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DarkRP Server Rules (Compat Test)

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  1. May 5th Changelog This is my 3rd time writing this changelog. I have no clue how I kept closing the tab after it was about to be posted. A lot of optimization. I am aiming for 75 player slots within 2 - 3 weeks. We could probably make the jump now but it's best to wait until everything is sorted out and it's guaranteed to be a good and lag free experience. One thing that will be changing is printers. I am going to remake them since the ones we have are not the best. I feel as they can be better (plus they cause minor server lag) but I got you guys. I was thinking 4 different printers with upgrades, levels, all that jazz. Also your cries have been heard. I will be making it so the processor and the PD bank do not spit out knifes. You will have to upgrade the processor to do that but the PD bank will not do that by default. I will do that once I figure out 3D2D text on entities. On the other hand, lets move onto the cool things you probably don't care about for the next reset. I probably left some minor things out that I can't physically remember because this is my 3rd time rewriting this. Disabled logging across the board for ULX, DarkRP and FAdmin. Now use default server logging + our server monitor's logging Prop spawning now shows to all staff instead of all players in a quicker fashion FPP has been replaced with Patch Protect. A lightweight prop protection tool. It's honestly great. Probably not worth mentioning but Twitch Emotes can now be used on the chatbox on the forums Staff can now request to have access to the server monitor. Here you can monitor the server while you're not on the server Seeds no longer loop through a sphere to find their placement zone Removed empty functions from CSS base Optimized shooting bullets from the CSS base Staff table is now localized Removed all URS hooks that we don't use Staff now have the same sized banks as VIP's to prevent deletion of items from promotion Localized players on a PayDay Prevention entity returns a next think of 30 seconds on a false return Name checkers has been increased to 30 seconds, up from 1 Processed Drug entities now go into your inventory properly Unboxing now uses localized tables for all players + uses a timer every 20 minutes to give keys and crates Don't show giving crates or keys in chat Admin popups transferred and localized, no longer shared Fixed ghosting of props
  2. April 31st Changelog Began work on the police fining system. I can probably get it in for tomorrow if I am efficient enough since it's already made. Although, I do want to recode it from scratch because it was specifically made for the EvoCity update. Fixed all weapon errors regarding NextThink Fixed Admin chat boxes overlapping (I have no clue how I am going to fix this since I can't fix this by myself) already fixed Fixed and added safety precautions to physicobjects for drug materials Fixed Nessbat errors from a different base Fixed props not ghosting Fixed drug sizing not resetting upon timer expiration Fixed shelf exploit
  3. April 29th - 30th Changelog Drugs and optimization! This update will be done later today and will go in on a crash or reset if it happens later tonight (most likely tomorrow though). I am still hunting down some issues in regards to entity spiking every 3 - 10 seconds. This makes it very hard to get an accurate reading on server CPU usage. Drugs have been added to the game. Plant the seed and the result to get materials to process through the drug processor As of right now, there are 3 drugs, Opium, Weed and Heroin. The framework I created allows me to add in more drugs easier, later down the line Added a Drug Dealer job Added a Drug Buyer NPC Updated Cake Updated Libraries Talking now uses DistToSqr Player Spawning is a lot quicker Fixed 3D rotation on the processor Removed timers from payday, I thought I did this weeks ago Removed some animations from playing during playtime Removed FAdmin support for admin chat popups Added !false. Can be used within 15 seconds of calling raid or heist. Spamming this will obviously get you banned. Added a disclaimer before contacting admins. This will run down the list of all of the "DO NOT call an admin...." rules. Obviously if you're lying and you say player X rdmed me and I didn't contact him (Rules #1 for DO NOT call an admin) then you will be kicked or banned for up to 1 - 24 hours Added an Ignore Case option to admin popups. This will allow you to pick a dropdown list of sayings to ignore a case and close it. You can also write custom ones. Doing so will message the user who sent the case saying "X has ignored your case for the reason: z" Removed old custom shipments I cannot stress it enough when I say staff need to stop holding everyone's hands. I keep saying it but every time I log onto the server, every admin call is either taken immediately or just never taken. We don't need 300 moderators. When I played DarkRP 2 years ago, I never called an admin because I knew they would never do anything without a good slump of evidence. Which is why I always recorded everything and reported it on the forums. If we can solve the larger issues and let the players solve their own little issues, the community will mature as a whole and everyone can stop freaking out over silly things. Play the game to play the game. Don't play the game to interrupt RP every 5 seconds when Mr PoopyButthole calls RDM and FailRP. Allow Mr PoopyButthole to solve his own issue by talking it out with the root cause of his own issue instead of getting a middleman to gather information and make a decision.
