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News & Announcements / Smash Rework
« on: May 05, 2018, 08:19:35 PM »
Smash Rework

  • Rounds have been redone
    • Every round is special (mostly anyway)
    • Props can have random modifiers that affect the way they behave
    • Golden props can spawn that you can collect
    • The top player in certain categories will be displayed on the side now
  • Rewards have been buffed
    • Cash output depends on the round type
    • Golden props give out random items
    • You can get rewards for being at the top of a category at the end of a map
  • Jumping and pushing have been improved
    • You can now use other players as "ramps" and also land on them to reduce or even negate fall damage
    • The people you land on will now be "kicked" depending on falling speed
    • Jumping should fail less (Combine is much easier to navigate now)
    • Autobhop has been added (so snowi will win every round obviously) (this doesn't waste ring charges so don't
  • The spectator system has been improved
    • There are two new ways to watch events unfold
    • Jump swaps between modes now
    • Use (E for most people) will swap viewpoints for one of the new modes
  • Anticheat has been added
  • Winged boots have been buffed (basically the whole update made all tools better except for the shield)
  • Bleed mine (not Hirudo) has been buffed
  • I probably forgot something so this is here just to let you know
  • Fixed bugs

News & Announcements / Rebalancing Update
« on: April 18, 2018, 09:37:02 PM »
Rebalancing Update

To celebrate the ending of the Christmas Event (and I guess Climb's return), a very special update has been prepared! A lot of features have been expanded and additional changes have been made to compliment them.

  • Added a new attribute tier to all attributes
    • Some stats have received a slight rebalance
    • Most stats will appear slightly more often now
  • Broken items have been rebalanced
    • Stats become better at higher repair difficulties
    • Broken chance noticeably increases the repair difficulty
    • The repair scroll has been nerfed
    • A lot of crafting hammers, blueprints, and scrap will be needed!
  • All of series 1 relics (except Coral) have been upgraded
    • A scroll has been added to the Special section of the Shop
    • Old versions of relics can still drop, but are no longer available from Relic Chests
    • Special thanks to Meh Lazor for helping with this
  • Items can now be unsocketed
    • Two new scrolls are available for this purpose
    • Socketed items before the update cannot be unsocketed, sorry
    • Socketed gems can be checked through the actions menu
  • The gem treasury and the treasure box have been upgraded
    • Gem treasury has a chance for better gems
    • Each treasure box has a chance to give a higher tier treasure box
  • Items now show new information in their descriptions
    • Attribute power (100 power = 1 max stat)
    • Number of socketed gems
    • If a relic can be upgraded
    • Repair difficulty
  • Added 3 new tiers of all normal gems (not ancient ones)
  • Magic dust can now be separated back into dust
  • Rebalanced scroll costs
  • Some recipes have been rebalanced
    • Dust only costs 1m to make now
    • Repair materials cost less to make now
    • Rerolling items has been buffed
  • Crafting should no longer send to queue unless it produces more items than it used
  • Adjusted some actions and consolidated the actions menu
  • A lot of code was rewritten (because I know everyone wanted to know this)
  • Fixed bugs

News & Announcements / Christmas Event 2017
« on: December 25, 2017, 09:00:03 PM »
Christmas Event 2017

To celebrate the holidays, MoronYard is having a Christmas event!

  • Activated Event Mode on our gameservers. 30% more cash will be given out!
  • For every 2 goldbars you purchase, you get 1 goldbar for free! (Buy 4 - get 6, buy 8 - get 12!). Note: You will not get 3 goldbars from the Diamond VIP membership. Only gold bar purchases are affected.
  • Added the Christmas Present: There are 4 special event items to be obtained from this, hopefully you haven't been too naughty...
  • Gifts will spawn a lot more often (and require less people)! Collect them or use keys and lockpicks and someone might just find something...
  • IPD has been increased by 4 for the event!
  • Additionally, wearing the event items might just give you a use for being naughty...
  • Remember, Christmas is about giving! (or trading)

The exact details of this event will be left up to the community to figure out. The event will run at least until January 5th.

