• Darkrp for Gmod 13.
    492 replies, posted
Did I mention the server sending the changes back? The client has no need to know what most of the settings are, other than so that they can populate the settings menu. Some shit like AllTalk would need to be networked (with a global bool or whatever) but things like advert intervals or licensing status for individual weapons can stay right where it is on the server.
[QUOTE=Lexic;38079731]You don't need convars to allow the clients to change settings on the fly, you do have networking systems remember? Client asks the server what the current settings are -> server sends them down in a big table -> the client sends back anything it wants changed -> the server updates the values in memory and writes the updated info to the config file.[/QUOTE] Like I said, back then this was not an option because datastream was shit and sending them through a bunch of usermessages manually was also shit. I don't think I should use the net library to send tables of settings. Some settings would still have to be networked through another means, and I don't like that. The config Lua file would be a simple solution for me, it has all the settings in one place etc. The admin tab in F4 is ugly as fuck anyways. There are still enough convars that the client needs for gameplay (alltalk, ooc, allowrpnames, deathblack, deathpov, globalshow, xhair, nametag just to name a few). I want them all in one place. Don't want half of them networked and half of them not networked. It will lead to me having to move the settings around from networked to not networked or vice versa because I need the value of a setting clientside when adding a feature. I don't want to send bulks of data if it can be prevented.
FPtje has been at this for a while guys, he'll figure something out and you'll just need to trust in his final decision instead of trying to change it. Personally I don't care how many hoops I have to jump through at the end of the day so long as I can play DarkRP in Garry's Mod 13.
When I mention the separation of the two I'm referring to things that would be much easier to do like server setup, instead of always having to go into the .cfg file to find the right percentage to use for taxing and how often it occurs, running/walking speeds, paydays, respawn times, etc. AND also having to upload that to the server and then add the new cache (if necessary) you'd do that through the menu as a lot of them require trial and error to get the right setup you want. I'm also proposing the convars like enabling hunger mod, buying health, respawning in jail be put in the .cfg file. (Note: When I say .cfg, yes; I'm referring to config.lua) Edit: [b]Generally and simply said,[/b] I suggest that the Toggle Commands go in the config.lua file that was mentioned, Value Commands remain in the F4 menu.
[QUOTE=silenced deat;35507060]SVN LINK HERE: [url]http://darkrp.googlecode.com/svn/branches/beta/[/url] Credits the the original creators[/QUOTE] Let darkrp die please, people are going to make better things. Change is needed.
[QUOTE=xZombine;38080928]Let darkrp die please, people are going to make better things. Change is needed.[/QUOTE] I hope you get sodomized by a police baton.
[QUOTE=mikesdav;38079223]Okay if you really have never used the admin tab before then your server must have sucked. And falco please dont mess with fpp, It wouldn't work using a cfg file.[/QUOTE] Tell me one convar that needs to be changed instantly while in-game. I set all the convars in the commands.lua once.
[QUOTE=_RJ_;38080162]When I mention the separation of the two I'm referring to things that would be much easier to do like server setup, instead of always having to go into the .cfg file to find the right percentage to use for taxing and how often it occurs, running/walking speeds, paydays, respawn times, etc. AND also having to upload that to the server and then add the new cache (if necessary) you'd do that through the menu as a lot of them require trial and error to get the right setup you want. I'm also proposing the convars like enabling hunger mod, buying health, respawning in jail be put in the .cfg file. (Note: When I say .cfg, yes; I'm referring to config.lua) Edit: [b]Generally and simply said,[/b] I suggest that the Toggle Commands go in the config.lua file that was mentioned, Value Commands remain in the F4 menu.[/QUOTE] Not going to happen for reasons stated above
ETA for fix ?
[QUOTE=AdamW95;38087193]ETA for fix ?[/QUOTE] no
So will DarkRP be available upon launch of Gmod 13?
I have a problem with my DarkRP. I tried creating a server, and when a friend tries to join, he gets stuck on retrieving server info. Does anyone know what the problem is? :) I deleted the fpp folder temporarily. Thanks all.