  4. April 27th Changelog / Chat This is not really a changelog, but kind of a talk on whats to come / whats been going on behind the scenes Essentially all Lua errors are fixed. Some of the remaining ones are simple to fix but we no longer generate errors like crazy. (It was actually only really 2 - 3 addons doing this but either way, it's nice to see the file less than 500k bytes after a few days of use). Work on the drug system is underway and almost done. I spent the time making the framework for the entities since there needs to be a material added to each box + a drug entity to be made + made more optimizations and re-wrote how a lot of functions worked in terms of drugs + zones. This will allow me to add drugs really easily if we need more. I was unsure if I wanted to make it more complex, kinda like the Meth System but I know a good amount of people would rather not think for more than 10 seconds so I made it rather simple: You get the material, you place it into the processor, you get it to 100% filled and then you can retrieve a shipment of 3. You can then sell your drugs to a guy or players which means there will be a drug seller job added. Other things that have been going on for the past 3 hours was fixing 3D2D text rotation. This apparently didn't bother users too much but it bothered me a lot. I just remembered it and took a look into what I can do to fix it, and it has been fixed! If you don't know what I am talking about, click the spoiler and you can see. I also have been working on a new theme for the forums. In my opinion, it looks a lot cleaner than the current one. I have been working on this super casually and the theme can be activated via the themes tab and clicking "Exp Theme". Someone sent me an image the other day for what the site could look like and I thought that I can easily accomplish this. Some things are funky so don't expect the best looking theme you have ever seen in your life. This is supposed to be the end result (I just need to change the forum icons too) Other things I am looking to do: Swap and replace all plasmids from custom classes since it doesn't really signal RP for me + they are kinda OP. VIP jobs can still have them Blacklist anime models from being purchased for custom classes. Again, it doesn't signal RP for me. I would just request that you pick a "normal" looking model. Finally figure out 3D2D buttons to make entities look aesthetically pleasing Re-code a lot of addons to be more optimized (a lot of addon creators have insane ways of doing things) Increase player slots to 90 I am constantly torn between this server being a deathmatch server and an actual RP server. No one really "roleplays". No one plays cops so no one does anything but raid in my opinion. A lot of people cry saying "this server is a deathmatch server, it has NO RP". I get that..but the point is...when are you ever looking to RP other than when you're dicking around? I can't even think of the last time I wanted to just abide by the law and live in my house and walk up and down the streets other when I am hobo and I throw boots at people to invoke them killing me. When I ever play a RP gamemode (such as Arma for example), our first thought is "How are we going to kill people? How are we going to get money to get weapons to kill people?" It's never "How can I buy a house? How can I sell items to players?". People like PvP and people do RP gamemodes for the sense of getting chased by the police or hunted down by a gang. The only thing that's lacking is the police force that can actually hold criminals in their spot. It should be scary to raid someone. It should be scary to mug someone. Thoughts like "Holy shit, I can go to jail for 10 minutes if I do