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DarkRP Server Rules (Compat Test)

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  1. March 8th Changelog Secure me u aint me, SSL and a lot of other things implemented to website Broke posting icons in the process Banned Steveg216 Updated Party System
  2. March 6th Changelog Made it significantly harder to get custom weapons or regular guns in general from the processor Added a VIP vendor that sells VIP Added back the rock paper scissors npc to gamble your money away Fixed physgun for printers and bitminers Fixed gravgun for printers and bitminers
  3. March 4th Changelog Added a script for viewheight modifications
  4. March 3rd Changelog Reverted changes back to old rules. This was a backup from December 11th so I don't know if any jobs are missing or rules are. If they are, let me know. What a damn clusterfuck of a rules page.
  5. March 3rd Changelog Fixed VCMod Nevermind, it's not on my end. It's the "live code update" that is freaking it up Fixed some unregistered PD jobs being able to rob the bank Fixed food items for restaurant owner + added back that job Added the entity I was making but then kinda stopped, The Processor. It's like a money printer but prints shipments. Really barebones right now since I was messing with 3D2D screens Cleaned up a bunch of old workshop content I don't even know why I am doing this but added CSGO Knifes to unboxing, all like....109 different variants Added back master sword velocity thing
  6. March 2nd Changelog De-update-update. Don't even have to say anything. Map changed to Downtown Removed all of my systems Removed all NPC's besides the NPC that sells VIP Reverted rules page Added back DB from the day before the update Reverted all VIP Jobs / Job defaults Removed all cars that were added this update Reset all car dealer info (BUT SUGAR I BOUGHT X CAR'S!) Yea, money is back to w/e it was Removed XP System Removed Job NPCS Added F4 menu Added w/e else that was from the last day before this mess Cars don't kill people You don't drop money Pocket Removed All XP functions stripped from existing addons Removed CP system since I can't really see it working in downtown Lowered CC prices for workshop content back down to $15 since it's clear that models don't have a significant impact on anything besides load times. Added back that hideous HUD Removed all FastDL files Force leap makes you jump This will probably go out in a few hours. Just need to clean up some workshop packs.
  7. March 1st Changelog Short log due that I couldn't work on the server at all today. Updated VCMod to its new and "improved" version (is actually really cool, you guys will enjoy it) Fixed entity box model size Fixed the long and overdue stealth camo bug More clientside optimization Fixed "error" worldmodel for police sweps
  8. February 29th Changelog Fixed up and cleaned up the remaining terrorist guns Fixed money not being subtracting from the entity box.. Began work on a new illegal entity, "The Processor" Fixed police inspector swep not displaying correct information for the firearm license Lowered Bitminer output by 33% but decreased price by 10% Lowered Printer output by 15% but decreased price by 5% Lowered oil output by 5% Increased oil time by 6 seconds per tick Increase seed tick by 1 second Mounted HUD Materials for FastDL Turned off Cake's anticheat timeout Fixed printer and miner exploit Also, depending when VCMod 2 releases, I really want to try a 22 tick server since 16 feels very sluggish, yet it keeps the CPU super low. This means gunplay will have better hit registration and everything should feel relatively smoother in a sense. But it may make us go back to a 16 tick later (if) the player count goes back up. Also, this changelog is a little less filled with content and fixes due to me having no time. Monday's I am unavailable, yet I will resume normal and daily changelogs on Tuesday. Make sure to post bugs and exploits! It's by far the fastest way to get them fixed. Please do not assume I know something is broken. If I knew, it would be listed in the changelog. I was also thinking of ways to make basing more valuable and more ways to gain XP. I may add a XP printer and this new illegal entity is super cool. I won't share what it does but I know you guys will love it. I also have ideas for making an event system so it spices up gameplay evey 30 - 45 minutes. These events will be automatic and offer rewards to either the whole cop faction, civilian faction or just an individual player. I can also integrate the new clan system when it's finally done to allow clan vs clan to fight for these rewards.