Additionally, here is the changelog
Code: [Select]
+ Christmas Event!
 + There are only 2 legendaries, and 1 tag to obtain with this event, but you will need to work together to obtain them (it's not going to be easy)
+ Slope changes (thank Jaythorpe for the maps!)
 + Speed protection has been added
 + Aztec has been fixed
 + Plinko has been added
 - Reverse no longer flashes
 - Rewards have been nerfed when below 6 people
 - High scores will be reset at a later date
+ Loadouts (thanks wew)
 + Store home page has been updated to accommodate loadouts (you can right click individual ones to change some options)
+ Several bug fixes


Help & Support / Items Not Appearing in Correct Locations
« on: April 03, 2015, 04:20:49 AM »
Hi, we are trying to fix all of the small errors with item placements that have accumulated over the years due to Gmod updates. Please post any here along with what model you are using so that we can correct them.

Murder / Murder Suggestions
« on: January 19, 2015, 05:40:36 PM »
Post any suggestions you have for Murder here!

News & Announcements / Anniversary Smash Tournament
« on: September 14, 2014, 10:35:06 AM »
Today a Smash Tournament will be held for our members, celebrating the opening of the servers 3 years ago. Here's a few things that you need to know:

  • 30 rounds - All participants who do not win will get an exclusive untradable prize. The prize will be revealed at the end of the tournament. Please be aware if you leave at the end of the tournament and miss when the prize is given out you will not receive it regardless of excuse!
    • The top 3 players with the most wins get additional prizes along with a tradable variant of the prize everyone else receives.
      • In the event of a tie, kills will be used as a tie breaker. If this ends in a tie too, a tie breaker round will be held.
    • There will also be a second first place for the player with the most kills.
      • In the case that the player with the most kills is also one of the top 3 in wins, the player will forfeit their ranking in wins and only receive the prize for the most kills.
  • First come, first served - Server capacity will be set to 30 players so we cannot guarantee a slot for everybody.
    • VIP members have slot priority!
    • All AFK players will be kicked regardless of rank and current server slots remaining.
  • Prizes will be:
    • All winners: Two exclusive tradable items (one of these is the tradable variant of the same item all participants get) and a Bundle of Random Chat Tags.
    • 3rd Place: A Treasure Box and Small Booster Pack: +100% Lock Pick Rate.
    • 2nd Place: A Golden Cask, Bundle of Treasure Boxes and Small Booster Pack: Ancient Gems.
    • Both 1st Places: A Relic Chest (Series 2), 3 Golden Casks, a Bundle of Treasure Boxes and Big Booster Pack: Ancient Gems.
  • The map will be Eye.

Time and date of the tournament: 2014/9/14 at 8 PM GMT. Please check this timetable for the exact date and time in your timezone: CLICK HERE!

Congratulations to the winners!
1st - Snowy (4 wins)
1st - Zimon4eR (81 kills)
2nd - -Hurja- (3 wins 28 kills)
3rd - Buckets. (3 wins 19 kills)
Runner up - Kmasht (3 wins 9 kills)

Smash / Smash Weapon and Tool Balancing
« on: August 21, 2014, 09:53:59 AM »
Balancing the smash weapons is pretty tricky. Figuring out what people think is appealing and unappealing about mines or tools can help, so give us input here!


« on: September 14, 2013, 03:10:15 AM »
Go to
"C:\Program Files (x86)\Steam\steamapps\<steamname>(OR "common" if steam moved it)\garrysmod\garrysmod\download\particles" (If you have a 32 bit operating system go to "Program Files" instead.)
and change the name of "roboeffects.pcf" to "robot_effects.pcf" and then rejoin the server if you were already on.

This is a temporary fix until the download for the .pcf on the server is fixed. This will only work if you downloaded the .pcf from the server BEFORE the update occurred.

News & Announcements / Introducing The Bank!
« on: July 11, 2013, 09:30:00 PM »

We are proud to announce that the Bank is now available! This feature is only available to you once you have completed the necessary steps to activate it. You can use this feature to store all of your unwanted items in a safe place where only you can see them. Keep those prying eyes away from your precious collection of 50 magic dusts!

But wait, it gets even better...

