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This club is intended for anyone who plays on our CS:GO Servers

  1. What's new in this club
  2. Mark

    Jailbreak Changelog

    Chicken fight has been removed as an !lr option Only the last prisoner can now type !lr !math bug has been fixed. Only alive prisoners can answer using !math Freedays have been reduced to 3 minutes instead of 5 minutes jb_clouds_beta02_defy is back, many have complained they don't like the new clouds jb_blank_b4_defy is back in the map pool
  3. Mark

    TTT Changelog

    Added !music This will allow you to lower or turn music off completely on maps that have music. Added the following maps back into the map pool ttt_minecraft_2018b1_defy ttt_rooftops_defy ttt_damons_disco_v1_defy
  4. Dark

    Console error codes

    Thank you for these commands. I have had these problems since I first joined Defy. You should probably publicize this more, since I'm sure almost everyone else still has this issue and makes it almost impossible to view logs on certain maps.
  5. Mark

    Console error codes

    In console type the following: con_filter_enable 1 con_filter_text_out CMaterial The above should remove the majority of console spam. If con_filter_text_out CMaterial does not work then try con_filter_text_out "CMaterial" and for any other type of spam that is not CMaterial. Example if the spam begins with Attempting then type con_filter_text_out Attempting
  6. Assassin

    Console error codes

    I was sure it was only me because in game nobody else mentioned it, that being said most others who aren't staff don't look at logs all that often. I have had times where I thought it was a game problem, restarted it, joined back into the same map and my console was just unbearable. If @Mark knows how to remove said things from a map to discontinue the explosion of errors in console on the maps that would be great. If not we should find someone who can, because I can never see log output with the spam of errors.
  7. PotatoStyle

    Console error codes

    Forest has some annoying ones too.
  8. It seems like on quite a few maps on the ttt server the console is just blasting error codes that make looking for BAD ACTION in the logs impossible. I have asked a few others and it doesn't seem to be client sided, it seems to be the same codes for everyone. I have compiled a few. I'm not sure how to address these other than having a map maker take out or change some of the things that are making the errors happen. I'm sure there are more, but here are a few from the past couple of days. TTT_67thway_CSGO_v10_defy: Error loading vmt file for decals/decalgraffiti056a Error loading vmt file for decals/decalmetalspeaker0002a TTT_gunkanjima_defy: Attempting to create unknown particle system ' custom_particle_003 Attempting to create unknown particle system ' custom_particle_004 Attempting to create unknown particle system ' custom_particle_005 Attempting to create unknown particle system ' custom_particle_006 Attempting to create unknown particle system ' custom_particle_007 Attempting to create unknown particle system ' custom_particle_008 Attempting to create unknown particle system ' custom_particle_012 TTT_roy_the_ship_csgoport_v3_1_defy: S_Startsound0 : Failed to load sound 'vehicles\airboat\fan_motor_idle_loop1.wav' - file is missing from disk or is invalid TTT_Tumbleweed_v1_3_defy: CMaterials : : PrecacheVars : error loading vmt file for models/props/cs_militia/floater_juice Cmaterial : : Draw elements : No bound shader TTT_Apehouse_defy: Error vertex file for 'props_c17\furnituretable'
  9. PotatoStyle