this" should be going into your mind. Not "if I die, then w/e". Dying in it's current state means nothing. You just respawn and do it again. Going to jail never happens because people don't play cops, ect. Maybe this can be solved with the new cop fining / arrest system and hopefully a few other things I can do. 90 player slots is definitely obtainable and we aren't too far off (server performance wise) to go for it. We run at around 40% - 60% of our CPU with a full server. There are some more tricks I have to do in order to fully sustain a 90 slot server without stutters. On top of that issue is the map. A map change is required for 90 slots. Downtown is NOT going to hold 90 players whether you like it or not. We have a few options and all of them are risky. Hire a mapper to make a custom downtown that can support 90 players + is optimized for a playercount like that. It would be one pricey payment ($200 - $300) to get a good mapper since I am not doing that. If you know anyone who is actually good at mapping and they have some kind of portfolio, let me know and we can talk it out. Go to a bigger map like EvoCity (which I don't want to do for a lot of reasons. One of them being that cars would have to be added back in which means more CPU usage) Don't move maps and keep the slots at 65 - 75 forever. Least risky but still has it's pros and cons. A lot of you have suggested a map like dowtown_v4c_sewers. I have download that map and its cool, yea yea yea. But I am pretty sure it wouldn't work out since FPS is actually lower on that map. Plus I saw a server on it at rank 30 - 40 a few days ago and now they are gone. Switching maps is death. If you have any suggestions let me know So overall, good stuff good stuff. At the moment of writing this, the server is rank 43 which is the highest we have ever been. So thank you for thinking my / our server is worth playing. It's not perfect and will continue to develop and *hopefully* get better but I am looking forward to a fun summer which will be in around 14 days for me. No update for tomorrow but look forward to Thursday / Friday for the drug update + some other fixes and ect.
  5. April 22nd Changelog This is for tomorrow (22nd) since I started working on this now Started work on drugs (if everything goes well, it will be done by tomorrow or Saturday) Updated ULX / ULib to stop spikes !staff now shows everything is colors because we all love colors !raidmenu brings up a menu of all the players + if they can raid / heist and when their last raid was Removed some lingering vehicles, reducing serversize by another 50mb Added Parcel Deliveries to the server since it's feature complete and there is no point in NOT having it Fixed Death notices one last time, turns out I was overwriting the function twice + not even calling it Fixed the Alchemy Rich potion + removed the chance to get blowtorches from it Fixed Admin Popups not closing after you claimed a case Changed Drug Buyer to a non responsive AI since it uses the same amount of networking as a player Fixed various client errors with the alchemy table Fixed error messages with people buying items from shelves Added safety checks to sledgehammer Fixed a potential nickname error with shelves Fixed vector issues with shelves Ton of ULX and ULib optimization Removed useless ULX commands that we don't use
  6. April 15th Changelog A lot of these changes are now in the game but it's best to list them here, just incase Players cannot send messages to admins under a certain character length to prevent spam + unspecific messages Fixed Prop Pushing Fixed not being able to rotate and gravgun props Fixed Electric Plasmid Again, if you have any issues, feel free to post them on the forums.
