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[Changelog] DarkRP Server


TitsRP
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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

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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

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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
     

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December 10th Changelog

 

  • Added Santa as a legacy job (tmr)
  • Added cuffing logs
  • Added Bounty logs
  • Optimized lightsabers on both the client and the server
  • Optimized talking in admin chat / chat commands in general by 30%
  • Optimized some file IO
  • Optimized some SQL queries
  • Optimized door data by 72%
  • Optimized shooting on the CSS and BTW base by 18%
  • Updated Cake
  • Cuffing for cops takes .75 second now down from 2 seconds
  • Fixed spiderman gun being weak
  • Fixed going into jail and being in a tpose
  • Fixed Bounty Hunters sometimes not getting the bounty card
  • Fixed weapons having extended distance through fences
  • Lowered unsighted recoil by 25%, sighted recoil by 15%
  • increased draw distance to view player info by 2x
  • Turned off query cache + rebooted sql

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December 11th Changelog

 

  • Redid CC friends, you can see who is on your class + remove people
  • Fixed the bank manager, no one made a report about this
  • Fixed staff not having the same inventory space as VIP's
  • Increased inventory spaces globally by a few spaces
     

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December 13th Changelog

 

I am focused on serverside optimization since it's always welcomed and that we will be able to push higher limits when we do push those. Some of these changes you may not enjoy but the amount of performance taken out of these are crazy.

 

  • Optimized lightsabers by 90% from a 1810 ms inclusive runtime -> 157 ms inclusive for a 25 second benchmark for 20 players
  • Optimized the toolgun by 100% moving it's runtime from 600ms to 0ms for 40 players
  • Optimized Pills the best I could but I am sad to say, they will be removed in a future update since they are too expensive to keep
  • Removed 2 modes from the lightsaber that were expensive but no one used
  • Fixed some misc bugs

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December 17th Changelog

 

  • Added Santa Claus
  • Added a RSB (Random Shit Buyer)
  • Optimized ulx cmd checks by 100%
  • Optimized DarkRP cmd checks
  • Optimized Meth cooking by 90%
  • Lowered ingame CC prices by 2.5 mil
  • Time for Michael Myers to TP lowered by 5 seconds
  • Fixed knifes being crazy when thrown
  • Fixed kidnapping health / armor

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Decmeber 21st Changelog

 

I have been working on a secret module for the past few days and it will increase client and server performance like no other. I was going to hold this off but I forced myself to learn the material I needed to make something like this. It may be in for tomorrow and it will probably allow us to push 90+ slots easily (which I probably won't do because 70 people on Downtown is more than enough). This module is going to need a lot of testing before hand to make sure it doesn't freak anything up

 

  • Fixed Santa's presents and increased the max limit to 8 since it has been broken for a few days (I did not know until yesterday)
  • Fixed money not stacking
  • Fixed shadow knife killing in spawn
  • Fixed flashlights not working
  • Fixed some issues with weapon modifying on non scripted weapons
  • Fixed a lot of other various issues I can't specifically remember

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December 22nd Changelog

 

 

  • Fixed lightsaber error
  • Fixed a possible CC error regarding adding friends
  • Optimized DarkRP Lawboards
  • Lowered character count for admin calls to 50 due to a request from some staff, they must love taking sits

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December 23rd Changelog

 

  • Fixed Santa presents for real and upped their limit to 15 since it's 2 days before Christmas
  • Fixed all job change issues with Halloween jobs
  • Fixed Adv dupe ghosting
  • Fixed jail poses
  • Optimized the heck out of shipments
  • Optimized looking at spawned weapons

 

Once my new module is done, it is showing a 99.6% increase increase in performance compared to the old module we are using now (over 1400ms of runtime for 45 seconds compared to my modules 6ms for 45 seconds). Prepare for the FPS and server performance (which I still have to benchmark but it looks very promising)

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