    Loud music/map elements

    Alrighty, I'm going to summarize the points that lots of other members and myself have touched upon recently. Since I do think this is an issue that needs to be resolved at some point. Any map with music/map elements need to have the volume decreased. It's been incredibly loud since one of the cs:go updates somehow broke all the sound effects. Minigame maps with music, are just unbearable most of the time. It's best to just shut off the music completely, which sucks because they're not bad by any means. The music adds an extra quirk to the maps that makes them more interesting and less bland. Maps on TTT such as Gunkanjima are just way too loud. It's a fun map that people would like more if the sound of the rain wasn't annoyingly loud when triggered. (It triggers at a certain time in the round) So really, what I'm trying to say- and others tried to say. Is to look for a way that these sound effects can be decreased in volume. Again, who knows if there's an easy fix to this. But if there is, it's a change well worth it in the long run.
  10. Thanks for your suggestion, everything rule related should now be covered in the rules. This will likely get fixed in a future update, however this is a long time bug and this is against the rules, any dead player who abuses this should be slayed the following round for exploiting since this does interfere with the game. This map has already been removed from the map pool. This may only be fixed at a later date, I see one possible solution but for now you will just have to deal with it This rule is not enforced that much because its not as important to know the name of players with names like that. On TTT names are important because when you make a call out such as KOS Smith. Everyone knows who that is but when you have someone with a funky name, calling a kos on that is hard because players might get confused especially if more than one player has an unreadable name. If an admin believes that a name might be impacting jailbreaks gameplay then they will likely request said player to change names. It is annoying but a game like this can be explained quickly and the warden may kill someone for this but an admin cannot slay a player for that.
  11. Dark

    Gametracker Previews

    Added new Gametracker Previews for all servers: - DEFYcraft - mg_fridaythe13_hns_defy - jb_space_jail_sg_defy - hns_vertigo_defy - jb_dragons_lair_v2_defy - jb_moonjail_v3_defy - deathrun_bajocero_defy - hns_alien_defy - deathrun_simpsons_ff_defy - hns_deadfarm_defy - hns_assault_defy - hns_office_defy - deathrun_helix_defy - hns_alien_defy - ba_jail_electric_razor_defy - mg_nebo2_course_defy - deathrun_n4x_dres0x_defy - deathrun_lego_world_final_defy - deathrun_iceworld_v2_defy - jb_vipinthemix_csgo_v1-1_defy - hns_hospital_defy Previews for the new maps will come very soon. Let me know if I missed any or added the wrong maps.
  12. Mark

    Jailbreak Changelog

    Last two Prisoners may type !lr.
  13. Mark

    Double LR

    Since Counter-Strike:Source I have always played Jailbreak with the last T getting lr. I'm down to try something new, I went ahead and changed it so that the last two remaining prisoners can type !lr. I did not add any slot activation thing, if that is needed I will add it later on.
  14. Dark

    Double LR

    We didn't have this on NsG, but I've played other servers with this feature. It didn't get too chaotic, usually. And the activation number should be higher, like have the double LR activate when there are 15+ people on, kinda like with the voice battery on TTT.
  15. Foxtrot

    Double LR

    I've seen, in other Jailbreak servers. the last 2 T's get Lr. I think we should also have that added to our server. but maybe have it activated when there are 10+ people on? it's worked well on other servers and I don't think people talking over eachother would be a problem. (the CT could always ask for ask repeat of the rules etc). It would give new players a better chance to get LR and they might stick around.
  16. In the past we allowed players to vote kick a guards and this only resulted in abuse so the feature was removed. As for coinflip I explained this in another post but basically it spawns credits out of nowhere. With raffles the players who raffle up their credits must fist earn the credits and then they can raffle with other players therefore they are not just spawned in.
  17. Mark

    [Accepted] TTT Killer

    The feature has been added back. https://defyclan.com/topic/2995-ttt-changelog/?tab=comments#comment-20107
  18. Mark

    [Rejected]Ghosting In TTT

    The reason it is on JB and Minigames is because those servers have games such as surf, climb, etc. When you die you can type !ghost and play those games instead of just spectating. Also the spectator wait time on jailbreak can sometimes be 10 minutes depending on what is going on in the round. Although players have the ability to play map games I have found many players just use !ghost to fly around with trails or pets in an attempt to disturb gameplay. I may end up removing this feature on those servers if I keep seeing it abused in this manner until I fix it. Anyway in TTT their is not much you can really do beside walk around therefore it is not really necessary since you can just go with the freecam.
  19. Mark

    [Rejected]TTT drones

    At this point in time I don't believe that it is possible to add the danger zone drones. Also I think they would likely cause high cpu usage for the servers. The old drones we had used to be like an rc car or like drones on rb6 but they caused the server to crash so we removed them.
  20. Some of the maps suggested have been added. https://defyclan.com/topic/2995-ttt-changelog/?tab=comments#comment-20107
  21. Mark

