• Liquid DarkRP - Because Jackool Disappeared
    650 replies, posted
[QUOTE=tgp1994;42447542]Just as a few other standard questions, I need to ask: -What revision is your SVN at? -Is cl_init modified from repository status?[/QUOTE] I'm using FTP to transfer files to my server. So I downloaded the .zip file for LiquidRP v1.3. And I'm getting many issues ever since, any help would be appreciated.
[QUOTE=Steve Mason;42460060]I'm using FTP to transfer files to my server. So I downloaded the .zip file for LiquidRP v1.3. And I'm getting many issues ever since, any help would be appreciated.[/QUOTE] This is slightly different from the post I received in my notification email from facepunch, and the content of said email makes me a little more concerned about the integrity of the gamemode you have right now. Addressing your previously unedited post: [quote] It gave me the error I mentioned above, then I re-downloaded the cl_init that was in the Liquid RP SVN repository that was on Google Code. And yes, same thing.[/quote] So you only got cl_init.lua from the repository? What I really need to see here is that you did a full SVN check out from the repository in its current state. LiquidRP v1.3 sounds like what it was pre-gmod13, which is not going to work for you whatsoever.
[QUOTE=tgp1994;42461066]This is slightly different from the post I received in my notification email from facepunch, and the content of said email makes me a little more concerned about the integrity of the gamemode you have right now. Addressing your previously unedited post: So you only got cl_init.lua from the repository? What I really need to see here is that you did a full SVN check out from the repository in its current state. LiquidRP v1.3 sounds like what it was pre-gmod13, which is not going to work for you whatsoever.[/QUOTE] Here's what I did, I download LiquidRP v1.3 from Facepunch, and installed it on my FTP server. From there. I used the cl_init.lua, that was included in there, and that issue was set. After that, I'm still getting issues, and LiquidRP isn't working. Should I download the newest revision on the SVN? It suggests to use TortoiseSVN, but I'm using FTP, so that wouldn't work. How would I download the whole thing, without right-clicking each file to save it? EDIT: To address what you said, yes I used the cl.init.lua file that was in the repository with v1.3 and then I decided to undo it, and it fixed that issue.
[QUOTE=Steve Mason;42470299]Here's what I did, I download LiquidRP v1.3 from Facepunch, and installed it on my FTP server. From there. I used the cl_init.lua, that was included in there, and that issue was set. After that, I'm still getting issues, and LiquidRP isn't working. [/quote] Right. The update to gmod-13 required editing just about all of the LUA files, so downloading just one isn't going to do much for you. [QUOTE=Steve Mason;42470299] Should I download the newest revision on the SVN? [/quote] [b]Absolutely.[/b] [QUOTE=Steve Mason;42470299] It suggests to use TortoiseSVN, but I'm using FTP, so that wouldn't work. How would I download the whole thing, without right-clicking each file to save it? [/quote] TortoiseSVN and FTP are two fairly different things. You will want to use TortoiseSVN to check out the repository to your local computer. From there, you would export the repository to yet another folder (Right click -> TortoiseSVN -> Export...), then upload [i]that[/i] new folder to your FTP location. I would recommend deleting the current gamemode siting on your FTP as well, just so nothing old is left over. As a side note, a lot of hosting providers these days seem to be providing built in SVN support, so you may want to look for that before going through my painstaking instructions. [QUOTE=Steve Mason;42470299] EDIT: To address what you said, yes I used the cl.init.lua file that was in the repository with v1.3 and then I decided to undo it, and it fixed that issue.[/QUOTE] That fixed the whole thing? No more errors? I find that kind of hard to believe...
mad errors eh [code][ERROR] gamemodes/liquiddrp/gamemode/server/database.lua:142: SQLite error: no such table: ldrp_player 1. error - [C]:-1 2. query - gamemodes/liquiddrp/gamemode/server/database.lua:142 3. RetrievePlayerData - gamemodes/liquiddrp/gamemode/server/data.lua:580 4. RestorePlayerData - gamemodes/liquiddrp/gamemode/player.lua:94 5. NewData - gamemodes/liquiddrp/gamemode/player.lua:196 6. unknown - gamemodes/liquiddrp/gamemode/sv_gamemode_functions.lua:469 [ERROR] gamemodes/liquiddrp/gamemode/sv_gamemode_functions.lua:435: attempt to index local 'TEAM' (a nil value) 1. Call - gamemodes/liquiddrp/gamemode/sv_gamemode_functions.lua:435 2. PlayerSpawn - gamemodes/base/gamemode/player.lua:251 3. PlayerSpawn - gamemodes/sandbox/gamemode/init.lua:41 4. unknown - gamemodes/liquiddrp/gamemode/sv_gamemode_functions.lua:617 [[/code]
As of October 4th, the DarkRP repo has changed how it uses fadmin and fpp. The LiquidRP SVN pulls them in as external resources and it will probably fail to download them now.
