• Shadow - an RP mod that needs you!
    178 replies, posted
[QUOTE=raBBish;17566031][code] [Fixed] LoadBlocks being called too many times due to not checking for _BLOCKS_LOADED [/code][/QUOTE] What? You can't be right, it was called multiple times because it isn't able to load blocks until the second or third time! I must check this. [editline]08:02PM[/editline] [QUOTE=maddsci2k;17567099] Edit: Small bug: When data storage is enabled, when a player joins a server, his money shows as 0 until his first payday, when it updates to the correct value. Tested on a listenserver with Flatfile & SQLite. Not tested with MySQL but I would assume it would be the same.[/QUOTE] Means their data hasn't been loaded when they spawn. Put net_graph on mode 3 and you'll see a crapload of usermessages in the beginning. Those messages tell the joining player what blocks to load and their current money amount, since payday is always called on initial spawn. :P Commiting soom with some little fixes! [editline]08:15PM[/editline] [QUOTE=iRzilla;17566691]I really like this idea, a public RP gamemode that everyone can add to. More gamemodes need to be like this.[/QUOTE] You wanna join?
So far it sounds like we are just recreating darkrp...
How come? The payday system is easy to shut down, if you mean that. Explain better? [editline]08:34PM[/editline] [code] /|------|\ ||Rev 16|| \|------|/ Assorted fixes and todos *VERSION PROMOTION TO 1.1.SVN* (The SVN stands for patch number, since it's quite :D Also we need some place where the player can read the version. Such as teh scoreboard. [Todo] In util.lua, line 12, function ChatNotice: There should be a common message-flag so that these strings can be pooled! Current system's a waste of bandwidth. In convars.lua, line 12, convar SHADOW.JoinNotify: Handle it. Payday system needs some kinda force-no-loop for those not planning to enable payday. In player_extend.lua, lines 133, 134 and 140, in functions meta:Own and meta:UnOwnAll: 133: Create something like property.UnOwnAll( ply ) to clear this mess up. 134: self.property should be made something like property.GetProperty( ply ) 140: Create something like property.Own( ply, ent ) to clear this mess up. Create a cool scoreboard. [Changed] Reordered the convars in convars.lua Changed function sf to local in data.lua. define it in util.lua if you want it global, just for clarity [Fixed] Potential annoyments in the payday system. Money is now only added if payday is on, but the loop still runs. This needs some kinda force-no-loop for those not planning to enable payday. It's just to make it foolproof. Extra space in player.lua on line 8 removed. [/code] [editline]08:53PM[/editline] Fun fact: Issuing "find rpc_" in the gmod console gives you every single chat command! [editline]08:56PM[/editline] [QUOTE=Gbps;17567766]So far it sounds like we are just recreating darkrp...[/QUOTE] Would you please elaborate and tell me why it sounds like that? As the supposed head of the project I'd like to know :/
[code]/|------|\ ||Rev 17|| \|------|/ Payday fix... Hopefully the last. [Fixed] Payday can now be enabled and disabled correctly. New settings will take effect upon the next scheduled payday.[/code] Edit: Just did a diff of the last version of payday.lua, and I changed less than I actually thought I did... More specifically, I moved the payday notice into where it checks to see if payday is enabled or not. Before, it would have given you a payday notice without paying you if payday was disabled. Also cleaned up the payday code a tiny bit.
Pics or it didn't happen!
What didn't? :D [editline]09:33PM[/editline] Wow, 38 posts and still page one? How many do we actually need? [editline]09:33PM[/editline] I gave myself a rainbow just for teh lulz :D
LoadBlock is called three times in init.lua and once in shared.lua, before any hooks, then in both GM:Initializes, showed couple times too many for me. [editline]09:48PM[/editline] And it's 40 posts per page, I believe
[QUOTE=raBBish;17569069]LoadBlock is called three times in init.lua and once in shared.lua, before any hooks, then in both GM:Initializes, showed couple times too many for me. [editline]09:48PM[/editline] And it's 40 posts per page, I believe[/QUOTE] Oh, then it was absolutely too many times. But it isn't called on the client anymore -.-
this looks promising...
Thanks! (You should've said "First!" or "Page king" or something like that :D)
I'm disagreeing with myself! [editline]04:26PM[/editline] Damn automerge -.- [editline]05:55PM[/editline] [code] /|------|\ ||Rev 18|| \|------|/ Mainly small fixes for Polly to use [Fixed] Player class will now always work, and if it doesn't, errors are ErrorNoHalt [Changed] GM:Initialize checks if blocks are loaded Commonly used messages should now partially get pooled /|------|\ ||Rev 19|| \|------|/ Small improvements [Fixed] Fixed LoadBlocks not getting called on server Fixed names being empty without rpc_name arguments [Changed] Optimised chat commands Minimum name length is 2 characters [Added] Revision in GM.Name /|------|\ ||Rev 20|| \|------|/ [Fixed] Health bar background was too bright [/code]
[code] /|------|\ ||Rev 21|| \|------|/ Item system WIP [Added] WIP version of item system [/code]
[code] /|------|\ ||Rev 22|| \|------|/ Good night :D [Fixed] A blacklist now prevents using certain chat commands without arguments. Blocks are again reloaded on script reload (NECCESSARY) Undocumented fixes in the item system (+ Comments) Commented _BLOCKS_LOADED-check from handler.lua (NECCESSARY) Stupid GM.Version-thing in cl_init.lua[/code]
I'm just wondering, but how come in all the includes, there aren't any parenthesis surrounding the string?
i'm just wondering how most rp gamemodes always end up the same...
