• Tiramisu: Open Source Roleplay
    669 replies, posted
  • [QUOTE=Big Bang;30341234]I believe I told you already, but, if you DO have a resourcex plugin INSIDE your gamemode then it's about 3 months outdated. Download 1.1, and USE 1.1. Don't overlap it with anything.[/QUOTE] I downloaded the 1.1 here: [url]http://www.garrysmod.org/downloads/?a=view&id=121105[/url] (Like you told me!) I noticed that gamemodes/tiramisu/gamemode/schemas/global/plugins/resourcex/sh_resourcex.lua is NOT existing on the server, just on my client but it crashes anyways (and shows the errors at the servers console too :S). Here is what it looks like when I join, spawn, change to shotgun and change back to gravity gun. [img]http://www.img-teufel.de/uploads/tiramisucrash6cc46c77jpg.jpg[/img]
  • Avatar of Diet Taco
  • -snip- [i](No longer relevant)[/i] [QUOTE=Starshootr;30133846] Also, VengDaSinner, No idea what those screenshots were of, but it was probably PAC, not Tiramisu. Can't help you with the /event command either, but I can look around for you. As for the props to items, I CAN help you out with that. I've made a few items, so you can use mine as templates. Here's just a random widget item. It acts just like a prop except you can pick it up. [code]ITEM.Name = "A Widget"; ITEM.Class = "widget"; ITEM.Description = "It's a Widget. \n You think of something better to say."; ITEM.Model = "models//props_lab/powerbox02c.mdl"; ITEM.Purchaseable = true; ITEM.Price = 0; ITEM.ItemGroup = 99; function ITEM:Drop(ply) end function ITEM:Pickup(ply) self:Remove(); end function ITEM:UseItem(ply) ply:ConCommand("say /me looks over the widget, whatever it may be."); end[/code]Here's a wearable holster. If you have this in your inventory, you can attach it to your character's Right Thigh bone using the Character Editor/Gear Editor menu. Upon attaching it onto the bone, the item should align to the offset angle and vector automatically, so don't dick around with those. [code]ITEM.Name = "Pistol Holster"; ITEM.Class = "item_holster"; ITEM.Description = "A cloth holster for holding a pistol."; ITEM.Model = "models/weapons/w_eq_eholster.mdl"; ITEM.Purchaseable = true; ITEM.Price = 20; ITEM.ItemGroup = 1; ITEM.Offset = Vector( 8.48,-.61,-3.64 ) ITEM.OffsetAngle = Angle( 0,-90,90 ) ITEM.Bone = "right_thigh" function ITEM:Drop(ply) end function ITEM:Pickup(ply) self:Remove(); end function ITEM:UseItem(ply) ply:ConCommand("say /me checks the holster."); end[/code]Hope that helps.[/QUOTE] Very nice! Could it be possible to make it so that when the player [B]"uses"[/B] the item, it is [B]auto equipped[/B]. Basically saving the time of having to go to the [I]CharacterEditor[/I] and manually equipping. I was also wondering if it was possible to make it so that when equipped it would provide armor or something of the sort. I'm specifically trying to make a gasmask. I added this [code]ITEM.Bone = "head" ITEM.Flags = { "armor;5", "kineticarmor;0.3"[/code]I haven't tried it yet, but I wasn't sure if that was actually going to work or not. Another question I had was that when players equip a weapon other than the Hands SWEP, their [B]walkspeed / runspeed[/B] is set to default instead of the settings from the configuration file. Is there any way to make this not happen, and instead stay true to the settings defined in the [I]configuration.lua[/I]?
  • Avatar of Diet Taco
  • [QUOTE=Starshootr;30344894]Is there any way to disable flashlights for players to start with, and then have them purchase a Flashlight item which enables flashlight usage? Additionally, is there a good way to impliment Night Vision?[/QUOTE] Currently, I am using this SWEP- [url]http://www.garrysmod.org/downloads/?a=view&id=94126[/url] I have it setup as an item for Tiramisu, and players can purchase it from there. (However, I didn't like that it was a phone so I changed the viewmodel to nothing and made the world model a flashlight model I found on garrysmod.org...) The only problem I have with it is that you can melee with it... Other than that, the player has to have the SWEP out and primary fire to turn their flashlight on and off. I hope that helps, because I don't know how to make it so that the flashlight requires an item to be in the player's inventory.