  9. February 28th Changelog Fixed not dropping money on death. That was my bad Fixed the repair tool not repairing wheels Updated Wiki for once (NO LIE) Cleanup of workshop packs for a faster join Fixing of terrorist weapons / change Added tow truck Fixed CP menu for switching menus If you're wanted, you are not safe in the safe zone Fixed bank one last time Added a license checker for CP along with some easy access tools Huge clientside optimization Being in cuffs now locks the player Fixed player crashing on join Fishing entities get deleted after 3 minutes Mounted map textures to FastDL You can now see your Black Currency Coins through F1 Fixed oil going too far into the ground, my bad Fixed so fining makes you go to jail while cuffed, my bad Fixed some missing pistols from the firearm vendor Nerfed default CSS guns Fixed VCMod seats? Added an Entity Seller Added lockpicks to be craftable Removed being able to take other people's printers due to a forseen exploit. I will fix this later Lowered wanted time to 4 minutes Added bitminers
  10. February 27th Changelog Being a terrorist faction announces to the server a terrorist is lurking Dying by a cop while being a terrorist faction revokes terrorist license Being arrested by a cop while being a terrorist faction revokes terrorist license Changed all terrorist weapons to a lighter base Next update Cleanup of workshop packs Next update Fixed tow truck Next update again Sound plays globally for robbing the bank Next update Modified terrorist license price + terrorist weapons Fixed simpleweather error Fixed browning error Fixed impound swep for mechanics Fixed Traffic Cops not getting police car, last time Fixed config error for gas station sugarconfig not sugar_config Fixed entities activating when spawning Fixed players getting fined for an insane amount of time Fixed players not getting their wanted status taken away if arrested Fixed players sometimes not getting the popup for being fined Fixed players being fined while being fined Fixed PD Bank registering a NWBool as 0 and 1 instead of true and false derp Fixed not being able to inventory processed entities Fixed the oil harvester not being able to come out of its box Fixed dropping negative money on death + reset anyone's money that was negative Fixed all entities not hooking onto cars Fixed ATM being a decimal value Fixed opium not being divided by 3 Fixed License NPC's not having a safety check Fixed getting XP from repairing Fixed not being able to Ziptie players when running Fixed Weed and Opium shipments not called Added safety checks for all parcels being removed Added more safety checks for fining Added safety check for ore spawning Added safety check for isCP for manslaughter Added a minimal hud Added cops to unwant players Added safety check for oilharvest darkrp var Added a 10 minute timer for oil harvesters Force leap reduced You can now claim other people's printers Cops get XP for a paid fine Cops get XP for arresting someone for not paying a fine Removed grey-scale effect for health Increased delay and reduced damage for shotguns Maybe I can actually get around to updating the wiki for once Maybe I can actually update all of the donation information for once Lowered printer materials by 30% Added a faster way to join the server Blocked Oil Boxes from being picked up And that fixed 95% of all of my errors. Also, I don't know who reads changelogs but apparently VCMod 2 is coming out monday. Here is part of the message we all got Kinda a godsend if this is legit since VCMod bogs the fuck out the server. Pray, pray, pray
  11. Febuary 25th Changelog DO NOT mug AFK people in spawn Reason:common sense but w/e DO NOT build in the growing areas Reason: Already done but people exploit it by bringing props in..
  12. February 26th Changelog Fixed Simpleweather so it actually turns to night Fixed being able to spawn props in the growing area Made a rule instead Added limit for seeds based on playercount Fixed fine exploit again Fixed PD Bank again Added notifications if a player accepted or declined a fine Fixed CP Menu for "Revoke Driver License" Fixed scaling for crafting GUI on a smaller resolution Re-uploaded cop playermodels Slowed player movement in cuffs more Fixed sound not playing from PD Bank Next update Fixed VCMod seats Replaced Vehicle Reapair shipment on general vendor for actual repair shipment along with tire repairs Added a tow truck Next update More server optimization and client Lowered recoil for insurgency sweps Modified Terrorist License Prices + Terrorist Weapons Next update Fixed lower cops not being able to pick the cop car Fixed material plants not registering Cops spawn with vehicle repairs Lowered chance for printers breaking Crafting now grants XP based off materials used If a player accepts a fine, it will be distributed to all police officers in a fraction Wanted time is now 10 minutes Traffic Cops spawn with impound swep Impounding gives XP for both cops and mechanics Successfully raiding the PD gives you XP Fixed parcel collisions, I swear last time Fixed pocketing the perma crafting station Fixed impound swep Fixed weed. refined_weed not redined_weeed derp Added another mining node
