what weapon is used.
-
So JX MOD has been running for a good few months now, and there have already been some big changes to balance the script. However, now that a lot of players have some fairly high upgrades, i would like to know everyone’s thoughts on what needs to be balanced. This includes changing an upgrade completely, or simply buffing the weaker ones, or nerfing the strong ones!
Although it is an upgrade server, and things are going to be obviously unfair on players who do not play as much, it is more of a balance and any ideas to bring new players to the community who believe they have no chance in playing with low upgrades.
The most recent change ( and continuous struggle with speed ) is regarding ammo regen, which will disable if you are moving too fast than your upgrade speed ( However, it will now reactivate if you stand still ) . For those that have the weird and wonderful speed bug which makes you slightly faster than others, it will affect them the most. It also affects people who think they can abuse the ammo regen system too.
So, please let me know what needs changing, or what in your perspective requires tweaking and why, no one liners such as ' humans have too much armour ' etc.
-
Update : It now takes half the time to save stats than before, just watching the server with 21 people, it only froze for 2-3 seconds ( which is almost unnoticeable ) however, i still have a couple of other changes to make which should hopefully completely remove the freezing. Will be updating the JXMOD Log with alot of changes to note this.
-
The random map change bug was something i was testing to fix the long map changes, but not a solution anyway, and has been disabled.
The current issue is, the new mod has a lot more data to save after each round, and on a full server this can take around 30-35 seconds. Therefor when a round finishes, and points are distributed to players, it saves everything ( Upgrades, Player Stats, Accuracy Stats, Dailys, Achievements, TokenDB ( Skins and PP ) ) which, per player, takes about 2 seconds. Unfortunately, the map will not change until all these queries/updates are performed, so on a server with 12+ players, you will start to notice slow/temporary timeout map changes.
I am working to get the queries compressed and run faster, and there should be a slight increase already in the server. But I am still working on it.
-
-
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
-
-
-
That drawing is bad ass, can i haz?
-
-
Yes, indeed fungrades did have that, it is now top of my list of things to add something similar, I will make it so teamwork is also very rewarding
-
True, it should be more rewarding by working as a team, but it is an upgrade system, and you should be rewarded for your own performance too. The reason for the increase is just to make the mod more fun for all.
However, it does bring up a very good idea of including objective and team oriented rewards and bonuses.
-
There have been a few fixes applied since release which I will briefly note, however further changes/updates will be added here.
Main Fixes/Additions since release include;
> !gift - Token gifting re-added.
> rare issue with end round points not giving all points stated ( this was only an issue for a few days however ) - there is a max 25000 point limit each round ( long story short, I don't trust sourcemod with floats & integers ).
> Point Rate in %Changes - JX MOD 1.1.1 - 24/11/2014
> Points earned from kills/damage has been increased by roughly 100+%
>> As it has been a few weeks since release, I have had a good look at average points given each round, and the current points people are on. And it would seem it is slightly hard to get the lower levels in upgrades. Although this was by designed compared to fungrades ( low levels were a lot easier to achieve ) I balanced it out in this new upgrade system. But it would seem the point rate is a tad too low at the moment. Although achievements and daily's give a big chunk of points each time, I am making playing the game without these bonus points, also rewarding,so have fun levelling a lot easier nowThe change will obviously boost players in having higher upgrades, however, it will also allow new players to level up a lot faster ( although achievements and daily's do a good job in providing this ).
Changes - JX MOD 1.1.2 - 25/11/2014
> Command - !ts3 - will connect the player to the sammys-zps.com Teamspeak with their in-game name!
> Adverts - Added Teamspeak 3 advert + Gift Advert.
> Lotto - Changed Lotto to allow numbers 1-25 ( from 1-30 )
> Teamwork Plugin
>> There is a new system, which will now reward or punish starting survivors with an increase/decrease in points based on their efforts during the round. There are a few teamwork point rewards and now a Point Bonus for those survivors winning a round. This is still in early development, and will be adding several more features to make players work more as a team. You will be printed at the end of each round your point rate, along with any bonuses and punishments that have been earned for each individual round.Changes - JX MOD 1.1.3 - 26/11/2014 - Effective from the 1st of December
> Xmas Presents and Candy Canes!
>> Like every year, an Xmas event is added to the servers. This year, with ideas from Mr.9, a Calendar/Present + Game Giveaway event will be added to the servers, the biggest event yetLast year there were a few game giveaways, however this year, there will be daily rewards and a final 24th of December game giveaway! i will be listing the games very soon, however i am posting the changes early for people to understand and get prepared ! More Info can be found Here
Changes - JX MOD 1.1.4 - 01/12/2014
> Admin print for zombie leavers for total leaves per player.
> !cane !candy !candycane - Command to view current canes + time played each day.
> Spectator Damage Disabled ( incoming and outgoing ).
> Bot kills, although still do not count for any stats/dailys, now grant a small amount of points per kill.
Changes - JX MOD 1.1.5 - 05/12/2014> Target upgrades now have a back option!
> Changes to Damage, Life Steal and ToughnessChanges - JX MOD 1.1.6 - 19/12/2014 ( WIll be live sometime this evening )
> 21 new Achievements ( More to follow very soon also )
> Buysong will now print the song last bought with !Start
> Minor Bug fixes for points for melee weapons
> Small reduction on melee points.