  7. April 14th Changelog Get pist or get real. I thought about this for the past few days and our server is so lenient towards helping people. It's time to learn that you can help yourself. This update is to not make mods "lazy" and it is not to strip you from having fun. The purpose is to cut out calling for an admin every single second of you life. Take charge and do something about it instead of asking for someone to do it for you. You will have to learn to grow up at some point. Only call for an admin when shit gets really out of hand. Besides that, report rule breakers on the forums and they will be taken care of. Rules Revamp. You can preview the page here http://i.imgur.com/bg7goB5.jpg this will go live tomorrow. I will not post all of the changes but I will post the major ones. This page will also change over the night Raiding and Heisting System cooldown system (!raid / !heist) Cars have been removed for a lot of reasons. Increased CPU usage, 140MB of worthless cars, VCMod was removed, VDM is out of hand. Post on the vehicle refund thread if you want one. Wheelchairs have been added to the entity list which everyone can buy Optimized props by making them prop_physics_multiplayer. You can read about it here if you want https://developer.valvesoftware.com/wiki/Prop_physics_multiplayer Mass removal of pointless jobs List down below Custom classes have had their base price increased to $10 Re-enabled kill-feed, I thought it was enabled Job descriptions provide an actual description along with what Base Job it uses Fixed CSS weapon base making weapons being held like a pistol Optimized admin chat popups, that thing is an absolute poop fest Renamed Categories and polished up what goes where Removed warning system Destroyer of worlds has been renamed to "The Silent" !staff command which shows # of staff online + their ranks and names Removed Jobs: If you aren't going to look at the new rules page, some of the major changes is: NLR doesn't exist for the most part Calling admins for general questions, spamming them, reporting a singular RDM without talking to the RDMer first will get you verbally warned / kicked KoS signs are not allowed, have a loitering sign instead You no longer have to advert heist or raid Usage of vulgar language over and over again will get you kicked / banned Racism is no longer "kinda allowed", it's straight up not allowed and will result in a verbal warning Calling admins without an actual specified reason Ex) "ADMIN 2 ME U FUK" will result in the case being ignored and getting verbally warned / kicked if repeated No job can megabase unless you're part of a gang job Hobos can micspam but are asked to be respectful what they mic spam Before some of you start freaking out, saying like "ii aaaaamm soo DUNE wit this POOP server fuk u sugar", take a chill pill and think about it. If you're still fuming out of the mouth because it's now basically against the rules to call an admin for a RDM, voice your opinion and have a decent amount of information to share with me to back up your claim. Our staff don't have time to deal with 65 other people asking for help. Only call for help if you absolutely need it. Otherwise, deal with it yourself or report it on the forums. If and when this server gets up to 90 slots (which is my goal), we will never have enough staff to help every single person.
  8. April 9th Changelog Changed server rates, CPU usage should be significantly reduced Removing a shipment from a shelf will spit out the shipment instead of a single weapon Added back the wheelchair Community Contribuitions Taking damage while cloaked will uncloak you - GhostlyGaming / AJelly You can only use Stealth Camo once per life - GhostlyGaming / AJelly Changing sweps while cloaked will remove cloak - GhostlyGaming / AJelly Everyone can spawn 1 shelf, gun dealers can spawn 5 - GhostlyGaming Cloaked people is now slightly easier to see - GhostlyGaming / AJelly Modified rule for growing zones - Frisk Also, I was thinking about clothing since some servers have it. I messed with it a few times but I never figured out PAC. PAC is also pretty heavy and I decided against it. But I had a thought this morning on how I could do it since it would add a lot of variety. Long story short, my plan worked fine. I rigged up a simple system. Only downside is that you have to rig each set of clothing for most models unless you want it to look janky. The way in the video has no vector offsets, it just applies it to a bone or attachment (which means it looks janky) [video=youtube]https://www.youtube.com/watch?v=bKN5PJuwPAw&feature=youtu.be
  9. April 8th Changelog Added rules for Doge Added rules for The Supplier "You cannot advert Steal" - Reason: You should just run up to them and take their stuff without using lethal force. People abuse this and kill people before they even try to take their goods. Call raid on them if you're going to do that.
  10. April 8th Changelog I may be stopping development until early may because of heavy school work, since it is the end of the semester but I will still be doing small updates here and there like this one. But either way, it's something that you and I will have to deal with. Today I had an hour to spare so this is what I did. New VIP job Doge New VIP job The Supplier Master Thief Lockpick now picks 20% faster than regular pick Master Raider Keypad Cracker now cracks 40% faster than a regular keypad cracker Fixed that damn "bad argument #1 to 'lower'" for CS base Updated Inventories Attempted to merge all inventories to SQL (this would help performance like no other)
  11. April 2nd Changelog Changed how Payday works. Now runs through the list of players every 15 minutes instead of having a separate timer for each player + made it a print statement instead of notify Optimized HUD by 20% Fixed mass spike in Entity's caused by ULX Updated Cake You can now rename shelf items. As a safety precaution it will display the classname of the swep when buying it too. This prevents people from selling things like "CSS AWP" as an "AWP Asiimov" You can now sell shipments on shelves (I will see if I can get to this in the morning) You can now stack items on shelves Think limit reduced to 1 Updated ULX Removed more darkrp animations Removed tax timer Improvements to Weed Zones Fixed being able to sell more than 1 weapon on shelves lol You can now adjust the angles and position of the entity you're selling on shelves
  12. April 1st Changelog Removed a lot of playerspawn hooks causing the server to spike when a player joins the game (view height print,cardealer setup, warnings,gamemode functions,Prometheus, Lowered max stacker count props to 3 Decreased prop counts from the changelog above More optimizations to existing swep code Added shelves Autowant swep and Admin swep display information and are less janky to use I made these shelves in a few hours so I don't know if there is any ground breaking bugs since it's very hard to test them by myself. Let me know!
