[release]/|--------|\
||Rev 44||
\|--------|/
[Fixed]
Blocks
Parts of inventory (won't cause errors unless used)
Core and radio blocks
printd and tables
[Broken]
Menu
[Files]
modified block.lua
modified blocks/core/cl_umsg.lua
modified blocks/core/cmd.lua
modified blocks/core/init.lua
modified blocks/inventory/container.lua
modified blocks/inventory/init.lua
modified blocks/inventory/item.lua
modified blocks/inventory/vgui/inventory.lua
modified blocks/radio/cl_umsg.lua
modified blocks/radio/cmd.lua
modified blocks/radio/init.lua
modified cl_init.lua
modified init.lua
modified shared.lua
modified vgui/menu.lua
added blocks/core/block.txt
added blocks/radio/block.txt
[/release]
Some bug fixes and a broken menu when trying to fix a bug :sigh:
[B]POST [U]#600[/U][/B]
I'm gonna try and fix those errors soon, so no worries :3
[release][B]/|--------|\
||Rev 45||
\|--------|/
[/B]
IMPORTANT: Below is a fix if it seems that the data system is still broken.
If you have used Shadow before Rev 44, we request that you remove all SQLite player data tables. It seems that using the old tables breaks the updated data system. If you don't remove the old data tables, you may get lua errors, and any player data (Names, money) will [B]NOT[/B] be saved!
[U][B][Changed][/B][/U]
Removed redundancy, such as multiple definitions of the same usermessage hook. cl_chat lua must not be removed, although it only contains two functions!
[U]
[B][Fixed][/B][/U]
Block loading should work now (The block.txt files should now be sent to clients)
Blocks, apart from inventory, should now be fixed
Unlocked all blocks (So that they can be unloaded)
Chat code should work now (The last commit disabled all kinds of chat apart from global :D)
[U][B][Removed][/B][/U]
Global chat no longer shows any tags in front of the message. The other tags will soon be turned into something more subtle, too. (Maybe slightly differing colors? Give me ideas on this!)
Old blocks, they no longer serve any purpose.
[U][B][Tickets][/B][/U]
fixes #1
(FINALLY)
[U][B][Files][/B][/U]
modified gamemode/block.lua
deleted gamemode/blocks/base
deleted gamemode/blocks/classes
deleted gamemode/blocks/client
modified gamemode/blocks/core/block.txt
modified gamemode/blocks/core/cl_umsg.lua
modified gamemode/blocks/core/cmd.lua
deleted gamemode/blocks/DarkRPClasses.lua
modified gamemode/blocks/inventory/block.txt
modified gamemode/blocks/radio/block.txt
deleted gamemode/blocks/server
deleted gamemode/blocks/What goes where.txt
modified gamemode/chatcmd.lua
modified gamemode/cl_chat.lua
modified gamemode/data.lua
modified gamemode/init.lua
modified gamemode/player_extend.lua[/release]
[editline]11:26PM[/editline]
Don't betray me, automerge...
Anyway, I redid the first post, and added a new logo in there. Tell me what you think about it.
[img]http://img20.imageshack.us/img20/8161/shadowlogo.png[/img]
[editline]11:27PM[/editline]
Hmm, so it is an hour that's the borderline for automerge!
This revision is commited by Polly, but we wrote the code online :P
[B]Also, if you think you can help in coding the gamemode, post me a snippet of code as an application, and I'll look if you could help us![/B]
[release][B]/|-------|\
||Rev 46||
\|-------|/[/B]
WIP stuff
[B][U][Added][/U][/B]
Experimental item system á la ItemForge
Experimental character menu á la foszor
New variable for items, Unique (determines if PrintName uses 'the' article)
[B][U][Changed][/U][/B]
Unique ID system for containers
[B][U][Files][/U][/B]
modified gamemode/blocks/inventory/container.lua
modified gamemode/blocks/inventory/init.lua
modified gamemode/blocks/inventory/item.lua
modified gamemode/cl_init.lua
modified gamemode/init.lua
modified gamemode/items/base.lua
modified gamemode/items/healthkit.lua
added gamemode/item-experimental.lua
added gamemode/vgui/charmenu.lua[/release]
[editline]07:38PM[/editline]
The mention of "'the' article" should read "the 'the'-article"
This means that if the value ITEM.Unique is true, any instances of that item will be named "The itemname" instead of "An itemname"
[release][B]/|------|\
||Rev 47||
\|------|/
[/B]
Fixed and tweaked the item system... Contact me for a better list of modifications.
