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[Changelog] DarkRP Server


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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

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May 6th Changelog

 

Thank god errors are logged or else I would of never known a lot of these things are broken

 

  • Fixed weed seed not on the right base
  • Fixed admin popups errors
  • Fixed admin stick going away on mode 4
  • Fixed some custom weapons not on the CSS base
  • Fixed spiderman swep causing a trace error
  • Staff have overrided permissions to delete props but not doors
  • Props don't ghost through other props
  • Adv dupe permission checking
  • Adv dupe error checking

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May 7th Changelog

 

Next server reset will be very interesting to see how well everything runs

 

  • Sending door data is 50% faster
  • Disabled ULX MOTD that we don't use but it will still send some data
  • Fixed Bore error
  • Fixed NULL physics object on drug materials
  • Removed an animation hook
  • Disabled BabyGod
  • Removed Arrest Stick Command
  • Animation override, decreasing time to calculate them by 20% - 40%
  • Animations use Length2DSqr
  • BTW Weapon base primary fire calculation decreased by 12%

I have also done a ton of work in regards to the PD System. I re-did it from scratch and it's honestly pretty cool. Hopefully this will be a game changer as you can go to jail for up to 20 minutes. This is an early look into what it does and how it works. 

 

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May 12th Changelog

 

Note, this is for the 12th. Not for tomorrow.

 

Essentially, the PD system is done. The only things left is fine tuning the system to allow support for all resolutions and to make the handcuffs which should be easy. It took me a day to figure out the way I wanted to approach this and I still am not 100% on if I like how I did it, but it works for it's purpose. The system is very fast. It will never have to search for your bounty messages and it always has your indexed location in the table. The downside is that sending this table to the client results in a larger than normal net usage which isn't entirely a problem. More of a perfectionist grudge but we will see how it plays out.

 

Here is some information on how this system works:

  • CP will be able to fine players for any reason (of course if you abuse it, you just get banned, not to hard to understand)
  • CP will have console commands +cpmenu and +cplist to open these menus if they ever close it
  • You can call for backup every 5 minutes as a CP, this places a red circle around you for your fellow CP friends to see through walls to find you, no one else can see it
  • Players will be able to decline and accept fines. Depending if they are cuffed or not, they will go to jail
  • Players will have a bounty for killing players, robbing the bank and doing other illegal tasks
  • The larger bounty you have, the more time you can go to jail for. As of right now, the max time is 10 minutes of jail time
  • Going to jail will reset your bounty
  • Messages of each players fines and bounties
  • And again, this system is very very fast. Inserting messages is O(1), getting messages is essentially O(1) unless you have 10+ logs

 

I thought about it even more and I think I know how I want to approach this. Hopefully it won't delay the release

 

On top of that, we have regular changes

  • Added CSS weapon models to the workshop pack
  • Fixed all or most of the hold types for the weapons Will do that later
  • In an active search for a new PP system or doing other optimizations to the current one
  • Newer prop protection is back along with some safety checks
  • Fixed adv dupe errors
  • Sending tables to the client for the police system now only sends the table you need, not all of them
  • Made all lingering files into one large file
  • Removed monitor
  • Added back !nolag
  • Added a non lethal M4 for cops
  • More optimization and profiling

This CP system is in it's first iteration. Please report any bugs that you find and they will be fixed!

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May 13th Changelog

 

Minor fixes from the new PD system. This will go in on a crash

 

  • Fixed string sub for player names above 10 characters
  • Fixed returning false when setting a players bounty to 0
  • Fixed arrest times
  • Fixed menu bounty
  • Fixed nil name error
  • CS weapons default to a SMG holdtype if one is not set
  • Disallowed Gravgun punting
  • New logging system, this one is fast and allows online viewing
  • You can now break out of cuffs, no longer come out of cuffs after 30 seconds
  • In the first phase of swapping out all plasmids, Soul is going first. It has been replaced by the blundergat

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May 14th Changelog

 

  • Players have their bounty reset and not subtracted from when arrested (people will probably just be pissed when they already served their time)
  • Nerfed force leap by 25%
  • Non Lethal M4 plays a sound from the client hit, not the weapon
  • Non Lethal M4 will apply a texture to your screen + disable your right click for 8 seconds
  • You can now upgrade the processor to disable knife spit outs
  • You can now upgrade the processor to increase the speed
  • PD bank no longer spits out knifes by default
  • Fixed Rock Paper Scissors NPC sounds
  • Replaced more plasmids with the blundergat if you didn't already have it swapped
  • Fixed logging error
  • PD Bank is now on a 15 minute cooldown

This took so much longer than I thought but I know how to do it now which means I can now utilize 3D2D buttons on entities. It's not perfect but it works fine for it's purpose. One week I have to go and polish everything. I worked for..1 hour on this because it turns out I was using the wrong axis  :reckF: :reckGL:

 

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May 15th Changelog

 

I didn't know that the processor model is not a default gmod model and you need CSS installed. This renders it useless if you try to upgrade it since..you need to get the bounds of the entity. Also, while it's not an issue, who doesn't like some more FPS. I haven't done some clientside optimization in a while and I bet there are a few things I can tweak. 

 

  • Changed processor model
  • Gun dealers and black market dealers have 5 more entity shelves
  • Processor buttons are more responsive
  • Override more animation calculations, only calculate anything we absolutely need
  • Disabled "Machine is already on"
  • Cops now get a fraction of the cash when someone pays a fine
  • Fixed Bitminers not being tied to your CPPI
  • Fixed Buddy System for patch protect
  • Fixed door issue, I wasn't iterating through the table right which meant no one could see the person using the door if they joined
  • Fixed battering ram
  • Fining a player also shows the cops name
  • You can now upgrade the processor to disable that horrendous sound
  • I am such an idiot. Won't go into explaining but I fixed showing CP bounty reasons. Wow
  • Fixed checking for civil protection
  • Modified shipment tables to make things more interesting
  • You can now upgrade the processor to increase the amount contained in each shipment by one
  • Blocked picking up glass as an admin

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May 16th Changelog

 

I don't know why I woke up so early to do this but here you go. Not entirely gamebreaking changes but good stuff. I will not be on until Thursday or so. Please do not message me about your custom class. Only message me about something gamebreaking or very important please.

  • Fixed unboxing exploit, calculations for what you unbox are done serverside instead of client side
  • Disabled all logging in HLogs besides commands and chat since I don't need 2000 pages of Billy Bob hitting Erston with a drilldo
  • Fixed nil entity error when someone would pay their fine

Also, I am going to be removing unboxing soon for a physical version since this one can get pretty network intensive + it's slow.

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May 17th Changelog

 

  • Nonlethal M4 actually sets your speed back to normal after it wears off, oops
  • Fixed the speedy Gonzales glitch with unboxing, uploaded wrong version, oops
  • Fixed command overflow, oops
  • Fixed some unforseen errors regarding a bad function, oops

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May 19th Changelog

 

Clothes, clothes, clothes. Hopefully you guys will find this as cool as I think it is. Definitely a very funny addons to develop. It's the first version of it and I have not been able to break it but I know you guys will find a way. So do not expect it to be 100% functioning until a day or two later. Plus I know the camera system is a little robust but it works exceptionally fine for what it is.

 

  • Added 100+ variants of different articles of clothing to the game such as masks, hats and other accessories
  • Wearing a mask will make you a masked player, hiding your name. Being cuffed will reveal your name
  • You can have up to 3 articles of clothing. A hat, chestpiece and misc item
  • Fixed ULib unbanning people after a server reset lol

Here are some screenshots of the clothing update:

2WVMetx.png

bfRpyhr.jpg

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