[QUOTE=EntranceJew;42560616]As of October 4th, the DarkRP repo has changed how it uses fadmin and fpp. The LiquidRP SVN pulls them in as external resources and it will probably fail to download them now.[/QUOTE] Yes I apparently live under a rock, none other than Falco had to point that out to me when I submitted a ticket. You folks may notice that I've submitted a couple of revisions to the repository; I'm locking the FPP and FAdmin folders in at their latest functioning revisions while I figure out how to properly integrate them back into the LDRP repository. So in other words, update away.
[b]Update:[/b] I've just uploaded a revision where I've finished making and testing the revamped tutorials system, where you can edit tutorials on the fly, and they're saved to the database on a per-map basis (see the changelog for more info). I'll try to start knocking off tickets now.
Nice! Good work getting this to work.
Just wanted to pop in and highlight [url=https://code.google.com/p/liquid-darkrp/source/detail?r=137]an update[/url] that I just put out: Thanks to the original writer of PChat (along with the writer of a new chatbox script) I was able to get the who can hear you dialog visible now when you're typing. Also, I've overridden one of GWEN's functions so that GWEN skins can be colored with LUA. So now the skins are little more unified, instead of patchy colors everywhere. Woo!
When I extract it the Gamemode doesn't show on my list...
Hello, sorry if that has been mentioned however does this work for 2.5? If not is it going to be updated to do so, or..? I just want the inventory, drugs, skills and npcs is this possible?
[QUOTE=xLiaMz;42870871]Hello, sorry if that has been mentioned however does this work for 2.5? If not is it going to be updated to do so, or..? I just want the inventory, drugs, skills and npcs is this possible?[/QUOTE] 2.5? DarkRP 2.5? I've apparently been living under a rock and never realized that Falco pushed out a new major version of DarkRP until just about a month ago, although I've been avoiding upgrading LDRP's code to it. I didn't initially take on this project for maintenance (but stay tuned for when I branch it), only just to get LDRP into a working state. I've removed all lua-related external references in the LDRP repository so it's completely independent. However, I keep trying to stress that Liquid-DarkRP is [i][b]not[/i][/b] DarkRP. Despite the core being based off of the later, there are many edits that have been made, making this a different gamemode. To answer your second question, no, in the short run, this is not going to be updated to be compatible with DarkRP's most recent codebase. Finally, you must understand that the inventory, drugs, skills, and NPC systems are [i]not[/i] modular (although I would like to eventually make them so), and thus cannot be easily ported over to DarkRP.
Okay, thanks for the reply. Hope to see you make them.
Is it possible, that i can use only some features of this gamemode like NPC'S and Inventory ?
[QUOTE=Baton TWIX;44322565]Is it possible, that i can use only some features of this gamemode like NPC'S and Inventory ?[/QUOTE] If you're asking for modularity, then I'll have to direct you to my above post. I don't believe features in this game can easily be turned on or off.
I'm not liking these arbitrary RPG elements like leveling up certain skills. It should be based on what you actually do and not what a system tells you what you do. If anything it should be based on what you can afford to do i.e. you get more money from doing more to afford new things. It leaves it more open ended. Also the trading system eliminates the need for trust which is a huge. Also having the ability to craft would mean there is no purpose for jobs if everyone can just craft everything. tough some of the features are pretty cool like the GUIs for things like lock downs and the bank system.