  13. February 25th Changelog Added Day and Night Cycle Joining the server takes SECONDS now due to an addon that will let you play, download later Ammo NPC inside the police station for both PD and Civs with a firearm license Mounted FAdmin and Car Dealer Textures Vehicles do 30% of the damage they normally do to players Safe Zone added in Gas Station where you spawn Added back player money on a ratio scale from before this update Uranium has been renamed to Petroleum, my bad Updated Wiki with full instructions and pictures on how to do the basics Oil now stacks Optimized entities resulting to be order 1 instead of order n Added an entity seller which sells printers and other things Any job (besides PD) can craft printers You can now rob gas station NPC's if you have a weapon out Meth worth has been reduced based upon the ecnomy Optimized networking variables that can be a bit instead of a double Cops spawn with ammo Weapon swap lowered to 1 second Removed CalcView and ShouldDrawLocalPlayer hook on fishing rod, looks kinda nice in first person + give the option for regular third person Updated Cake Removal of a bunch of hooks causes a slight bog down You can now pop tires on vehicles Fixed fine exploit + modified jail time Limit on how many plants an user can plant at one time Parcels will despawn in 5 minutes Seeds now have a delayed touch time to prevent some lag Fixed unprocessed plants sometimes going through the floor Perma crafting bench does not blow up Fixed Parcels not setting variables on players NPCs are also easier to find, I found a way to fetch their name Hopefully I can get to all of this and have it done but hopefully this will be a good update
  14. February 23rd Changelog Fixed thief's level not being 1 Safety checks to driver and firearm licenses Added ammo NPC by spawn and inside PD for cops Made ammo less expensive by over 100% Mounted TDM Base textures Players now drop 50% of their cash thats on them Fixed NPC Vars
  15. February 21st Changelog It wil only get better. Money / ATM Reset Fixed Parcels Fixed Oil being pocketed Fixed Debug mode for planting Removed Brick Enabled Kill feed PD now needs x amount of cops to rob PD Bank takes away .05% instead of 5% oops Traffic Cop has cuffs and is now registered to be a cop Fixed buying ammo with buy commands Fixed weed not being harvestable Fixed non included files in insurgency sweps Fixed scopes on btw weapons Fixed some NPC errors Fixed entity ownership for everything Fixed material plants falling through the ground If you don't pay a fine within 2 minutes you go to jail Fixed weed model Fixed Cop Impounding Swep Server lockout for 20 minutes to swap data providers for inventory
  16. February 5th - Febuary 21st Changelog Holy shit it's been a while. Well, here is the full changelog if you're curious. 2/5 Changelog Added Store NPCs Added Rock Paper Scissors NPCs Added text font - Montserrat-Bold for SugarFont for F1 Menu F1 Menu is now responsive on another F1 Press 2/6 Changelog Added Black Market Removed Hooks on Serious Sam Base Added text font - Montserrat-Bold for SugarFont for F1 Menu F1 Menu is now responsive on any press NPCs now have a config and are dynamically changing on every reset F1 Menu doesn't look as bad Added minimal HUD Added Delivery NPC which gives you packages to give to other NPC's for XP and cash // base created Added drug planting(Weed,Opium,Olives,Medicine Plant). Now know how to netowrk entities Added that cops gain x amount of money and xp for taking the plant Added a zone that people MUST plant in for weed / Olives / ect 2/7 Changelog F1 Menu looks relatively persentable //Added GBans //Plants now drop their materials when harvested Sounds to harvesting have been added F1 Menu now has sliding animation when opened Seeds and plants now remove on damage Added buttons to F1 Menu F1 Menu is now rendered in 50% HTML Added cop buttons and remade layouts if CP is valid Made wanting a player for a long ass reason a string sub so it doesn't fall off the html box Jobs now have a type which go into a NPC (upload meth job and chem creator) Job NPCs are now placed around the map Fishing development started, using a legacy addon for a fishing pole model since there are NONE Fishing needs to weld the entity to the hook, for some reason it refuses to 2/8 Changelog Fish now hook onto the freaking hook Fish models imported from various food addons since there are only 2 css fish and 1 is not gravgunable (SugarFishing/maerials and models contains this) Fish "unhook" on holstering the fishing pole //Law Board NPC for Mayor, makes it so you can't change laws on the fly Removed Snowballs Made a mining area, hitting the node will result in a chance to get materials Driver License NPC added Firearm License NPC added Fishing Vendor NPC added Fish buyer