Recent Posts

Pages: [1] 2 3 ... 10
1
News & Info / Re: Phase Four Changelog
« Last post by RJ about 4 months ago »
2020 November

+ Added config to enable/disable the AFK kicker
AFK kicking has been disabled so feel free to farm while AFK as much as you'd like.

+ Added display info on armors for whether or not they have jetpacks
You can now see which armors have jetpacks equipped on them to make finding out which ones have them more easier.

~ Fixed Alliance bank not showing the correct balance upon loading a character
The proper balance should now be displayed after loading a character. Before it would be set to 0 and wouldn't update to the proper amount unless you deposited any amount.
2
News & Info / Re: Phase Four Changelog
« Last post by RJ about 4 months ago »
2020 November

+ Made the Combine Nexus ownable
You can now purchase doors inside the Nexus to make it more viable for base building.

~ Fixed Victories menu
The tooltip wouldn't display properly, the mouse would flicker while hovering over the icon, and the menu would constantly rebuild itself because progress on a victory was being updated constantly. All these issues have been fixed.

~ Adjusted the default class color to be more readable
The class color has been made a darker blue so that names can be more readable on things such as the Scoreboard.

~ Fixed Crafting menu not showing the correct cost for items with the Mercantile augment
The cost on purchase with the Mercantile augment was correct (with the 10% discount being applied), however the cost wasn't being displayed properly. This now shows the proper cost.

~ Fixed reload animations
Counter-Strike: Source wasn't mounted. Mounting this fixed the reload animations.
3
News & Info / Re: Phase Four Changelog
« Last post by RJ about 4 months ago »
2020 November

~ Fixed prop damage not working
One of the config IDs was set to the wrong value. It's been changed so props can now take damage and be destroyed.

~ Fixed prop color not changing after taking damage
Props should slowly turn to black after taking a certain amount of damage. They do this now.

~ Fixed various color setting
The color wasn't being assigned properly in certain cases. This applied to the following: Smoke effects, stealthed players, and jetpack trails.

~ Fixed titles not displaying properly on the scoreboard
Titles would show up as their localization ID only and nothings else. It now displays the proper title alongside the player's name.

~ Fixed /ally command
You can now use the /ally command to communicate with your fellow allies.
4
Suggestions / Re: CDF (Central Defense Force)
« Last post by RJ about 4 months ago »
Maybe, I'm not too sure. I'd like to keep things mostly vanilla especially when it pertains to adding new content. I want the download time to join the server to be as little as possible.
5
Suggestions / Re: CDF (Central Defense Force)
« Last post by CCTV about 4 months ago »
Nevermind, it was part of an old game mode called CW: Quarantine. Still, the CDF was (probably?) designed for containing and protecting Civilians in an apocalyptic-like setting, so maybe it could be incorporated?

Image of the Male Model:

https://imgur.com/a/FlG3MEY
6
Suggestions / Re: Some suggestions
« Last post by RJ about 4 months ago »
My apologies, the Beanbag shotgun was removed on the launch of Phase Four. They were a thing in all previous iterations of Phase Four. So back in Experiment / Exp3riment there was a Beanbag shotgun and a Beanbag scout. They took separate ammunition called Beanbag rounds. They dealt extremely low damage but had a chance to knock players out of consciousness, thus allowing for players to tie the individual up and search their entire belongings including the armor they had equipped or drag them around to where ever they want. This knock out period would last between 1 - 3 minutes, not exactly sure how long. After this timer the player would gain consciousness if they were not being dragged. Otherwise the player would gain consciousness as soon as their timer expired.

The mechanics are similar to if the player had typed "/charfallover 120"

I can't remember the exact % they had to landing this knockout shot on players, but there was an augment that decreased this from landing even further.

At the time this was the only way to steal equipped armor on players.

Thanks for the extra details! I'll see if I can find the old files related to this and then implement it into the Phase Four GitHub.
7
News & Info / Re: Phase Four Changelog
« Last post by RJ about 4 months ago »
2020 November

~ Fixed Explomine/Firemine/Freezemine (again)
There was a missing parenthesis in each mine's code.

~ Fixed money and equipped armor/weapons not dropping
When a player disconnects they should lose their money, equipped armor, and equipped weapons. This wasn't the case but it's been fixed now.

~ Fixed jogging bug
An error would be thrown in the server log when a player tried jogging but not anymore.

~ Fixed required augment/engineering level not showing up in Crafting menu
The requirements should now be shown properly when hovering your mouse over an item in the Crafting menu. If requirements are met then nothing shows up.

~ Partially fixed Tear Gas
No screen effects would display when tear gasses, this was resolved. Also the client's screen would freeze when first being tear gasses, this has also been resolved. Known bug: Tear gas effects in the area where a grenade is thrown won't dissipate after X amount of time.
8
Suggestions / Re: CDF (Central Defense Force)
« Last post by Derek about 4 months ago »
From my knowledge if Phase Four is just the 4th iteration of Experiment, the lore I remember is everyone is simply a test subject for stem cell research. My guess the Augments we have the option to invest in are from these stem cell research. We are merely test subjects.
9
Suggestions / Re: Some suggestions
« Last post by Derek about 4 months ago »
As for the beanbag shotgun I'm not familiar with it ever being in the Phase Four gamemode before. Can you explain more about how it works?

My apologies, the Beanbag shotgun was removed on the launch of Phase Four. They were a thing in all previous iterations of Phase Four. So back in Experiment / Exp3riment there was a Beanbag shotgun and a Beanbag scout. They took separate ammunition called Beanbag rounds. They dealt extremely low damage but had a chance to knock players out of consciousness, thus allowing for players to tie the individual up and search their entire belongings including the armor they had equipped or drag them around to where ever they want. This knock out period would last between 1 - 3 minutes, not exactly sure how long. After this timer the player would gain consciousness if they were not being dragged. Otherwise the player would gain consciousness as soon as their timer expired.

The mechanics are similar to if the player had typed "/charfallover 120"

I can't remember the exact % they had to landing this knockout shot on players, but there was an augment that decreased this from landing even further.

At the time this was the only way to steal equipped armor on players.
10
Suggestions / Re: CDF (Central Defense Force)
« Last post by RJ about 4 months ago »
I moved your post as it was in the wrong section. The section you posted it in was for people that have created an Alliance in-game and want to advertise it here on the forums.

I'm not sure if there's CDF models included in Phase Four but I'll check. Also I'm not sure if CDF even pertains to Phase Four in terms of its lore, if you have any information on it then feel free to share.
Pages: [1] 2 3 ... 10