[code] /|------|\ ||Rev 23|| \|------|/ Good morning :D [Fixed] Stuff in rpc_item entity (NOT WORKING) [Added] Container system for all entities Item inheriting Item system networking New item for testing inheritation [/code] First time doing an inventory system, I hope this is good.
[QUOTE=deathrat;17586636]I'm just wondering, but how come in all the includes, there aren't any parenthesis surrounding the string?[/QUOTE] Any function that takes [U]only one string argument[/U] can be called like this. [QUOTE=ZenX2;17594684]i'm just wondering how most rp gamemodes always end up the same...[/QUOTE] Elaborate a bit more?
Fixed.
We can't know. Are you running the latest revision (23)? If you are, then post a list of your addons, they are generally the source of these bugs. :/
Fixed, I didn't remember that you can't include spaces in the gamemode folder's name.
Meheh. I'd suggest you just name the folder shadow :) [editline]03:36PM[/editline] Also, the gamemode's name is just 'Shadow', unlike many RP gamemodes. Most of them end with 'RP' or 'script'. [editline]03:45PM[/editline] [code]/|------|\ ||Rev 24|| \|------|/ LOL WUT [Changed] Reordered the convars and changed their flags, because, FFS, _EVERY SINGLE CONVAR DOESN'T NEED THE REPLICATED-FLAG_[/code]
[code] /|------|\ ||Rev 24|| \|------|/ CONTAINEERS [Fixed] rpc_item works now [Changed] From arg to { ... } Default model of base item Entities can now have multiple containers Default run speed to 225 [Added] QuickTrace [/code] Wrong rev number above, should be 25 [code] /|------|\ ||Rev 26|| \|------|/ Fixes and inventory [Fixed] Client not updating containers Errors in item debug commands [Added] Basic inventory UI [/code] Debug commands are shadow_giveitem <item> <amount>, shadow_spawn <item> and shadow_menu to open inventory.
There are still some bugs. [U]BUGS:[/U] Entity:GetContainers may return nil. It shouldn't return nil. What the heck does Entity:GetContainer do? The menu doesn't allow dropping items yet (Not really a bug) [U]Did you change the 45 in setstamina to 25?[/U]
[QUOTE=esalaka;17598204]Elaborate a bit more?[/QUOTE] well, most RPs end up with a door system, a hand swep or key swep, inventory system or not, characters or not, and having menu's with tabs for jobs and money and stuff. now that i'm thinking about it some more, that's really the only way rp gamemodes can go...
[QUOTE=ZenX2;17610629]well, most RPs end up with a door system[/QUOTE] Most likely because most people like to own houses? I intended to create a system, where buying a door causes you to buy the whole property, (Like in TacoScript) if a property listing file is created for that map. [QUOTE=ZenX2;17610629], a hand swep or key swep,[/QUOTE] Because it's an easy way to simulate keys. For some reason keys tend to look like a C4... [QUOTE=ZenX2;17610629] inventory system or not, characters or not,[/QUOTE] Confusing. I don't know how this makes RP gamemodes similar. [QUOTE=ZenX2;17610629] and having menu's with tabs for jobs and money and stuff.[/QUOTE] Do you have a better idea? :) [QUOTE=ZenX2;17610629] now that i'm thinking about it some more, that's really the only way rp gamemodes can go... [/QUOTE]Indeed.
for the property owning, would you, say, define the eight vertexes in a cube and then set the ownership of all doors within to the player, and set that specific area's owner to the player?
Possibly. But I thought that since there might be multiple properties inside the cube, it should rather be made so that the doors are individually defined to be a part of a property.
This looks interesting. Mind if you PM me your steam? I wanna talk with you about something.
so... any updates?
[QUOTE=ZenX2;17757824]so... any updates?[/QUOTE] Well, yeah. We're currently at Revision 31, soon 32. I'll post all the missing logs after I've commited. [editline]07:41PM[/editline] [code] /|------|\ ||Rev 27|| \|------|/ More stuff for items [Changed] Back to single-container system Player's container default max weight 100 container:Update now checks if items fit Removed container saving for now rpc_item now calls item:PickUp to get amount of items to pick up [Added] Function container:CanHold for checking if items can fit in container player:DropItem for dropping items Support for FindMetaTable, "ShadowItem" and "ShadowContainer" container:HasItem item:GetPrintName returns formatted item name, like 'an item' or '3 items' /|------|\ ||Rev 28|| \|------|/ Inventory! [Added] Improved inventory. /|------|\ ||Rev 29|| \|------|/ LOL WUT AGAIN [Fixed] Critical bugs in item.lua and inventory.lua that prevented correct loading of items and playerdata. /|------|\ ||Rev 30|| \|------|/ MOAAAR [Fixed] Data not loading/saving on listen servers Various bugs with items [Changed] Inventory works now completely [Added] Cvar for starting money Function for debugging, printd (make DEBUG false to disable messages) More metafunctions for handling items Healthkit item /|------|\ ||Rev 31|| \|------|/ Small update for chat commands [Changed] Improved chat command parsing (Thanks Deco & Lexi!) /|------|\ ||Rev 32|| \|------|/ BANANNANANANANASSS! [Added] The beginnings of a new data interface [Fixed] Payday timer not removing on player disconnect [Changed] printd debug message function now outputs the values it were given. Needed for sf to work correctly with debug. Players can't temporarily enter vehicles nor pick up items. This is not a bug and should not be whined about, for there'll soon be dramatical changes in the internals of the gamemode. [/code] Lotsa things. [editline]08:04PM[/editline] I just checked what [url]http://subversion.assembla.com/svn/shadow/info.txt[/url] reads. I lol'd :D
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