DarkRP for Gmod 13 Beta isn't working for me at the moment. [code]Changing gamemode to DarkRP (darkrp) [ERROR] gamemodes/darkrp/gamemode/fpp/server/fpp_core.lua:68: attempt to index global '_R' (a nil value) 1. unknown - gamemodes/darkrp/gamemode/fpp/server/fpp_core.lua:68 2. include - [C]:-1 3. unknown - gamemodes/darkrp/gamemode/init.lua:118 [ERROR] gamemodes/darkrp/gamemode/shared/fadmin_darkrp.lua:10: attempt to call field 'FindDir' (a nil value) 1. AddDir - gamemodes/darkrp/gamemode/shared/fadmin_darkrp.lua:10 2. unknown - gamemodes/darkrp/gamemode/shared/fadmin_darkrp.lua:23 3. include - [C]:-1 4. unknown - gamemodes/darkrp/gamemode/init.lua:120 [ERROR] gamemodes/darkrp/gamemode/init.lua:126: bad argument #2 to 'Find' (string expected, got nil) 1. Find - [C]:-1 2. unknown - gamemodes/darkrp/gamemode/init.lua:126 Couldn't Load Init Script: 'darkrp/gamemode/init.lua' [ERROR] gamemodes/darkrp/gamemode/fpp/server/fpp_settings.lua:402: attempt to index field 'Access' (a nil value) 1. v - gamemodes/darkrp/gamemode/fpp/server/fpp_settings.lua:402 2. unknown - lua/includes/modules/hook.lua:86 [/code]
[QUOTE=Leader of Me;38123644]DarkRP for Gmod 13 Beta isn't working for me at the moment. [code]Changing gamemode to DarkRP (darkrp) [ERROR] gamemodes/darkrp/gamemode/fpp/server/fpp_core.lua:68: attempt to index global '_R' (a nil value) 1. unknown - gamemodes/darkrp/gamemode/fpp/server/fpp_core.lua:68 2. include - [C]:-1 3. unknown - gamemodes/darkrp/gamemode/init.lua:118 [ERROR] gamemodes/darkrp/gamemode/shared/fadmin_darkrp.lua:10: attempt to call field 'FindDir' (a nil value) 1. AddDir - gamemodes/darkrp/gamemode/shared/fadmin_darkrp.lua:10 2. unknown - gamemodes/darkrp/gamemode/shared/fadmin_darkrp.lua:23 3. include - [C]:-1 4. unknown - gamemodes/darkrp/gamemode/init.lua:120 [ERROR] gamemodes/darkrp/gamemode/init.lua:126: bad argument #2 to 'Find' (string expected, got nil) 1. Find - [C]:-1 2. unknown - gamemodes/darkrp/gamemode/init.lua:126 Couldn't Load Init Script: 'darkrp/gamemode/init.lua' [ERROR] gamemodes/darkrp/gamemode/fpp/server/fpp_settings.lua:402: attempt to index field 'Access' (a nil value) 1. v - gamemodes/darkrp/gamemode/fpp/server/fpp_settings.lua:402 2. unknown - lua/includes/modules/hook.lua:86 [/code][/QUOTE] Not working for any1 trying to start one up atm
It's working fine for me. Are you using the correct files from github? [URL]https://github.com/FPtje/DarkRP/tree/beta[/URL] If you're still having issues I suggest you report the issues here: [URL]https://github.com/FPtje/DarkRP/issues?state=open[/URL]
Falco would you consider possibly adding a new format for teams that allows you to give it a table representing a team? I think alot of Lua learners would find this very useful. ( I'm not a lua learner right now, but have friends who are learning still and i try to help em ) I think this table format is a lot easier to use and would make things much simpler for many people. Here's my implementation of something like this: TEAM_OWNER = AddExtraTeamTBL("Owner",{ color = Color( 127, 255, 255, 255 ), model = "models/player/ct_gign.mdl", Des = [[Your a cool guy]], Weapons = { "weapon_pistol" }, command = "owner", max = 100, salary = 100, customCheck = function( ply ) return ply:IsUserGroup("owner") end) admin = false, Vote = true, Haslicense = true // NeedToChangeFrom = TEAM_MAYOR } I've coded an implimentation of this if you want the code for it ( though its quite easy. ) I think such a change would make the gamemode vastly easier to make custom classes ( difficulty is clearly shown by the number of automatic class generators to help with the problem )
changing the team syntax is the last thing I want.
