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TitsRP

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DarkRP Server Rules

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DarkRP Server Rules (Compat Test)

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  1. December 7th Changelog Sorry for being relatively inactive. This week + next week are bad times since this is the last week of classes and then next week is finals. Don't expect major changes within that time frame but I will definitely still be updating the server and making some modules in my spare time until I am 100% done. Added 2 new one time use commands !fetcholdinv and !fetcholdbank this will grab all details from your old bank and old inventory and then spawn them in front of you. After this command is ran, it will delete all data involving your old stuff. I have logs of everything so if something messes up, please let me know. Added shipment ids for all of the new weapons It takes 2 seconds to cuff someone now Increased some gun ammo capacities
  2. I got you
  3. Classes are usually removed due to in-activeness, I can add it back for the next reset though
  4. https://titsrp.com/showthread.php?tid=3354
  5. TitsRP

    Bank????

    Banks and inventories were reduced to 1 / 3 of their size because of various issues regarding table locking in fetching and saving inventories which resulted in 90% of people not being able to fetch their inventories. To put it into perspective of how many queries we were running per save / load: If there was 50 players on the server and a save triggered, it would save all inventories and banks. Each bank was 90 slots and each inventory was 64 slots (I think). Each slot is it's own query because that's how it's designed. So if 50 * 154 = 7,700 queries within a few seconds (there is a queuing system but I have no clue how well it works for something along these lines), every 2 minutes At our peak with 70 players, it would be doing 10,780. Also, our VPS is not the strongst one in the world so we were hitting memory capacity very quickly. Now, I have redesigned how things save and made it more spread out over 10 second intervals per player so it's only running 36 queries every 10 seconds for x number of players, every 8 minutes To answer your question, I can make a command to fetch your old inventory stuff, it's not an issue to do that and it's pretty simple. I will try to make it for tomorrow or the next day.
  6. December 5th Changelog Added 13 new weapons on the M9K base Added a rdm counter for people reported using the RDM button on the death screen Imported some admin fixes Fixed some silly issues with iron sight reloading, making it not jitter anymore No more laser beam guns, recoil was actually broken and has now been fixed Fixed a ton of clientside errors
  7. You should have access now when the server resets
  8. December 4th Changelog After a long battle with inventories I came up with the solution of loading it off another sql db. Since our VPS is relatively small and running around 10 queries a second why not offload the most expensive part of it to something else. We will see! Added a new way to call admins / new way to get help Reduced inventory sizes + bank sizes since out of 2.3 million bank rows, 22,730 users of 90 rows each did not have more than 30 rows filled per person Fixed some bottlenecks which I forgot to convert when we switched tick rates Other server optimizations
  9. November 29th Changelog Hopefully fixed all inventory related issues, if not, I added a command !forcereload the 'should' force grab your items Hazmats don't get ebola anymore Added back RT cams Unstuck will check a few times if you're still stuck before exiting Fixed ebola logs only showing people who were killed by a Hazmat that did have ebola
  10. Closing off areas to hoses and ect is currently not against the rules. It's preventable to an extent and building bases around the hoses / trees was not my intent but people seem to like doing it so I don't think it won't be made a rule / implemented to forcefully remove your props. Cops can build in PD Every class can essentially "steal". I would consider stealing running up to someone's shipment on the ground and taking it with my grav gun. Stealing is not: seeing a shipment on the ground and killing someone before you can even take it. If you're going to kill over stealing then you should get yourself involved in a RP situation, kinda like how countering works.
  11. November 28th Changelog These ain't no micro-optimizations Optimized saving stats Optimized adv dupe Optimized base gamemode functions such as CalcMainActivity, TranslateActivity and the weapon_base translate activity Fixed unboxing Fixed not being able to access your bank Fixed a merc job error Attempted to fix some inventory issues
  12. November 27th Changelog Added the best command in the world, !unstuck More massive clientside optimizations Fixed HUD issues upon looking at a non valid player (wonky) Fixed another HUD issue Fixed a door issue Fixed all collision based errors which may of been causing crashes