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  • [QUOTE=Starshootr;30344894]Is there any way to disable flashlights for players to start with, and then have them purchase a Flashlight item which enables flashlight usage? Additionally, is there a good way to impliment Night Vision?[/QUOTE] Create a new plugin, and include this code: [lua]function GM:PlayerSwitchFlashlight( ply ) if ( ply:HasItem( "flashlight" ) ) then return true; else return false; end end[/lua] Whole plugin: [lua]PLUGIN.Name = "Flashlight"; -- What is the plugin name PLUGIN.Author = "Jocken"; -- Author of the plugin PLUGIN.Description = ""; -- The description or purpose of the plugin function GM:PlayerSwitchFlashlight( ply ) if ( ply:HasItem( "flashlight" ) ) then return true; else return false; end end function PLUGIN.Init() end[/lua] Then make the item: [lua]ITEM.Name = "Flashlight"; ITEM.Class = "flashlight"; ITEM.Description = "Scare away ghosts with this"; ITEM.Model = "models/someflashlightmodel.mdl"; ITEM.Purchaseable = true; ITEM.Price = 15; ITEM.ItemGroup = 1; function ITEM:Drop( ply ) self.Owner:Flashlight( false ); end function ITEM:Pickup( ply ) self:Remove(); end function ITEM:UseItem( ply ) self.Owner:Flashlight( true ); end[/lua] Hope this helped.
  • Avatar of Diet Taco
  • [QUOTE=Jocken300;30405402][b]^^[/b]Stuff[/QUOTE] Thanks! This worked very well! It could also be used for various other things like requiring a specific module or something in order to sprint... Ect... Anyways, great work on that! I was wondering if you knew anything about the question I asked a few posts up... Is it possible to make it so that when an item is used it is equipped on the player via Gear/Accessories? Also, I've noticed that when a player uses a weapon other than "hands" (i.e: Physgun, Gravgun, Toolgun, or any SWEP) Their movement speed is reset to default sandbox settings. However, it is normal Tiramisu settings when the "hands" swep is out. Anyone else having this problem? Another thing that might be tied with this is that all sweps have no fire limitations, meaning that a shotgun could be fired at the speed of an smg. (Tested with default hl2 weapons) I was just wondering if anyone has been having these problems or has heard of them before. I think I read something about this on the github/issues site. I didn't see a fix for it however... Any ideas? [editline]2:15[/editline] Also, is it possible to make it so that an item is only parent-able to a specific bone? Because right now, with the gear editor you can put anything that you have in your inventory, to any bone... Which could potentially end up getting silly... I'd like it so that a gasmask for example could only be parented to the "head" bone and could only have specific positions/angles. Thus making it uniform amongst all players.
  • Avatar of Jocken300
  • [QUOTE=Diet Taco;30412509]I was wondering if you knew anything about the question I asked a few posts up... Is it possible to make it so that when an item is used it is equipped on the player via Gear/Accessories?[/QUOTE] Well, there is a console command called rp_setgear, so I'd assume that it'd be as simple as calling the console command in ITEM:Pickup(). Look into global/plugins/clothing_gear/gear.lua and experiment with it a bit [QUOTE=Diet Taco;30412509]Also, I've noticed that when a player uses a weapon other than "hands" (i.e: Physgun, Gravgun, Toolgun, or any SWEP) Their movement speed is reset to default sandbox settings. However, it is normal Tiramisu settings when the "hands" swep is out. Anyone else having this problem?[/QUOTE] Never experienced this problem. [QUOTE=Diet Taco;30412509]Another thing that might be tied with this is that all sweps have no fire limitations, meaning that a shotgun could be fired at the speed of an smg. (Tested with default hl2 weapons) I was just wondering if anyone has been having these problems or has heard of them before.[/QUOTE] Ah yes, this is an issue with animations.lua. With my tiramisu server we experienced this issue with our custom melee weapons, and FNox said that the problem was on our half, although it's as simple as going into animations.lua and removing: [lua]if bool then wep:SetNextPrimaryFire( CurTime() ) else wep:SetNextPrimaryFire( CurTime() + 999999 ) end[/lua]
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  • [QUOTE=Jocken300;30413106] Ah yes, this is an issue with animations.lua. With my tiramisu server we experienced this issue with our custom melee weapons, and FNox said that the problem was on our half, although it's as simple as going into animations.lua and removing: [lua]if bool then wep:SetNextPrimaryFire( CurTime() ) else wep:SetNextPrimaryFire( CurTime() + 999999 ) end[/lua][/QUOTE] -snip- [i](Silly response...)[/i] Thanks, that fixed it. [editline]12th June 2011[/editline] I have an issue with the Flashlight plugin... [lua][gamemodes\blackmesa\gamemode\schemas\bmrp\items\flashlight.lua:21] attempt to index field 'Owner' (a nil value)[/lua] However, it does successfully disable flashlight usage. Unfortunately, equipping and using the flashlight item returns that error and is dropped on the ground. (The player's flashlight still doesn't work.) Any ideas?
