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[Changelog] DarkRP Server


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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.

 

 

 

zone.jpg

config.png

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March 17th Changelog

 

  • Added weed zones to some houses and in some general areas. You can buy seeds by using the F4 menu

 

zoneme.jpg

 

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 $$.

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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

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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

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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.

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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

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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

fFGQpPG.png

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!

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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.

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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.

 

 

  • Fixed AWP Asiimov worldmodel from a pistol -> awp
  • Hobo boot thrower doesn't show grenade in hands
  • Changed howl world model to M4 due to the model being utterly broken
  • Changed M4 Serpent world model to M4 due to the model being utterly broken
  • Changed Nemesis world model to P90 because again ^^
  • Fixed AUG Being an AWP
  • Changed spsa world model to shotgun because it's broken
  • Changed Reaper world model to P90 ^^
  • Fixed flashbangs
  • Fixed smoke grenades
  • Fixed regular grenades
  • Fixed Pizza Box world model being a nade
  • Fixed 24BL lua error
  • Fixed most broken shipments
  • Fixed lua error with meth stove that caused 40mb worth of errors (that is an absolute poop ton btw)

 

 

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.

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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

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