NO IRONY, SARCASM OR HUMOUR TODAY!
[B][U]
[Fixed][/U][/B]
item-experimental.lua was in the wrong place
Bugs in the item system
[B][U]
[Changed][/U][/B]
Removed redundancy in the container system
Simple modifications to further hasten the development of the new item system (Such as modifying functions to take different input and give different output, removed useless parts...)
[B][U]
[Removed][/U][/B]
Old item.lua
[B][U]
[Files][/U][/B]
modified gamemode/blocks/inventory/container.lua
modified gamemode/blocks/inventory/init.lua
deleted gamemode/item-experimental.lua
deleted gamemode/item.lua
added gamemode/blocks/inventory/item-experimental.lua
[/release]
[editline]10:17PM[/editline]
Scary... Quadruple post...
Looking good. I shall keep on looking at this thread.
Pictures please
Well, then, Infinity, what should I take pictures of?
[editline]05:08PM[/editline]
I mean, there's the tiny HUD in the corner of your screen, then there's the dysfunct inventory menu, and finally the WIP Pie menu. :P
I would still like to see a picture
You know, maybe you should tell me what you want a picture of?
[QUOTE=esalaka;18025288]You know, maybe you should tell me what you want a picture of?[/QUOTE]
Everything!
Pfft, fine. But I'll still upload them in ImageShack.
[editline]07:05PM[/editline]
[quote]
[url=tsvn:http://subversion.assembla.com/svn/shadow][highlight]Direct SVN checkout link (TortoiseSVN only):[/highlight]
[img]http://img39.imageshack.us/img39/686/directsvnicon.png[/img][/url][/quote]
Sorry for not taking screenshots.. There really isn't much to screenshot.
here's some of the code from the sql.lua file from ZenRP...
[php]
local meta = FindMetaTable( "Player" );
function meta:GetCharacter()
return self:GetNWString( "character" )
end
function meta:ChangeCharacter( name )
self:SaveCharacter( name )
Characters = sql.QueryValue("SELECT "..self:SteamID().." FROM Characters")
Character = sql.QueryValue("SELECT "..name.." FROM ".. Characters)
if (Character) then
Name = sql.QueryValue("SELECT name FROM " .. Character)
Desc = sql.QueryValue("SELECT desc FROM " .. Character)
Money = sql.QueryValue("SELECT money FROM " .. Character)
Inv = sql.QueryValue("SELECT inv FROM " .. Character)
Team = sql.QueryValue("SELECT team FROM " .. Character)
Dead = sql.QueryValue("SELECT dead FROM " .. Character)
if (self:GetStat(name, "dead")) then
Derma_Query("Revive Character? (900" .. CUR .. ")", "Hospital",
"Yes", function()
if (self:GetStat(name, "money") - 900 >= 0) then
self:SetStat(name, "dead", false)
self:SetStat(name, "money", self:GetStat(name, "money") - 900)
elseif (self:GetStat(name, "money") - 900 < 0) then
self:SetStat(name, "dead", false)
self:SetStat(name, "money", 0)
ply:ChatPrint("This character no longer has any money.")
end
end,
"No", function()
ply:ChatPrint("You won't be able to play that character until they're revived.")
end)
else
self:SetNWString("character", name)
Zen.SetPoints(self, Money)
self:SetNWString("name", Name)
self:SetInv( Inv )
self:SetTeam(Team)
self:Spawn()
end
else
self:ChatPrint("Invalid Character!")
end
end
function PlyChangeCharacter( ply, cmd, args )
ply:ChangeCharacter( args[1] )
end
concommand.Add( "zen_changecharacter", PlyChangeCharacter )
function PlySaveCharacter( ply, cmd, args )
ply:SaveCharacter( ply:GetCharacter() )
end
concommand.Add( "zen_savecharacter", PlySaveCharacter )
function meta:SaveCharacter( name )
Characters = sql.QueryValue("SELECT "self:SteamID()" FROM Characters")
Character = sql.QueryValue("SELECT "..name.." FROM ".. Characters)
if (Character) then
Name = self:Nick()
Desc = sql.QueryValue("SELECT desc FROM " .. Character)
Money = Zen.Points( self )
Inv = self:Inv()
Team = self:Team()
Dead = sql.QueryValue("SELECT dead FROM " .. Character)
sql.Query("UPDATE "..Character.." SET name = "..Name..", desc = "..Desc..", money = "..Money..", creatorname = "..self:Name()..", inv = "..Inv..", team = "..Team..", dead = "..Dead.."")