  • Avatar of Flash
  • I still don't fully understand why I'm in the credits, but I still think its because I advocate this script. Seriously for someone who doesn't even like Garry's Mod Roleplay, and still being dedicated to this script fixing it up. Even going out of his way helping people on Steam rewriting whole things in the script just for one user. I seriously believe that FNox deserves some respect, and props. Hes done more then Conna Wiles could ever do in a lifetime. Everyone should use this script, not Blueprint / Nexus / Kuroscript / OpenAura / Cider. We should break the Cycle of crappy roleplay. This script is honestly in my opinion the best script for roleplay. It's simple yet complex it doesn't hinder the player at creation you just put in your name, title, select your model and go your done. I hate stats in roleplay, it makes it like an RPG yet Nexus uses it like that. Seriously though I just wanted to post here and get that across to everyone. Beyond the point let me help the user above me with his issue. Let me *ahem* quote it to be exact here. [code] [gamemodes\blackmesa\gamemode\schemas\bmrp\items\flashlight.lua:21] attempt to index field 'Owner' (a nil value)[/code] There is a way to fix this, but I need more information my best guess to solving this issue with Jockens amazing Flashlight Plugin is this. You need to go to flashlight.lua in your plugins flashlight/. Please rename blackmesa to Tiramisu there is no need to rename the gamemode. You give credit where it is. Don't change the gamemode name. Plus I bet you changed PLUGIN.Author = "Joken" do not edit that either. Change it all back. Delete flashlight/ from your plugins folder, then you would simply make a new folder copy the EXACT CODE EXACT CODE that Jocken posted above and save it make the item again EXACT CODE then save it. If that dosnt work post back to me.
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  • [QUOTE=Flash;30436516]Jockens amazing Flashlight Plugin[/QUOTE] Oh you. It's far from amazing, it's just a simple plugin. Thanks, though. [QUOTE=Diet Taco;30413262]I have an issue with the Flashlight plugin... [lua][gamemodes\blackmesa\gamemode\schemas\bmrp\items\flashlight.lua:21] attempt to index field 'Owner' (a nil value)[/lua] However, it does successfully disable flashlight usage. Unfortunately, equipping and using the flashlight item returns that error and is dropped on the ground. (The player's flashlight still doesn't work.) Any ideas?[/QUOTE] The flashlight plugin I gave you should work. I am using it myself on my tiramisu server, and I've never experienced this. As Flash said, there is no need to rename the gamemode just to boost your ego. The creator of it is FNox, and he deserves the credit for it.