Vendor Added //Packages, shipments, material shipments weld to trailers for transport First itteration of the offical wiki //Added map to F1 menu? NPC supports pocket support uh support the support support support Full NPC Networking support has been fixed, no longer have to predict Delivery NPC + 5 parcels + 5 accepters have been created coded and added in Learned about DarkRPVars and how useful they are, they are added in everywhere now and networked properly 2/9 Changelog Delivery now works intended and functions perfect Added safety checks to both fishing and delivery to prevent abuse Delivery packages now attach to the exhaust of cars and can be removed with a gravgun click Now must process weed and opium Can process materials into goods Crafting Removed Animations from keys for serverside optimization Disabled health on cars since they seem to kill themselves Optimized ENT:Touch for packages 2/10 Changelog Touch returns false for anything but vehicles Hook is now a interactive solid for performance and reduced crashes Large amount of fixes to fishing pole, looks a little janky but it definitely is a lot more optimized and better than it was Fished mining Dragon Egg Began resource refinement Garbage collector on for debug Optimized types of netvars that were just wrong //Players cannot talk to interactable npcs (ones you can rob, ect) while another player is talking to them Drug Vendor created Drug vendor gives shipments Drug vendor also buys unprocessed goods 2/11 Changelog License's added. You don't lose them leaving but you will lose the terrorist license on death Uranium Finished Can inventory shipments of materials Driver's License and Firearm License now store in DB for when a player rejoins yaaaaaaaaaaaaaaaaaaaaaaaasss Crafting started Terrorist License added which is stored in db Processing License added which is stored in db Black Currency now stored in DB ATM Cash now stored in DB New job, Explosive Chemist (Terrorist License Required) Oil Started, can get oil and refine it and sell it to gas stations or use it as materials for crafting DO NOT CALL SETOWNER ON AN ENTITY, WILL DISABLE COLLISIONS AND ENT:USE, THANKS FOR WASTING 2 HOURS OF MY TIME New Car Dealer, final one, last time. I promise Removed timers for RP tax Oil Finished General Vendor added Shipment IDs are so wonky, moving all important shipments to the top Optimized Update statements in DB Headshots now do 1.5x damage instead of 100x 2/12 Changelog Refinement for oil finished Refinement for ores finished Refinement for drugs finihsed Refinement for Uranium finished Refinement for plants finished Rearranged jobs file to accomodate levels All materials can be stacked into a single material Jobs categories are now considered "Factions" CP Coms F4 Menu started Re-arranged F1 menu to include more buttons for Stats which include (Name, Level, Money on you, money in the atm, , License's, Map (will come later once I figure out how to make it look good) Blacklisted all materials and other enties from being pocketed that are not supposed to be blacklisted Removed Black Marekt addon, too much networking Added butons to CP menu Added a wanted list for cops to look out for players 2/13 Most of this update is feature complete, optimization time Included all configs to repsected entities and localized funcitons All entities are now simple use and converted all entities to Use instead of touch Gravity gunning an entity will break all welds Collisions have been enabled on only the entities that need it Bubbles on NPCs have been removed due to clientsidemodels not being properly garbage collected Limited thinking on meth entities Disabled AI thinking clientside Updated cl_chatlisteners in darkrp Disabled chat sounds Disabled a few workarounds that we don't need but are still ran Removed hungermod / hobo module Added a break statement in all loops for all entities that look for something in a radius. Why didn't I do this before 2/14 Almost there. Started work on ATM Finished Crafting Finished ATM. I don't need it to be anymore complex Added "isTied" var Player is sent to jail if tied and declines fine. If not tied, bounty goes up and hes wanted and can run All custom entities have a flag set for an optimized runtime instead of checking each individual entity Super janky method to overwrite existing ATM's on the map Removed stoplight's env_sprite to help out lower end PC's Make ATM menu look better + added buttons 2/15 More safety checks to prevent ATM mishaps Close button on ATM Firearm Vendor Started 2/16 Firearm Vendor Finished Beat XCOM 2 2/18 VIP Perks are now in Custom class perks are now in Created and finished PD bank Entitiy Vendor created and finished PD bank now displays cooldown timer PD bank spawns shipments //Tire popping hold off until I can get it Can buy ammo from firearm vendor Can craft ammo More atm safety checks Crafting started 2/19 Terrorist Vendor //License checker swep for cops (will hopefully finish during server update) Made all crafting