You make some good points there. If I could ask you about a few things... [QUOTE=carbonproxy;44322919]I'm not liking these arbitrary RPG elements like leveling up certain skills. It should be based on what you actually do and not what a system tells you what you do. If anything it should be based on what you can afford to do i.e. you get more money from doing more to afford new things. It leaves it more open ended.[/quote] Could you be more specific here? I almost feel like what you're describing as the optimal system is how the system is setup already... I.E you purchase a pick axe when you have the money from doing other things, you can upgrade the pick axe to mine more valuable rock, etc. [QUOTE=carbonproxy;44322919] Also the trading system eliminates the need for trust which is a huge.[/quote] If you mean like someone running off with your stuff before you get a fair trade, then I agree, that's true. So you're saying the best trading system is none at all really, or could it be designed differently? [QUOTE=carbonproxy;44322919]Also having the ability to craft would mean there is no purpose for jobs if everyone can just craft everything.[/quote] Well... I think I see the point you're making, like there wouldn't be a need for a [i]crafter[/i] job? Otherwise everyone has their stuff that they need to make. Although I think it would be cool if people had to go through a crafter to get their tools made.
Trying to find the names to spawn in all the npcs.....
[QUOTE=BigBadWilly;44341475]Trying to find the names to spawn in all the npcs.....[/QUOTE] I seem to remember those being printed if you run the spawn command without any arguments.
[QUOTE=tgp1994;44341996]I seem to remember those being printed if you run the spawn command without any arguments.[/QUOTE] I added you on steam mind helping me a bit>?
[QUOTE=BigBadWilly;44342056]I added you on steam mind helping me a bit>?[/QUOTE] Sorry, I don't really do steam based support requests. If you post your question here though I'd be glad to help so others can benefit. What's on your mind?
I'm stuck with the Npcs not currently working do you mind telling me the command to spawn them in?
[QUOTE=BigBadWilly;44342318]I'm stuck with the Npcs not currently working do you mind telling me the command to spawn them in?[/QUOTE] To spawn an npc, you're looking for the [i]ldrp_npcpos[/i] console command, found at [url=https://code.google.com/p/liquid-darkrp/source/browse/trunk/gamemode/liquiddrp/sv_npcs.lua#147]this[/url] exact location in the code. I don't quite follow the first part of your message though, are the NPCs broken for you? There is current an [url=https://code.google.com/p/liquid-darkrp/issues/detail?id=24]open[/url] ticket stating that NPCs stop working after some amount of time in game, and I have not been able to replicate this.
Well I went in game and basically there were no npcs..... So I'm guessing you had to spawn them in? but then when going threw the files, I used this "ldrp_getpos" and got errors :/
[QUOTE=BigBadWilly;44343052]Well I went in game and basically there were no npcs..... So I'm guessing you had to spawn them in?[/quote] That is correct, you must setup NPCs where you want them upon initially loading a new map. [QUOTE=BigBadWilly;44343052]but then when going threw the files, I used this "ldrp_getpos" and got errors :/[/QUOTE] Ok, although I don't really understand why you're using ldrp_getpos. I don't believe I've ever needed to use it to run an LDRP server. If you want though, feel free to submit a ticket for the function if it's causing problems. It was probably useful at some point, but no longer is.
[QUOTE=tgp1994;44343103]That is correct, you must setup NPCs where you want them upon initially loading a new map. Ok, although I don't really understand why you're using ldrp_getpos. I don't believe I've ever needed to use it to run an LDRP server. If you want though, feel free to submit a ticket for the function if it's causing problems. It was probably useful at some point, but no longer is.[/QUOTE] then why not remove it from the code then?
[QUOTE=BigBadWilly;44343685]then why not remove it from the code then?[/QUOTE] I forgot, probably :pwn:
[QUOTE=tgp1994;44324710]snip[/QUOTE] I think he just wants things left more to the player so its down to trust and RP, more like the real world. As for the crafting he's saying if someone can craft everything then there's no need to have a job. For crafting to work you should allow it so that anyone can craft a set amount of simple things but the more specific things (for example if you could craft guns, then only the gun dealer would have the knowledge to do that). A crafter job would just be pretty pointless and OP. Maybe different tradesmen if the servers will be populated enough e.g. gunsmith > sells to gun dealers. Chef > sells to shops. All depends on the depth of the RP. Since this is DarkRP then I suggest just keeping items to their respective jobs as anything else is more SRP or SSRP
Man. I played DarkRP on a server the other day, I hated it and quit immediately. I said to myself; "I could make something better then this easy." So for one I started on this mod which actually makes things a lot more lethal, such as any headshot proving fatal. I also started programming body armor, but then the problem is naturally body armor typically only covers the torso. All the same though, in a real firefight protecting your vital internal organs is more then you can ask for really.
Sorry, you need to Log In to post a reply to this thread.