All users gets unlimited bank space! Nobody is subject to the horror that occurs when you have an inventory full of untradable / uncraftable keys and no crates.

Now you are probably wondering how to activate and use this feature.

  • First, you need to create a forum account by clicking here. If you already have a forum account then you can skip this step.
  • Then, make sure that you are logged into your forum account.
  • Next, click here (or click the "Upgrade account!" button on the navigation bar at the top) and follow the instructions on that page.
  • Finally, join one of our servers and type "/verify". If it doesn't work then try rejoining.

Congratulations! You can now use the bank!

Now a new action will appear in your inventory when you click on an item. You can click "Send item to bank" to immediately remove the item from your inventory and put it in your bank.

If you would like to retrieve the item then you can click here and then click the "Bank" button. Your login information is the SAME as your forum account information.

Once you log in you will see a list of all of the items that you have sent to your bank. Clicking on one of these items will bring up a menu.

Clicking will place the item into your queue which will be given to you upon rejoining the server with at least one inventory space available.
Clicking will permanently delete the item from your bank. This action CANNOT be reversed!

For more information you can click here to view a more in depth guide on the wiki.

Trading / Buying Rare or Vintage Bill's Hats
« on: July 01, 2013, 05:06:09 AM »
Depending on the effect I will pay anywhere from:
Tier 1: 8m-10m
Tier 2: 4m-6m
Tier 3: 2m-3m

For Vintages:
Plain Vintage: 2.5m
Vintage + Rare: Extra 3m to the tier prices.
Painted + Rare: Extra 1.5m to the tier prices.
Painted Vintage: 4m
Painted Vintage + Rare: Extra 5m to the tier prices.

I will add more if it has other stats, just post it here or find me in game if you want me to price it.

This tutorial will cover the basics of the particle editor and what you need to know to get started. It will not cover any advanced techniques used by auras such as "Scan" or "Snake". If people need it then I might make a more advanced tutorial.

Table of Contents
1. Getting Started
2. Creating the Basics
3. Making It Beautiful
4. Adding the Necessities

1. Getting Started

So to get started you need to do a few things. Right click on Team Fortress 2 and go to properties.

Click on "Set Launch Options..."

Now put "-tools -nop4" in the box and click "Ok".

Now start up Team Fortress 2 and we can begin!

Hopefully it looks something like this. If it just shows up with the normal menu then you didn't put the launch options in correctly.

Now click "Tools" in the top corner and swap to the Particle Editor.

Now it should look just like it did before. Now click "File" and then "New".

2. Creating the Basics

Now click "Create" and enter a name.

You should see a new section appear. The yellow section is a list of all particle systems in a single .pcf file, clicking on one will change which particle you are editing. The blue section is not needed and is just a small box that allows you to see what you would normally see if you weren't in the editor. The green section is what we will be using to edit the particle. The red section is where you will see the particle updating as you edit it.

Now in the green section you can click the drop down menu to switch to the different function categories.

First we need to mess with the properties though. This will be the basics of the effect and what defines it. This is where you will set the max amount of particles, initial particles, and the material used for each particles.

Click on the button next to the materials and a menu will appear.

For this tutorial I used "particle_glow_01_additive.vmt". You can find it by scrolling down in the top box and selecting the "particle" category and then slightly scrolling down in the lower box.

Once you select it and click "Open" go back to the drop down menu and click on the "Emitter" category. Right click and click "Add...".

Now a box should appear. For this tutorial I used "emit_continuously", but you can use "emit_instantaneously" for basic particles too. "Emit_continuously" will emit a continuous stream of particles until the particle cap is hit or they start dying off. "Emit_instantaneously" will emit a set amount of particles at the exact same moment, but will not emit anything afterwards.

Once you click on "emit_continuously" and click "Open" you will see it appear in the list of functions. Here you can edit each function's properties. In the blue you will see the name of the property, in the red you will see what type of input each property uses. "Float" is just any number, "bool" is 1 (true) or 0 (false), "int" is any whole positive number, "vector3" is 3 numbers, and "string" is anything. In the green is where you will set the values for each property. Currently the emission rate is at 100, this is how many particles are emitted in one second.