entities into shipments so the server can locate the right ones and not predict Crafting finished Fixed oil harvester darkrpvar bug Started to update wiki and take some sick loading screen pics Added and compressed over 400 individual textures for Insurgency Sweps Removed trucks and trailers since trailers don't hook on Made a poopy popup on playerjoin for multicore rendering Added 51 new weapons, optimized them and cleaned them up and removed a lot of uneeded functions from them 2/20 Oops, never made a NPC that BUYS refined goods All jobs are now registered to levels Rearraged jobs because I HAVE TO Yatchs + fixing it so it can't go off water like a fucking car Fixed most rendering issues on GUI's Modify a bounty for CP isTied var for CP, if true and you're fined YOU GOING TO JAIL Personallized NPC Models Switched playermodels and doing job work Screenshots for upload Wiki updated to barebones (hopefully) Pictures made for update post VIP Perks are now in Custom class perks are now in Entity Pocketing blacklsit PD Bank checks if you're a custom class Emitsound to all players when bank is being robbed Cleaned up NPC gui's for some fucked up ones Placed NPC in prep for update NextThink increased to 10 seconds for most addons to prevent lag (hopefully) VIP's get their props deleted after 5 minutes of leaving (hopefully) Minimum custom class price is $20, custom classes will get VIP too. Removed pets Removed timer for playerheight Removed Night Stalker Removed Super Sick Raider Removed Detective Removed bus and bus driver for now Removed John Cena Removed Gandalf Removed Bartender Removed Grim Reaper Updated forced workshop download for release All jobs have their ammo stripped on switch except for the first mag Weapon switching delay Pocket Fixes Every time you get XP, you have a 1% chance to get a black coin Cops are no longer tanks. Armor reduced to 100 Logging for bank transactions Logging for revoking Updated workshop page
  17. February 3rd Changelog Huge optimization test serverside, if there are no issues, you will have no clue what I changed but it will help the load on the CPU 5% - 15% at a higher playercount. More server CFG settings Added an explanation as to why the server was capped at 25% in the above changelog
  18. February 2nd Changelog This is mainly an experimental changelog. Please for the love of god, do not poop yourself if you do not like these changes. This is absolutely required for me to test on the server. Revamped Server CFG Removed NLR Circles Removed Weather Removed Spawn Protection Updated Library Why oh why! Why must sugar destroy the server in one single go! I never knew it was possible! He removed 3 addons and touched the server configuration file! Let me explain quickly. So, (according to NFO) we run on one of the fastest boxes for our server. So even upgrading to a full dedicated box ($170 a month) would not be worth it. It would be worthwhile to stay on this box. Now why do I say that? Well, if we did want to increase the server count to 70+ there is going to have to be some serious changes to what we run. Why did I remove these specific addons? Sure, let me explain that too NLR is gone because if / when we do move to EvoCity, it's simply not needed. The map is big enough to disregard an indicator of where you died. Plus this will help reduce server load and increase FPS Weather is gone due to EvoCity not exactly working with SimpleWeather. I mean, it works don't get me wrong but it looks disgusting at night and day with the modified skybox. Plus, removing it lowers the amount of networking going through the server which = less CPU usage. Also, this addon lowers everyone's FPS by 5 - 10 so enjoy the FPS gains. Spawn Protection is gone for the same reason NLR is gone. The map is too big and people don't spawn in one clumped up spot. The reason why this is experimental is because I have no clue how the server is going to perform with the new CFG. It may choke, it may stutter, it may do something wonky that I wasn't ready for. I am going on a full whim. So forgive me if the server lags for a day. I also ran some tests on my local server to see how my CPU reacts to 45 players vs 70 players. The results are weird. I ran both of these tests with all addons + DBugR. Server with 70 people seems to just lock it at 25%. This is because Gmod servers run on a single CPU core. Which means, my core is maxing out. This had no noticeable effect on game play so I have no clue if we will hit that limit here.This is another reason I have to make sure 100% that when we do the switch, the server is not having random CPU spikes that cause users / the server to stutter. Think about how much you would hate it if you were running from the cops or getting raided and then the server stutters so you shoot accidentally or crash into a tree. Depending how this works, I will also see if I can increase the tickrate to 22 since running at a 16 tickrate is silly but again, it really comes down if we need that extra CPU power.