  13. November 25th Changelog I usually like being specific in what I did in case I ever have to look back at it but I closed the changelog as I was writing it so take it as it is Massive client side optimization Server side optimization Fixed a lot of broken stuff Removed suspected playermodels crashing the server Disabled lights / lamps
  14. November 25th Changelog Changed how the legacy system starts up (since it doesn't work before full initialization) Rewrote part of the hunter system Optimized the heck out of all NPC texts + weedzones Fixed the Mercenary Job Fixed some null errors
  15. November 24th Changelog Enabled Legacy System Enabled Mercenary system Enabled Menu for Mr Sniffy Enabled being able to see hits Fixed a scaled damage issue that "may" of been crashing the server Fixed an instrument sound issue Fixed inventory menu issue
  16. November 23rd Changelog Reworded on what constitutes as a counter. New rule is: DO NOT counter actions before getting involved. For example,asking a kidnapper to release your friend otherwise you might counter the action
  17. It's not what you think, this rule is a lot more forgiving that it sounds. Here is what it really means and it's hard to express into words but I guess if I was to reword it, it would say DO NOT counter ANYTHING that you never got yourself involved in The reason why this rule came into existence is because people were countering everything left and right for no good reason. Cop is cuffing someone? COUNTER -> Kills cop Player is kidnapping someone? COUNTER -> Kills kidnapper OR even player Player is getting mugged? COUNTER -> Kill mugger or even the victim Holding a gun out in public? COUNTER -> Kill the player When there was no rule like this, you could essentially counter everything even if you weren't slightly involved. See someone doing something harmful / being part of the PD would basically give you the right to counter them / RDM them. There is NO reason why you should be killing these people if you were not involved. Which brings me to my next point How do you get involved and that answer is a lot more simpler than you think, you just RP it out. This is a RP server at it's core and it's not very RP like when you can just "counter" something. What do I mean by that? Let me explain If Billy Bob is getting mugged and I like Billy Bob as a friend, I am going to go up to the mugger and say "Stop mugging him douchebag, he is my friend". Then when the mugger takes that as a threat and fires back at you, it gives you full rights to engage and attack him too. That's getting yourself involved. Cop is fining your friend? Go up to the cop and say "Hey let him go, he did nothing wrong". Cop says "No, he was just caught raiding, he's going to jail", then you say "Let him go now or I will kill you", is getting yourself involved. The rule was implemented to stop low effort RP. It's not RP if you can advert counter from across the map and snipe a cop if you see someone getting cuffed. It's not RP if you can counter a kidnapper when he is bringing his victim back to his base when you just saw him and decided to kill him because "I was countering his actions". All it is, is a way to RDM someone that doesn't necessarily get you in trouble. So what you're asking the rule to be changed to is essentially the rule that we have right now. Just get yourself involved, it's as easy as that.
  18. Thanksgiving Update Not everything here is added in for today (11/23) but should be added within the next 24 hours 70 Player Slots Added Legacy Job system which takes low effort jobs and gives them to random users Added Mercenary Job, you get paid to do various tasks assigned to you Added random user stats that pop up every once in a while Added an indication where you died for easy NLR Added a lockpick to the master raider (oops) Added a menu for Mr Sniffy Added an admin call helper which should help admins / players from low effort sits Inventory system calls upon the client's request and not the server Iventory saves every 5 minutes down from 10 Decreased size of tombstones by 50% Boombox does not show channels, only videos You cannot drop weapons while in an event Petroleum is now renamed to Chemicals Redid Bounty Hunter System for a non hardcoded limit of one player + a lot more safety checks Fixed some door errors Fixed staff being able to pick up world props Fixed upgraded weapons legendary / epic features possibly being broken Fixed not being able to see hits Fixed officer fining into killing Fixed some unmanaged CL models causing some CW errors after a few hours Fixed / Removed some unused ammo types Fixed Random Shipment from the daily reward from possibly going into the map Fixed printer silencers Fixed up / redid some admin stick visuals / functionality