  • Avatar of Diet Taco
  • [QUOTE=Flash;30436516]I still don't fully understand why I'm in the credits, but I still think its because I advocate this script. Seriously for someone who doesn't even like Garry's Mod Roleplay, and still being dedicated to this script fixing it up. Even going out of his way helping people on Steam rewriting whole things in the script just for one user. I seriously believe that FNox deserves some respect, and props. Hes done more then Conna Wiles could ever do in a lifetime. Everyone should use this script, not Blueprint / Nexus / Kuroscript / OpenAura / Cider. We should break the Cycle of crappy roleplay. This script is honestly in my opinion the best script for roleplay. It's simple yet complex it doesn't hinder the player at creation you just put in your name, title, select your model and go your done. I hate stats in roleplay, it makes it like an RPG yet Nexus uses it like that. Seriously though I just wanted to post here and get that across to everyone.[/QUOTE] I agree with what you are saying here, and I am planning on using Tiramisu as a base gamemode for my own server, however it will be customized to my own liking and giving it more of a direction instead of just general roleplay. [QUOTE=Flash;30436516]Beyond the point let me help the user above me with his issue. Let me *ahem* quote it to be exact here. [code] [gamemodes\blackmesa\gamemode\schemas\bmrp\items\flashlight.lua:21] attempt to index field 'Owner' (a nil value)[/code] There is a way to fix this, but I need more information my best guess to solving this issue with Jockens amazing Flashlight Plugin is this. You need to go to flashlight.lua in your plugins flashlight/. Please rename blackmesa to Tiramisu there is no need to rename the gamemode. You give credit where it is. Don't change the gamemode name. Plus I bet you changed PLUGIN.Author = "Joken" do not edit that either. Change it all back. Delete flashlight/ from your plugins folder, then you would simply make a new folder copy the EXACT CODE EXACT CODE that Jocken posted above and save it make the item again EXACT CODE then save it. If that dosnt work post back to me.[/QUOTE] First off, re-naming the gamemode has nothing to with my problem. Secondly, this is an "OPEN SOURCE" gamemode, and thus I should be able to re-name it to whatever I please. The only reason it is re-named is because I'm editing it to my liking for the type of roleplay server I want to setup. [b](Nonetheless the issue is entirely subjective and unrelated to the topic being discussed.)[/b] On to the actual problem at hand... I'm not retarded and I did not change the author's name as that would be completely pointless. I did indeed copy paste it AS IS and did not change ANYTHING. Literally, you can trust me on that. Currently, I have it setup as so: -Inside the PLUGINS folder resides a folder named "flashlight". Inside that is the flashlight.lua which contains Jocken's coding for the flashlight. -Inside the ITEMS folder is a lua file named "flashlight.lua" which contains the coding of the flashlight item. Copied exactly as how Jocken wrote it. So, I can assure you once again that I did exactly as Jocken had posted it. The only thing I can think of is that the flashlight.lua inside the PLUGINS folder should be somewhere else, but that wouldn't make much sense... Nonetheless I'm still experiencing the problem and cannot fix it. [QUOTE=Jocken300;30436677]The flashlight plugin I gave you should work. I am using it myself on my tiramisu server, and I've never experienced this. As Flash said, there is no need to rename the gamemode just to boost your ego. The creator of it is FNox, and he deserves the credit for it.[/QUOTE] Like I said, I did exactly as how you posted it and I am still experiencing the same problem... [b][rant][/b]Renaming the gamemode is not for "boosting my ego" it is because I am actually editing it to my own liking. As I said before it is an "OPEN SOURCE" gamemode. However, I do agree that FNox does deserve credit for creating the gamemode in the first place, and thus I have given credit / not changed the author's name on ANYTHING. FNox will STILL be given credit even if I change the gamemode name. As I have said before, I agree that FNox is quite amazing in the sense that he has done all of this on his own and answered people's complaints. For doing so, I am not removing credit to him, I am merely changing the gamemode's name for my own personal use. It has NOTHING to do with ego, or anything of the sort. It is particularly for the theme of the server, as it will be running a custom made map for the gamemode. So please, do not jump on an issue that is almost entirely subjective as we could argue over silly subjective things all day long. Not to mention we both agree that FNox deserves credit for the base gamemode and everything of the sort. I never said I would be removing credit, as I have said many times before...[b][/rant][/b] [b]Anyways, support would be fantastic. Thanks[/b]
  • Avatar of fnox
  • Guys, I don't have a problem with people renaming the gamemode. I intentionally coded so that both folder and gamemode name are irrelevant to the script. As this is a fork of Cakescript, I see no problem with it. And as for your problem, replace self.Owner with ply on the script.
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  • [QUOTE=Big Bang;30438242]And as for your problem, replace self.Owner with ply on the script.[/QUOTE] Or you could do that, although the plugin works fine on my server.