  13. March 26th Changelog Removed some uneeded hooks in Prometheus Optimized Houndeye SWEP by 1000% since it would cause massive spikes Removed VCMod for now because of massive initializaiton and constant checks to the server Honestly removing NLR Zones because they are really heavy Removed uneeded hook in safezones Removed uneeded junk in the kidnapping mod Updated AWarn Fixed Riches Potion Fixed admin popups "Nick" Fixed C4 index error Fixed Skull Smasher weapon index error Lowered prop limit for reg users to 35 Lowered prop limit for VIP and higher to 50 Removed prop logging through DLogs Optimized HUD some more by changing EntityText table to an associative array Optimized HUD by creating elements outside of the paint hook Cleaned up some files in DarkRP Removed some Halo hooks on startup ------------------------------------------------------- Fixed and added to the Processor panel Started groundwork on entity shelves that gun dealers can put up For this next reset, your FPS should skyrocket like no other + the server should be more stable than Billy Bob's tractor
  14. March 24th Changelog Some quality of life updates. This includes some long needed fixes of weird things and some server compression. Reduced server size by 80mb Cleaned out some old playermodels and materials I don't really want to flood the changelog since these changes aren't huge but it plays its own part so it's in the spoiler. I am also working on making a workshop pack with everything inside of it (custom weapon textures, models, ect) for the people who want to download that.
  15. March 23rd Changelog DO NOT Counter Cops that are doing their jobs unless you are in the same party Reason: A random person should not be countering cops doing their RP job.
  16. March 23rd Changelog I did a lot, a lot, a lot of work on the Event System. Except I am going to hold off on working on it more until next week. I am so burnt out right now and I need to take a break since I was way over my head when I started this project. It got crazy big and complicated within minutes. None the less, I will work on smaller things but here is an updated version of the event system in play. [video=youtube]https://www.youtube.com/watch?v=FpZOAzThWHE&feature=youtu.be I want to step off and take a look at server performance more since if we continue growing, we will need 70 slots. Hitting 70 slots definitely is not impossible, but hitting that point will require me to do some serious optimization since both clientside and serverside performance will be down the drain.
  17. March 21st Changelog Not too much work on the event system was completed even though I spent 8 am - now on it. I got like 5 hours of sleep and I am running off eggs and broccoli. I ended up changing the framework since I wanted this addon to be as CUSTOMIZABLE as possible. Giving devs the option to make their own events and ect. The way I had it before was very limited. So I spent some time documenting things and setting up how the backend would work. My challenge is make this as optimized as possible so I am spending a lot of time playing ring around the rosie with a bunch of entities. Except, this will be worth it. This is how it looks now The left side was before the change and the right side is the super barebones of how selecting an event will work (If you make fun of my checkmarks I will end u). The middle will give you options and all of that good stuff. Once I get done with GUI work, I will be able to complete this within a day or two. I am hopefully looking to get done by Friday but I don't know how realistic that is. Stay tuned for more!