  19. My theory is that if you need mentoring, then you aren't really made out for the position. If you ask for help here and there, that is different, but don't ask for someone to do the work for you. Asking someone if they can shadow some sits to see how it's done is fine too but don't take the time out of someone's day to legit sit down with you and come up with scenarios or some other way of doing it, to enhance your mod skills because the only way to do that is to physically do them. Buying T-Mod is not there for randoms to buy it, it's there if you sincerely made 90 mod apps and you can't get accepted and there is no other way of getting your feet wet of being a mod. You're expected to know the rules and how the server works before you buy it or else you're demoted (like the Michael guy today). I can enforce a 5 hour playtime limit for buying it, I think that's fine but it doesn't solve any issues. Being a mod isn't hard and I don't think that a lot of people who are mods think that it is hard. It's just they don't care and don't actually take responsibility for being a mod. They take RP over taking sits or they just don't want to take them and they expect someone else to take them. But it's not as easy as saying "do more sits or your demoted", it doesn't work like that. Even if you were to demote your volunteers from just not helping enough then you would have no mods / staff in general. Yes, I understand if they legit do next to nothing but 90% of the mods do put in some form of effort. It only takes a solid 2 - 3 dedicated people to keep a server under control of 60 people but people don't become mod to just take sits, if that was the case then no one would sign up. They sign up because they think the server is enjoyable and they want to play on the server along with some powers to kick people out of the game who are breaking the rules. The mentality of a trial-mod / mod for taking a sit looks like this, if the answer to any question devoids the sit then break the chain Am I RPing and should I stop RPing? Am I talking to someone? Did this involve me? Can I actually provide assistance? Do I actually want to take this sit? Should I take this sit? When was the last time I took a sit / did I take a sit recently I just took the last sit, should I actually take a second sit within 1 minute? Take sit When it should look like this: Can I stop doing what i'm doing? Can I help them with their issue? Take sit There is never a solution. You just have to deal with it, no staff team will ever be perfect no matter how hard you try. PS, there is a Tmod voting section that all staff can partake on in the admin / mod section, it is how people are usually promoted.
  20. November 18th Changelog Modified ebola rates to be significantly less frequent now and reworked ebola timer After fining someone and the victim pays it, the cop and victim will be unable to kill each other for 15 seconds (hence, don't kill the cop who just fined you) Jesus can cure ebola with his bible You don't get bounty money if you fine someone for less than their bounty worth Setting max bounty decreased to 20k
  21. November 17th Changelog Ebola has a 20% less chance of happening on spawn When you die to ebola naturally, it is removed Ebola timer increased by 60 seconds + it's radius reduced Non lethal M4 is on the right side Fixed Chemical Engineer 4 realz Clamped printer levels so it doesn't go off the screen Killing people with ebola as hazmat only gives you $1,500 instead of $3,000, cure still offers $3,000 Killer evidence despawns in 45 seconds down from 2 minutes
  22. November 16th Changelog Changed the model for the sniffer,teddy, swat commando and lurker, hazmat in attempt to find a model issue Lowered all gun damage values by 25% and added a 10% reduction global Fixed other small misc errors
  23. November 15th Changelog Fixed not being able to call the police without a buch of errors Fixed lightsaber forced 1st person mode Optimized hazmat / detective consoles by a ton All weapons do 50% less damage to prolong firefirghts, weapons have been lowered in damage too. If you see a weapon that one shots (besides the awp) let me know! Fixed a lot of misc errors that shouldn't be happening Fixed snoop dogg from being able to camo 100% Detectives have keys to the PD Started a model swap to known working models for some jobs to pinpoint the model error Added Ebola logs You no longer have to vote for jobs that don't matter
  24. November 14th Changelog KD on doors is rounded to 2 decimals Ebola spreads + chance to get infected increased to 3% up from 1% No more suicide evidence Optimized Scanners FPS by 90% We have a Discord now, we ditched teamspeak join here! https://discord.gg/96QFarz !sits shows your sits !allsits shows all, sits are tied to your steamid now You can buy grenades for the grenade launcher Holding a lightsaber forces you into thirdperson Fixed some invalid door issues Michael Myers can see health numbers
  25. November 13th Changelog I had a changelog written but apparently I deleted it so I will try to remember everything I did. Some things have been postponed to monday Added a new door system codenamed WorthARaid which is designed to help new players make a living and to show off your stats You kills, deaths and time are now logged and tracked, you can view them by doing !stats Fixed the recovery system + made it so it saves more than one unique entity Detective can inspect dead bodies to find the killer + add a 5k bounty to them CW Attachments are 50% cheaper Medics + SWAT Medics medkit heals 50% faster Clothing Vendor updated to version 1.8.1 (fps improvements / bug fixes) Grim reaper no longer has to advert counter Added another chemical hose for a total of 4 Added a new job Hacker Added a new job Michael Myers Added a new job Hazmat
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