> Normal Point Rate Round Cap - 15000 from 25000. Achievements are now not affected from the point cap.Changes - JX MOD 1.1.7 - 19/12/2014
> 1 new Achievement
> Point cap fix which was applied last week to correct achievement/point gain ( people gaining slightly more than rewarded if they hit the point cap). I will also note here again, achievement points are not affected by the cap. so if you gain 15000 points from the mod + 10000 from achievements, you will gain 25000.
> Zombie Leaver Update - I still need to hook timeouts, but if you leave twice within a couple of days, 30 min auto bans will be given out. You can find a log of all leavers on http://sammys-zps.com/banme/index.php?p=warn - The automatic ban will be active this evening.
> !warn name 1 reason - This is a feature which i am still thinking of releasing as a permanent feature. It works with the zombie leavers warns ( A Leaver gets 2 warns auto ) the reason for this addition is to have a log of all people breaking rules but not receiving a ban at the time. so !warn Joux 1 "Chat/Mic Spamming" along with the standard !mute Joux and !gag Joux command that would be given for the specific offence. Also, if a person receives too many warnings, it will also autoban them for 30 minutes for too many warnings.
> Alot of bug fixes and tweaks! ( over the last few weeks ).Changes - JX MOD 1.2.2 - 09/09/2015
JX Mod has been converted using Transitional Syntax allowing us C# like object calls. (For those interrested: wiki.alliedmods.net/SourcePawn_Transitional_Syntax)
- Changed several queries to increase speed
- Partially rewrote how Achievements are saved.
- Added several ConVars which will allow us to easily enable events without the need to alter existing code.
- Changing stuff which is currently a bit hackish when it comes to translations and colors
- Added !steamid command will print your Steam ID and your Steam profile link.
- Added !pr or !pointrate which shows you the current point gain percentage.- Removed old code which is not longer used
- Changed the way players are saved to decrease the amount of single queries to the mysql server.
- !vip will now give an info that skins are automatically assigned once you unlock them.
- Almost every chat message has been changed in code so they can be easily translated into other languages.
- Several bug fixes
- It will now tell you which skin you have selected.
- For Sonic skins it will always show which skin got randomly chosen.
- Medic questions a bit more randomized
- Changed to a better way of checking when someone uses rtd or anweres a question in Quiz or Math game in chat.It actually looks less then it is due to most of it being an under the hood change and not directly visible to players.
Any bugs or suggestions post them in the Bugtracker.
Changes - JX MOD 1.2.3 - 25/09/2015
- Zombie base health increased to 225 from 200
- Zombie base damage increased to 30 from 25
- Carrier base damage reduced to 30 from 35
- Zombie health per level increased to 4 from 2
- Zombie damage upgrade modifier reduced to 0.09 from 0.012
- Zombie lifesteal per level increased to 2 from 1
- Survivors health per level increased to 2 from 1
- Survivors melee damage modifier reduced to 0.014 from 0.016
- Added a armour regen delay. When you get hit there is a delay before armour regen starts to tick againChanges - JX MOD 1.2.4 - 25/09/2015
- Added a new Zombie upgrade Mutation (JX MOD DOCUMENTATION)
- Finally fixed the ammo regen speed issue. Each time you regen ammo you now receive appropriately weight and will slow down. So no more running with 30 Shotgun bullets at full speed
- Fixed minor things.
- Added a message to all players when someone gets mutated
- Removed the attempt to balance speed due to ammo regen issues see above.
- Updated Sourcemod to 1.7.3 (this time it works)
- Updated Metamod to 1.10.6Changes - JX MOD 1.2.5 - 04/12/2015
- Brand new point system. This is a ( part 1 ) follow up from the thread regarding the current JXMOD. The new system is now a shared point system, which, those who camp and get kills for points will no longer singularly benefit and gain solo points. Points gained from Kills and Deaths are now shared, you will still gain your own points from events, such as RTD, however, points gained from killing and playing each round will be split between your own team. This method of point sharing now gives new players in particular a much better chance of upgrading and not leaving as they find it hard to gain points alone. It also targets players who enjoy the objectives of a map, rather than trying to get as many kills as possible, everyone will now be rewarded. Along with this change, you will notice that you will receive a larger amount of points.
Changes - JX MOD 1.2.6 - 14/01/2016
- Fixed the "Need Ammo" message shown in chat (this is just a workaround until it will be fixed in ZPS itself)
- Updated RTD Butter to use a direct function call to drop the weapon instead of using a hackish way.
- Fixed an issue with Points being added to the Console (aka world).Changes - JX MOD 1.2.8- 20/06/2016
- Added !inventory for admins which shows the current inventory of a survivor
- Changed to a better way of ammo regen.
- Added primary weapon limitation. You can have 1 primary weapon. M4, AK47, MP5, Remmy, Super Shorty, Winchester and Revolver are considered as primary weapon. -
Well thanks for the time and effort you have put into the community not only as an active member but as an admin, i hope everything works out for you.
I am happy to hear you have had a good time with the community for your time here, it is good to hear that from members / players
Good luck with everything