  19. February 1st Changelog To force people to download new addons, I will try doing this. It worked before, like a year ago so I don't know why it wouldn't work now. Updated Collection ID's Re-uploaded all workshop addons Cleared cache from server Cleaned up more files from the server count
  20. January 31st Changelog Removed context menu because of Anti-Cheat conflictions Fixed major exploit Fixed Armor Packs for good Re-enabled downloads serverside so new people can download the map Fixed kidnapping exploit Enabled the server to send download information for workshop addons Moved all models files over to FastDL (Should compress all downloads by 40%ish + be super speedy gonzales but im also scared, definitely testing before I do this) Replaced Cop weapons with default CSS / Removed cop weapons from the server Removed so much shit I can't even keep track Replaced all cars to lightweight versions. Uses 1/4th of all file counts Edit: So I was curious as to why some people's models were not showing up since they are actually in the server. Hmm, after a hour of doing research, I found we hit a "file limit". Gmod currently supports 8000 files. We are running 8500. What the heck does this mean? I have no clue. I may have to go through and actually force people to change models if they have too many textures or I will also have to start stripping content from the server. It's a 50% 50% split with custom models and custom weapons vs all regular server files. We also have an extra 2000 files in our addons folder resulting from 50% VCMod 25% CAC 10% NLR Zones 25% other That took a while but here is an updated result I think I am going to upload my content to fastDL and then have the workshop for people's custom class shit since FastDL will be harder to manage like that.
  21. January 30th Changelog Updated Cake Lowered minimum bandwidth requirement for CPU usage Removed lights on regular cars for VCMod since I really only wanted it for ELS Lights and car seats Removed some more useless hooks for server performance Moderenized a ton of server configuration for higher performance Fixed thruster exploit Some performance gains
  22. January 29th Changelog Fixed most errors in regards to weapons transfered over from a base Some optimization server and client performance
  23. January 27th Changelog Fixes and optimization. Don't ask why all of these effects are broken. I guess the new gmod update broke a ton of shit with them. Optimized Force Emitter / Fixed Selection Ring error (effect) Fixed tooltracer lua error ( effect) Fixed effect_econc_pp lua error (effect) Fixed neuro_railbeam lua error (effect) Fixed micro_he_blood lua error (effect) Fixed ss_mflash lua error (effect) Fixed laser4 lua error (effect) Fixed gb_magic_fireimpact lua error (effect) Fixed econfly lua error (effect) Fixed rg_sheckeject_shotgun lua error (effect) Fixed camera_flash lua error (effect) Added a valid check for GetMaxHealth on the medkit to prevent errors Added VCMod / VCMod ELS once again Fixed Texture errors on SWAT Van Fixed Armor Packs not being valid On the process of moving every single weapon / custom weapon to a single, optimized, light weapon base. This may take a while. Removed a bunch of timers that were created but never destroyed Edit: Just note that if some weapons are broken, let me know. I am pretty impressed that I managed to get this to a work in the simplest manner without fucking up too much. Some weapons may be broken that I forgot to look into.
  24. January 25th Changelog Removed 30mb worth of models that were inactive. This way, people will be able to see new models Updated DarkRP + an optimization library Fixed Sabers Added Unwant function to the baton thing, right click to unwant
  25. January 24th Changelog That moment when you had a full changelog typed out and then you tried to refresh your indexed fields for all of the server files, then you realize you were on the changelog page instead and refresh it. More clientside and serverside optimization. I want to make sure the server is well under its CPU usage before I add in this Respected ULX rank since allowing people to use tools such as thrusters, hydraulics, ect will definitely increase server CPU usage by a good amount. Optimized SetupMove for Arrested players Optimized CalcMainActivity for DarkRP (animations/sh_animations) Removed Think function for MadCowHolsters Removed Bitminer hook for removing entities Optimized think timer for NLR circles Removed FAdmin Logging since there is only 90 other systems logging everything Removed ragdoll maxount timer Changed the way Lightsabers handle CalcView Removed Drug Entities from DarkRP Optimized CalcView for both the minify potion and the growth potion Disable MouthMoveAnimation hook? Optimized HUD even more Removed gm_demo HUDPaint Hook Hopefully moving a TON of weapons to a single weapon base and then removing all of the excess files from left over bases + a mass lua file removal again ------------------------------------------ Some early morning changes Removed FAdmin Changelevel + initialplayerspawn hook for it Removing more useless logging
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