Msg("[ZENRP]Character Saved.")
else
self:ChatPrint("Invalid Character")
end
end
function tables_exist()
if (sql.TableExists("Characters")) then
Msg("Character table already exists!")
else
if (!sql.TableExists("Characters")) then
query = "CREATE TABLE Characters ( )"
result = sql.Query(query)
if (sql.TableExists("Characters")) then
Msg("Success! Character Table Created! \n")
else
Msg("Somthing went wrong with the Character query ! \n")
Msg( sql.LastError( result ) .. "\n" )
end
end
end
end
function NewCharacter( ply, cmd, args )
steamID = ply:SteamID()
sql.Query( "INSERT INTO Characters (`"..steamID.."`)VALUES ( '"..args[1].."' )" )
Blah1 = sql.Query("SELECT "..steamID.." FROM Characters")
Blah2 = sql.Query("SELECT "..args[1].." FROM "..Blah1.."")
sql.Query( "INSERT INTO "..Blah2.." ('name', 'desc', 'money', 'creatorname', 'inv', 'team', 'dead')VALUES ('"..args[1].."', '"..args[2].."', '"..tonumber(ConVars["StartingPoints"]).."', '', '"..TEAM_CITIZEN.."', '"..false.."')")
result1 = sql.Query( "SELECT "..steamID.." FROM Characters")
result2 = sql.Query("SELECT "..args[1].." FROM "..result1.."")
if (result2) then
Msg("Character Created!\n")
else
Msg("Something went wrong with creating the character!\n")
end
end
concommand.Add("zen_createcharacter", NewCharacter)
function meta:GetStat( name, stat )
ID = self:SteamID()
P1 = sql.Query("SELECT "..ID.." FROM Characters")
P2 = sql.Query("SELECT "..name.." FROM "..P1.."")
P3 = sql.QueryValue("SELECT "..stat.." FROM "..P2.."")
return P3
end
function meta:SetStat( name, stat, amt )
ID = self:SteamID()
P1 = sql.Query("SELECT "..ID.." FROM Characters")
P2 = sql.Query("SELECT "..name.." FROM "..P1.."")
sql.Query("UPDATE "..P2.." SET "..stat.." = "..amt)
end
[/php]
i can help you, if i finish it soon... (i'm close to beta :downs:)
Just a note, we're still alive and well. I'm [B]finally[/B] starting the property owning system. This also means I gotta create one of the batch of in-game editors!
[editline]07:04PM[/editline]
Apparently nobody's interested in this anymore. Why? (Rate me dumb if you read this post :3)
will this have guns?
Yeah.[B]
If you add all them by yourself :D[/B]
[editline]08:01PM[/editline]
SO no weapons yet. Some weapons will probably be added.
How was the last post late o_O
Well, anyway, I've been tweaking the system, but still too lazy to complete that property system!
[release]
/|------|\
||Rev 48||
\|------|/
More stuff for items and containers
[Fixed]
Various bugs in item and container systems
info.txt
[Changed]
_C:Update now takes an item as first argument, instead of item ID
Various stuff for items and inventory
[Bugs]
_C:Update won't update FreeSlots and FreeWeight on client, caused by line 184 probably
[Files]
modified gamemode/blocks/inventory/container.lua
modified gamemode/blocks/inventory/init.lua
modified gamemode/blocks/inventory/item-experimental.lua
modified gamemode/blocks/inventory/item.lua
modified gamemode/init.lua
modified info.txt
/|------|\
||Rev 49||
\|------|/
Moar inventory system!
[Fixed]
Lots of bugs in inventory system
ent:HasItem and container:HasItem
[Changed]
Improved character menu a bit
[Added]
Lots of AccessorFunc's for items and containers
/|------|\
||Rev 50||
\|------|/
[Added]
Moving items between containers with _I:Move
_C:RemoveItem for removing items from containers
_C:Get/SetOwner for settings owner entity
[Removed]
Unneeded files
/|------|\
||Rev 51||
\|------|/
ASD
[Added]
Epic debug traces and messages an' shits in item.lua
Something epic in inventory (mostly fixes)
ITEM:*Model-accessors
something
[Fixed]
Bugs?