  • Avatar of Diet Taco
  • [QUOTE=Big Bang;30438242]Guys, I don't have a problem with people renaming the gamemode. I intentionally coded so that both folder and gamemode name are irrelevant to the script. As this is a fork of Cakescript, I see no problem with it. And as for your problem, replace self.Owner with ply on the script.[/QUOTE] Hey thanks for a quick response, I used your fix and it worked! Also, just because I changed the gamemode name doesn't mean I don't want you in the credits, just for your information. In fact, I owe you a big thanks for making the gamemode in the first place! Also, a quick question that I posted earlier in the thread but this time I'm directing it to you BigBang (FNox)... Whenever I pull out a weapon (custom or default hl2) my run/walk speed is reset to the default Sandbox settings, however whenever I use the "hands" swep which is used directly from the base of the gamemode, my run/walk speed is set to the gamemode's settings... Is it possible that the only way to fix this would be setting all the weapons used in the gamemode into the [i]gamemode/gamemode/entities/weapons[/i] folder? I hope that made sense, any input would be great! Thanks!
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  • New version coming up soon (ish). Expect some good new things.
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  • [QUOTE=Big Bang;30457631]New version coming up soon (ish). Expect some good new things.[/QUOTE] Awesome! Looking forward to this new version!
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  • [QUOTE=Big Bang;30457631]New version coming up soon (ish). Expect some good new things.[/QUOTE] Can't wait. Also, any clues as to how to fix the whole walking up stairs bug yet?
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  • [QUOTE=Jocken300;30459335]Can't wait. Also, any clues as to how to fix the whole walking up stairs bug yet?[/QUOTE] Playerclips over the stairs work.
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  • [QUOTE=Jocken300;30459335]Can't wait. Also, any clues as to how to fix the whole walking up stairs bug yet?[/QUOTE] As I've only seen it happen in Tiramisu, no not yet. But there might be a fix, which is great.
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  • [QUOTE=Big Bang;30462269]As I've only seen it happen in Tiramisu, no not yet. But there might be a fix, which is great.[/QUOTE] When can we expect the new version to be out? By the way, Tiramisu for some reason feels choppy, maybe it's just me, not choppy in an FPS kind of way, but I think it would be really nice if the Vgui didn't feel so, different. I'm bad at explaining things :v:
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  • Also, please add support for the RLRP schema again. The HL2RP schema was a little too difficult for me to navigate and edit, but we easily edited and adapted the RLRP schema you had in place prior to v1.0. Heck, we're still running it, but we would also want to be able to update as well. Also, thanks for the help guys. I haven't been able to test it out yet, but I'll get on it ASAP. EDIT: Yup, flashlight plugin works like a charm. Had a little trouble at first, but I figured it out a bit later. Remember: if you change the name of the Flashlight item, remember to change the name of the Flashlight item referenced in the Plugin as well. Also, Joken, you're a lifesaver with the Animation fix. We had a bunch of semi-automatic guns that were firing practically full auto because of that bug, and we didn't know why. Glad you stumbled upon that and fixed it too.
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  • Also, I figured out that if there are [b]func_doors[/b] in the map that are made out of brushes, and are supposed to be functioned [b]using a button[/b] or ect, you as a player can open them unless they are owned by a different player. Simply walking up to an [b]unowned button-required[/b] door and pressing [i]"E"[/i] opens it normally. That means that maps with doors that can be locked via button will not work, in order to fix this you have to go to the [b]gamemode/schemas/global/plugins/doors/doorsgroups.lua[/b] Lines 1-16 and find this: [lua]hook.Add( "KeyPress", "TiramisuHandleDoors", function( ply, key ) if( key == IN_USE ) then local entity = ply:GetEyeTrace( ).Entity if(CAKE.IsDoor(entity)) then local doorgroup = CAKE.GetDoorGroup(entity) or 0 local groupdoor = CAKE.GetGroupFlag( CAKE.GetCharField( ply, "group" ), "doorgroups" ) or 0 if type( groupdoor ) == "table" then groupdoor = groupdoor[1] end if doorgroup == groupdoor then --lol entity:Fire( "open", "1", 0 ); end end if( entity:GetClass() == "item_prop" ) then ply:ConCommand( "rp_pickup " .. tostring( entity:EntIndex() ) ) end