[QUOTE=thelastpenguin;38189517]Falco would you consider possibly adding a new format for teams that allows you to give it a table representing a team? I think alot of Lua learners would find this very useful. ( I'm not a lua learner right now, but have friends who are learning still and i try to help em ) I think this table format is a lot easier to use and would make things much simpler for many people. Here's my implementation of something like this: TEAM_OWNER = AddExtraTeamTBL("Owner",{ color = Color( 127, 255, 255, 255 ), model = "models/player/ct_gign.mdl", Des = [[Your a cool guy]], Weapons = { "weapon_pistol" }, command = "owner", max = 100, salary = 100, customCheck = function( ply ) return ply:IsUserGroup("owner") end) admin = false, Vote = true, Haslicense = true // NeedToChangeFrom = TEAM_MAYOR } I've coded an implimentation of this if you want the code for it ( though its quite easy. ) I think such a change would make the gamemode vastly easier to make custom classes ( difficulty is clearly shown by the number of automatic class generators to help with the problem )[/QUOTE] This would cause for lots of excess lines of code that are just unnecessary. The current system works fine and is easy to learn from, I even teach people to code lua from starting on DarkRP as thats how I learnt.
rp_dm_autokick doesn't work anymore?
I saw it kick someone on a server yesterday
Code clarity is [sub][sub][sub][sub][sub][sub][sub]very nearly[/sub][/sub][/sub][/sub][/sub][/sub][/sub] ALWAYS better than code conciseness. You should accept this guy's kind offer of cleaning up your team page, (modify it somewhat so the table keys are all the same case) and accept it as the new standard. Obviously leave the old function call as legacy, but a neatly laid out table is 100% easier to understand than a gigantic kludge of a function call. Look at how much more verbose the new surface.CreateFont calls are.
You may be right. I've been thinking about this, and I can actually implement this without destroying the current syntax.
Do you want my code for shipments / extra entities while you're at it? I'm not sure how compatible it'll be with your version, but I'm sure you can fix it up.
[QUOTE=Lexic;38205701]Do you want my code for shipments / extra entities while you're at it? I'm not sure how compatible it'll be with your version, but I'm sure you can fix it up.[/QUOTE] Currently I'm just thinking the way thelastpenguin said it. Should do it, right? Well without the different function name that is
Yeah. Mine kinda abuses the whole 'Call without parentheses' syntactic sugar so it's probs better to go with his.
[lua]AddCustomShipment("Desert eagle", { model = "models/weapons/w_pist_deagle.mdl", entity = "weapon_deagle2", price = 215, amount = 10, seperate = true, pricesep = 215, noship = true, allowed = {TEAM_GUN} })[/lua] ? [lua]TEAM_MAYOR = AddExtraTeam("Mayor", { color = Color(150, 20, 20, 255), model = "models/player/breen.mdl", description = [[The Mayor of the city creates laws to serve the greater good of the people. If you are the mayor you may create and accept warrants. Type /wanted <name> to warrant a player Type /jailpos to set the Jail Position Type /lockdown initiate a lockdown of the city. Everyone must be inside during a lockdown. The cops patrol the area /unlockdown to end a lockdown]], weapons = {}, command = "mayor", max = 1, salary = 85, admin = 0, vote = true, hasLicense = false })[/lua] [lua]AddEntity("Drug lab", { ent = "drug_lab", model = "models/props_lab/crematorcase.mdl", price = 400, max = 3, cmd = "/buydruglab", allowed = {TEAM_GANG, TEAM_MOB} })[/lua] [url]https://github.com/FPtje/DarkRP/commit/b75fa561cbe8b8e88df68b0abe24cf88c3114af6[/url]
Might as well go all the way into the land of readability with the names, eh? [lua]Shipment "Bananas" { Model = "models/props/cs_italy/bananna.mdl"; Class = "auto_remove" Price = 10; Amount = 10; AvailableSeperately = false; SeperatePrice = 0; SeperateOnly = false; Teams = {-1}; SeperateTeams = {-1}; SeperateOnly = false; -- Optional callback to be called when the player presses 'e' on the spawned_weapon instead of ply:Give(shipment.Class). function(ply, shipment_info, shipment_ent) ply:ChatPrint("BANANAS!"); -- Return true to delete the spawned_weapon, false to leave it as it is. return true; end };[/lua]
I already changed the names. They're how I like it now.
[QUOTE=FPtje;38206125]I already changed the names. They're how I like it now.[/QUOTE] That's awesome.
While you are at it. Would you mind making the team system a bit more advanced by adding callbacks? e.g: [lua] TEAM_CITIZEN = AddExtraTeam("Citizen", { color = Color(20, 150, 20, 255), command = "citizen", salary = 45, ... PlayerSpawn = function(ply) end, Think = function() end, -- some darkrp related stuff OnDemote = function(...) end, ... }) [/lua]
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