[Files]
modified gamemode/blocks/inventory/item-experimental.lua
modified gamemode/blocks/inventory/vgui/inventory.lua
modified gamemode/blocks/inventory/vgui/item.lua
modified gamemode/vgui/menu.lua
/|------|\
||Rev 52||
\|------|/
LOLOL
[Added]
Some kinda property system
A fancy new replacement for the sandbox hint system
[Modified]
Vgui (error fixes that don't fix errors)
Stuff (Too tired!)
/|------|\
||Rev 53||
\|------|/
LOLOL redux
[Added]
Editor mode (Not working currently)
[Modified]
The HUD no longer shows any data about you except for health and stamina (Don't worry, It'll be fixed!
Chat texts are now nicer IMO, and more "Roleplay-ish" (Eg. when you say something, the text is X says Y, when you yell it's X yells Y, when you say it over the radio, it's X says Y over the radio.
Completely replaced the sandbox hint system with mine. I know you hate it, but STFU :D (I'll make it so that you can swap between the two systems)
[Fixed]
Broken stamina bar
Notifications using the NOTIFY_ERROR-code when they were supposed to use NOTIFY_GENERIC
Some delays on notifications were too long
There's no need for fiddling with timers in PlayerSpawn :P
Some chatnotices to Notify, looks better
Generic oddities in the notifications
[Removed]
Why did the radio code have a duplicate of the yell/whisper code? o_O
[Files]
modified gamemode/blocks/core/cl_umsg.lua
modified gamemode/blocks/core/cmd.lua
modified gamemode/blocks/radio/cl_umsg.lua
modified gamemode/cl_init.lua
modified gamemode/cl_shadownotify.lua
modified gamemode/init.lua
modified gamemode/payday.lua
modified gamemode/player.lua
modified gamemode/player_extend.lua
modified gamemode/util.lua
added gamemode/editormode.lua
[/release]
[editline]07:49PM[/editline]
Kept you waiting, huh?
I just had to say that -.-'
[QUOTE=esalaka;18150680][release]Completely replaced the sandbox hint system with mine. I know you hate it, but STFU :D (I'll make it so that you can swap between the two systems)[/release][/QUOTE]
Oi, the hint system worked? I thought it was broken, so I wrote my own and made it look exactly like normal hints.
Yeah, it works. They're just not drawn unless you add these to your HUDPaint-func :D
[lua]
self:PaintWorldTips() --In the beginning.
--Doesn't actually relate to hints, this just draws the balloons and things you see on SENTs!
self:PaintNotes() --This calls the hint drawing function. Should be the last call in HUDPaint (so that it doesn't get drawn under anything)
[/lua]
Damn, well, I like my system but I spent way too much time on making it work well. Should have read more about sandbox hints.
Im looking over this project
willing to see on how will be it when it's done ^^
[QUOTE=esalaka;17972360]
Why? :D[/QUOTE]
Sorry for late reply ^^, I WANT TO PLAY CAUSE IT SEEMS TO ROCK !
Oh, thanks. But why don't you first try it and then tell me how much it rocks :3
(Hint: It doesn't, since it's not yet finished. The property and class systems will probly make it pretty playable, though)
[release]/|------|\
||Rev 54||
\|------|/
LOLOL redux remixed V3
[TODO]
A GUI for the property system:
-Door titles visible (ent:SetTitle, ent:GetTitle )
-Owner (_P:AddOwner, _P:RemoveOwner )
[Added]
A pretty much working property system!
YES, IT IS MULTIOWNER!
[Files]
modified gamemode/blocks/property/property.lua[/release]
Any chance you could take a screenie of the menu or somthing and post it here?
i would prefure to see somthing before i download it.
There really isn't any menu... The only actual menu is the inventory.
And the GUI just had personal information removed. It's not playable, yet.
[editline]05:13PM[/editline]
"Personal information" being RP name and title/job
[editline]05:14PM[/editline]
And cash
[editline]05:39PM[/editline]
Just to derail the topic: I didn't get Hoff'd :<
I like the coding style for this.
Could you take any pics of the hud / existing menus?
Sure thing, but there really isn't any HUD right now.
Imagine a red bar with a blue bar on top of it. Until I'll re-create the HUD, it'll be temporarily like that. And the inventory GUI is broken (I seriously can't think of a real reason for that anymore. It's like it breaks itself!)
if it's not broken, fix it.
[QUOTE=ZenX2;18311579]if it's not broken, fix it.[/QUOTE]
I fail to see logic here. It [B]is[/B] broken, but I can't figure out why.
(The project is kinda frozen for now. Prepare to hear more of it later, though!)
Sorry, you need to Log In to post a reply to this thread.