    [Accepted] +/- Maps (Revised)

    Thanks for the suggestion we have added some stuff in. https://defyclan.com/topic/2995-ttt-changelog/?tab=comments#comment-20107 https://defyclan.com/topic/2992-jailbreak-changelog/?tab=comments#comment-20106
  22. Mark

    MG Changelog

    Using !call will no longer broadcast a message to everyone, it will only show to admins and the player making the report. Added 3 maps back in the pool mg_piratewars_v7_defy mg_bear_attack_hard_defy mg_galaxy_course_defy
  23. Mark

    TTT Changelog

    Using !call will no longer broadcast a message to everyone, it will only show to admins and the player making the report. When you die it will display the role of the player that killed you. Added 10 maps into the pool ttt_splash_defy ttt_gunkanjima_defy ttt_barney_b2_defy ttt_foxriver_v1b_defy ttt_mario_castle_defy ttt_nexus_v2_defy ttt_office_b1_defy ttt_sky_islands_v2_defy ttt_skyfrequency_a1_defy ttt_thetops_v1a_defy
  24. Mark

    Jailbreak Changelog

    Using !call will no longer broadcast a message to everyone, it will only show to admins and the player making the report. Removed damage on freeday, this will allow guards to explore maps which they are not familiar with without worrying about being killed by prisoners. Added 6 new maps to the pool jb_oasisv07_defy ba_jail_future_v2a_defy jb_bigmt_b2_defy jb_chicken_island_b2_defy jb_newyork_defy jb_putin_v2_defy Removed two maps jb_castleguarddev_v5_defy since it is very similar to jb_renegade_v5_defy jb_facility_defy since there are many cell with guns and it becomes chaotic Slots have been increased to 32. Removed fists from guards due to bug that allows fists to do damage when friendly fire is enabled.
  25. Josh

    Clarify Rules on Suspicion and Overtime

    I think that the rules are okay how they are. If we make the “sus before two doesn’t mean you can kill after two” a thing, then I can hear someone murder someone on the other side of a fence where I can’t see them at 2:25 and not kill them after 2 for sus. I think that you should have to explain your sus the second you call it on someone and if others agree with your evidence, then you and them can kill said person during overtime. This does not mean that person is KOS at two. Which is an important distinction that I am glad is in the rules. Now if someone calls sus on me before two and has decided to kill me, I know their intentions and am prepared to fire back if need be.
  26. The rules regarding overtime still has some lingering questions as to what they imply. Personally, I don't believe a player can kill someone they suspect to be a Traitor simply because they were suspicious during the Haste period. This opens the door to RDM because, especially during peak hours, it is difficult to track who has said what and makes it very easy to kill Traitors simply because someone who calls them Suspicious and plans on killing them in Overtime gives them very little time to actually do anything. Rounds start at 4:30, and assuming someone is called out, leaves them one minute to do anything regardless if they are Traitor or not. For example, if Player A thinks Player B is suspicious during Haste because he is holding an AWP, it shouldn't be permitted that Player A can kill him during Overtime regardless if Player B is actually a Traitor or not. Too much time has passed, and it *should* be considered RDM. Way too many people are still saying "Oh, he's high sus, I'm gonna kill him at 2:00" Players should be allowed for killing Suspicious players, but ONLY for Suspicious Acts performed during Overtime. Not for Suspicious Acts performed during Haste. Otherwise, anyone can kill anyone and claim "well he was suspicious early in the round so I killed him." We need to abolish High sus altogether. There is no difference between Sus and High Sus, so the longer term should be tossed. It should not be allowed to call High Sus, because its purpose is fulfilled by saying "sus." Too many players are led to believe they are two separate things. We must also enforce harsher punishments for calling suspicion on players with no valid reason. There is so much spam, especially during peak hours, of players who just call Suspicion on others to hear their own voice and shittalk without justifying why they called suspicion.
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