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Altis Life Development

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Altis Life Update 1/5/2015


Poseidon

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The biggest change in this update is the new restart system. Theirs no need to disconnect before a restart, as your player data will automatically sync right before restart. Also soft restarts have been implemented, so instead of getting kicked from the server, you will instead be sent to lobby.

 

Changes:

  • Full moon at nights, this means on normal nights without cloud cover it won't be pitch black: http://imgur.com/a/BkYrL
  • Post processing color effects, they change depending on the time of day so nights wont be super dark: http://imgur.com/a/VlV8m (top is current, bottom is new)
  • New server restart system. The server now has 3 different restart types. The restart notifications will tell you which type of restart is coming.
    • Soft, which will send all players to lobby and it then reloads the mission (its like a hard restart, but you won't be forced to reconnect).
    • Hard restart, just like our current ones but slightly better, shuts down the arma server and you will need to reconnect.
    • Hard restart /w update. It will hard reboot so that an update can be rolled out, the restart notifications will notify players an update is coming out.
    • Every 3rd restart is a hard reboot. So in theory only 2 hard reboots a day unless we roll out an update or decided to do one for some other reason.
    • Admins can reduce the server time in case early-restarts are needed. This means in case of early restarts you'll get regular restart notifications.
  • All players will have their data automatically synced right before restart. You shouldn't have to worry about disconnecting in advance.
  • More surrender fixes, like, seriously.
  • Vehicle collision damage reduced a tiny bit
  • Added a check to prevent people from holding down a key and spam unlock/lock their vehicles. Applies to most keys. Holding them down wont spam their functions as they have a 0.4 second cool-down
  • Disabled NLR timer for news team
  • Fixed issue which prevented APD from buying Striders
  • Added some checks to prevent players from logging on to the jail island, they will instead log on near it. This is to prevent meta gaming/ server hopping to jail breaks.
  • Map updates/fixes
    • Apd HQ's have more light probably
    • Some other stuff fixed
    • Some stuff added
    • Idk ask Toe Knee :P

12 Comments


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1 minute ago, McDili said:

Is meth cartel really kill?

He moved it to the south west of cartel island on a peninsula. Its in a really strange spot for a cartel, the only cover is a few walls and a church. Personally it doesnt really seem like an interesting place to fight at, but maybe we will see some SDAR warriors like at the old heroin cartel.

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2 minutes ago, Quintin said:

He moved it to the south west of cartel island on a peninsula. Its in a really strange spot for a cartel, the only cover is a few walls and a church. Personally it doesnt really seem like an interesting place to fight at, but maybe we will see some SDAR warriors like at the old heroin cartel.

noooooooooooo

 

But do they have redzones still? or did he finally take those out?

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Just now, McDili said:

noooooooooooo

 

But do they have redzones still? or did he finally take those out?

Thankfully they took them out.  It was dumb having people call RDM because they were lurking 50 meters outside the redzone and got domed.

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1 minute ago, Quintin said:

Thankfully they took them out.  It was dumb having people call RDM because they were lurking 50 meters outside the redzone and got domed.

I literally denied a ticket because someone got killed on the outside of meth cartel redzone when they were clearly going to Meth cartel to fight.

Sometimes you just gotta sit there and be like "Bro you went to fight and got killed and are reporting someone for fighting you."

 

No but really, I get it for other redzones but for cartels they shouldn't even have redzones. And I'm glad they don't now. There's nothing else around them so if you're there, everybody knows its to fight. Now people can focus on the fight.

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The only issue here is that even if it's obvious that cartels are KOS, not having a red bubble around will cause some people to get confused. I think the bubbles around it was a dumbproof idea for those with less knowledge of how things work around here. 

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I think it's cool they decided to use the church compound as a cartel, but why move the original meth cap? It's such a good place to fight at and the other two cartels are obnoxiously awful.  Only have 1/3 viable cartels to fight at is disheartening, regardless of how little they're fought over.  Maybe if we had good locations, people would fight them instead of showing up with rooks!

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3 hours ago, Bubbaloo said:

The only issue here is that even if it's obvious that cartels are KOS, not having a red bubble around will cause some people to get confused. I think the bubbles around it was a dumbproof idea for those with less knowledge of how things work around here. 

Probably better off adding a giant red bubble (say, 1km radius) than deleting them altogether.  If being near a cartel will be interpreted by staff as "there to fight" (therefore auto-engaged) then this needs to be in the rulebook.  But I'm generally in favor of reducing gray areas and acknowledging potential rules loopholes.

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