Now you will notice that there are 1000 particles if you look at the particle viewer, but there aren't any visible particles!

To fix this, go back to the drop down menu and go to the "Render" category. Right click and add the "render_animated_sprites" function.

And now you have a big white ball!

Now we need to give it a lifespan so that it disappears. Go back to the drop down menu and go to the "Initializer" category. Right click again and add the "Lifetime Random" function.

Now you will notice different properties to edit. You will probably never need to edit anything other than "lifetime_min" and "lifetime_max". Do not make these values high. (If you want to make a "Circling X", then it needs to decay after a maximum of 2 minutes and 30 seconds (150))

Change "lifetime_min" to 2 and "lifetime_max" to 3.

You may notice that the particles still aren't dying off. This is because we haven't given them the ability to decay. Go back to the drop down menu and go to the "Operator" category. Add the "Alpha Fade and Decay" function and now your particles will start dying off and reappearing!

3. Making It Beautiful

Now lets add some random colors and sizes. Go back to the "Initializer" category and add the "Color Random" and "Radius Random" functions. Click on "Color Random". Do not worry about any property other than "color1" and "color2". The color of each particle will be a random color between these two colors. Click on one of the white boxes next to the values and a menu will show up.

Pick a color and click "Ok". Occasionally this menu will glitch and the gradient will not show any color besides red, but the color you choose will still be as if the gradient was the color you chose to the right.

For this tutorial I chose a random purple and green.

Now click on "Radius Random". This will change the size of each particle to be a random size between "radius_min" and "radius_max".

For this tutorial I used 1.5 and 2.5.

Now we need the particles to be spread out. Right click again and add the "Position Within Sphere Random" function. This will make the particles appear in a random spot within a sphere around the origin. Set the "distance_min" to 18 and "distance_max" to 25. (The player model's radius is about 15 to 18. 22 is the lowest you should make the minimum for auras.) You will notice that the particles are now popping up randomly and disappearing.

There are a bit too many particles though! We want to keep the particle count less than or around 100 for basic effects or auras. So head back over to the "Emitter" category and change "emission_rate" to a more reasonable 15.

Now go back to the "Operator" category and right click and then click "Add...". Scroll down until you see "Movement Basic" and "Movement Rotate Particle Around Axis". Both of these are good functions that can be used in multiple ways. "Movement Basic" allows the particles to move on their own and can be used to add gravity. "Movement Rotate Particle Around Axis" rotates the particles in a circle at a defined rate and direction.

For now, add the "Movement Basic" function and change the "gravity" property to "0 0 5" this will cause the particles to float up at a slow rate. This can also have negative values to cause the particles to move in the opposite directions.

Now add the "Movement Rotate Particle Around Axis" function and change the "Rotation Rate" property to 20. You can also change the "Rotation Axis" property to specify which axis you want the particles to rotate around by using 1 or 0.

4. Adding the Necessities

Now your effect is almost complete! The next thing we need to do is add the "Movement Lock to Control Point" function. This will cause the particles to stay with the player when they walk. If you want it to be a trail then you wouldn't add this, but you MUST add this if you add the "Movement Rotate Particle Around Axis" function.

Now there is one last thing we need to change. Go back to the "Properties" category and change "max_particles" to just above the number of particles the effect hovers around. This cuts down on memory usage. The number in the red box does not show the true particle cap you have set.

Now save your creation!

This tutorial only shows you the very basics. There are so many other options to explore and mess with. Now start experimenting with new functions and create bigger and better things!

This is the finished .pcf used in the tutorial: https://dl.dropboxusercontent.com/u/37303522/MoronYard%20Particle%20Effect%20Tutorial/tutorialparticle.pcf
Go here for further information on other functions or properties: https://developer.valvesoftware.com/wiki/Particle_System_Overview

General Discussion / MOVED: Horror slope map
« on: January 01, 2013, 12:34:57 AM »

Slope / MOVED: Dungeon map side area
« on: January 01, 2013, 12:22:07 AM »

MoronYard Discussion / Attribute Caps?
« on: November 21, 2012, 10:23:21 PM »
If the movespeed cap is 240, does this mean that the other attributes also have caps on them?

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