end end)[/lua] Specifically around line 9 you'll see: [code]entity:Fire( "open", "1", 0);[/code] Change the "open" parameter to this --> "IN_USE" ... I think what it does is make the function to open doors on key: IN_USE not work. Basically, it reverts the system to be oldschool in the sense that if a door requires a button, the button will still have to be pressed. However, I haven't tried this with group doors or owned doors, which might not end up working... As far as I know, if you own a door and lock it via right click, it is locked to all players and cannot be unlocked by anyone but the owner, (so it shouldn't be too bad). If anyone knows what I'm talking about and sees that I'm "fixing" it wrong, please do so. Also, I have a request/suggestion for the upcoming version. Is it possible that in the configurations.lua that we get a parameter that looks like this: [lua]CAKE.ConVars[ "Default_Rank" ] = { "Rank" }; --Or perhaps this option: CAKE.ConVars[ "Default_Group" ] = { "Group" };[/lua] This would set it up so that when a new character is created they are created with these parameters defined, instead of being created without a group or rank. The reason I'd like this is because I'd like to make it so that every player on the server, no matter the rank, can buy from [b]business tab 1[/b]... If there is a simpler way to make this happen, please let me know! -Thanks for all the hardwork BigBang. [editline]7:04[/editline] Oh, and as far as the business thing goes, I attempted using the already existing parameter regarding flags like so: [lua]CAKE.ConVars[ "Default_Flags" ] = { [ "buygroups" ] = 1 } --That didn't work, :P so I tried this: CAKE.ConVars[ "Default_Flags" ] = { "canbuy", 1 } --That also didn't work, and I also tried it without the 1 on the end, still no luck.[/lua] Any ideas?
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  • So I've started work again. Expect all the fixes in this thread to be integrated with Tiramisu :D. I'm also doing a whole set of health plugins. [editline]20th June 2011[/editline] Fixes pushed to Github, new version out. Thanks to everyone in this thread!
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  • [QUOTE=Jocken300;30405402]Create a new plugin, and include this code: [lua]function GM:PlayerSwitchFlashlight( ply ) if ( ply:HasItem( "flashlight" ) ) then return true; else return false; end end[/lua] Whole plugin: [lua]PLUGIN.Name = "Flashlight"; -- What is the plugin name PLUGIN.Author = "Jocken"; -- Author of the plugin PLUGIN.Description = ""; -- The description or purpose of the plugin function GM:PlayerSwitchFlashlight( ply ) if ( ply:HasItem( "flashlight" ) ) then return true; else return false; end end function PLUGIN.Init() end[/lua] Then make the item: [lua]ITEM.Name = "Flashlight"; ITEM.Class = "flashlight"; ITEM.Description = "Scare away ghosts with this"; ITEM.Model = "models/someflashlightmodel.mdl"; ITEM.Purchaseable = true; ITEM.Price = 15; ITEM.ItemGroup = 1; function ITEM:Drop( ply ) self.Owner:Flashlight( false ); end function ITEM:Pickup( ply ) self:Remove(); end function ITEM:UseItem( ply ) self.Owner:Flashlight( true ); end[/lua] Hope this helped.[/QUOTE] I may merge this in to the repo in an optional plugins folder. Do you mind?
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  • [QUOTE=Jawalt;30580482]I may merge this in to the repo in an optional plugins folder. Do you mind?[/QUOTE] Not at all.
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  • New patch! It fixes automatic firing of non-automatic guns AANNND it makes holster act as a safety as it's supposed to. This is an improvement over the patch posted earlier where clicking primary while holstered will fire. With this version of Tira clicking primary will bring your weapon to bear, and then clicking again will fire. (To prevent from accidentally spraying straight from holster I made it so there's a .5 second buffer after bringing the weapon to bear. This means for .5 second after unholstering you can't fire, I kind of like this from 2 angles. Protects from accidental kills, and it gives someone turning the corner with their weapon out a clear advantage, it actually takes a half a second to ready your weapon.)
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  • [QUOTE=Jawalt;30584803]It fixes automatic firing of non-automatic guns[/QUOTE] Did you use my fix? Not that it's much of a fix, I just removed a few lines.
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  • I will be making a whole new animations system for the next release. It's not gonna be "just" NPC animations anymore, expect a whole new take on it. Honestly, my approach with the next release is "immersion". If that means cutting some things, so be it.