  18. March 20th Changelog Because this is too cool to not share. I just got saving and spawning events to work for admin use. Of course, they will still happen randomly but this allows admins / users to spawn in / buy events. This also allows any user to help build events if admins request it. [video=youtube]https://www.youtube.com/watch?v=87OfFEjl9Rw&feature=youtu.behttp:// Removed old file that would increase net usage on player spawn Updated PLibs Optimized 2 hooks in sitting Fixed it so you can't kidnap the freaking Harvest Buyer Updated Prometheus Removed Gear hudpaint for kidnapping Made it so you don't drop meth on getting hurt + removed a playerHurt hook Optimized physic collisions on all of the meth entities Removed EntityRemove hooks for bitminers, stopping the sound. You can just call that in the ENT:OnRemove() Removed chat sayings for gifting people stuff through unboxing Changed Think hook in unboxing for receiving your crates and keys to a PlayerInit hook, why it's a think hook we will never know Removed old parcel hook in npc system Removed sales information hook in cardealer Removed redundant and unoptimized Physgun hook in Cardealer Changed PhysToolPermissions to an associative array instead of using table.hasvalue Changed more arrays in the car dealer to get rid of table.hasvalue Removed player damage increase hook Optimized hud
  19. March 19th Changelog Optimized seed collisions Decreased plant ticks by 66% (better performance) Began work on an automated event system Changed how zones interact with each other, so they won't delete themselves Skullsmasher won't increase your speed anymore Upgraded server slots to 60 Fixed printers and bitminers being janky and having left over values from EvoCity Higher CPU priority because why not The event system is derived from my harvest zones, yet it's a lot more logical and very cool. Events will have a % chance to happen every x minutes. An early look doesn't really help since I am still creating the groundwork but hopefully I can get this done within the next 4 - 5 days.
  20. March 18th Changelog Fixed crazy origin issue where the game will remove Zones after a given amount of time Claiming an admin sit will notify the user who claimed it Spring cleaning on workshop files Fixed color issue one last time Money for NPC will shoot at you instead of away from you Updated Party system
  21. March 17th Changelog Fixed an issue where the global economy wasn't being registered due to it being outside the player's PVS Rewrote sending the economy through the menu using it's entity ID Fixed seeds sometimes planting outside their zone Fixed vectors not being set as the entities collision bounds on a server reset Fixed files not being read fast enough for a confirmation Added an option to divide max zone seed counts by the global economy number. Example) There are 3 zones, 30 possible seeds, 10 seeds can be planted per zone Fixed color value not being converted to a color Added overriding of zones for custom amounts Added fallback options on seeds to make sure they hit their zone Fixed Weed displaying Opium's name
  22. March 17th Changelog Added weed zones to some houses and in some general areas. You can buy seeds by using the F4 menu I am mainly looking for bugs. This addon should be really freaking optimized. It contacts an entity that holds the global value for the amount of seeds in the server. It uses almost no loops and everything is cached so it's not looking through everything 90 times over again. Only 2 hooks which only run once per server start and that's it. It will dynamically expand based on player count and colors is super sick. You do not have to process the entities. It's kinda like meth where you grow it and then you throw it at an NPC and get $$.
  23. March 13th ChangelogMarch 13th Changelog Recached all server addons so people don't see errors. I will do this every month until Gmod fixes it. I was going to post a whole essay on whats going on but that will have to wait. In the meantime, I have been working on polishing the weed system I made for EvoCity. Everything is 100% configurable and I just worked out configurable zones in game + saving them on a map basis. I also made it super optimized. I cannot promise this will make it into our server but it may go other places. If it doesn't end up anywhere, it was definitely fun to work on.
  24. March 10th Changelog Clientside / serverside optimization and cleanup since why not Removed HUDPaint for safezones Added a check timer for FPP and hitmenu, makes it flash but reduces it's value by 2x-3x Removed setupmove hooks in darkrp weapon base Removed druged player hooks in drug entities Increased think time on meth entities Removed Dlogs think hook Removed modified playerspeed for people being arrested Overrode mouthmoveanimation Added Chattags Bubble Me u Aint me
  25. March 9th Changelog Updated VCMod Updated Server config settings
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