• DarkRP 2.4.X
    1,868 replies, posted
[QUOTE=Vinze;23849337]How can we trust you won't ruin it with dumb and pointless features?[/QUOTE] Notice how he's consulting the community about his ideas, by posting what he's thinking of doing before he does it, and besides, almost everything in and added to DarkRP comes with an on/off command, so if you don't like it turn it off.
[QUOTE=Drakehawke;23850949]Notice how he's consulting the community about his ideas, by posting what he's thinking of doing before he does it, and besides, almost everything in and added to DarkRP comes with an on/off command, so if you don't like it turn it off.[/QUOTE] Indeed. Eusion's ideas are awesome and would be great additions to DarkRP. I will use them if they are released.
Thank you, your support is really encouraging :). I will take into consideration many aspects of change that my updates will bring to DarkRP and the overall play, so the updates aren't just bashed together, they will be carefully considered in order to preserve the traditional gameplay. I will also consult the community and Falco of any updates I intend to release or create, and as always, I will provide an option to disable any I do.
Can I make a small suggestion Eusion? A graffiti system. This has plagued me for sometime now... Garry's Modders having to resort to using rope to make graffiti art which is quiet laggy... My suggestion? Add a graffiti maker tab which allows you to create a small paint/2-d decal ingame, and use it if holding a spray paint can swep. Benefits? It would allow for more realistic gangs, and give meaning to players, "protecting territory" and would allow for less breaches of metagame considering a gang protects their area through tagging.
[QUOTE=JoeSkylynx;23854858]Can I make a small suggestion Eusion? A graffiti system. This has plagued me for sometime now... Garry's Modders having to resort to using rope to make graffiti art which is quiet laggy... My suggestion? Add a graffiti maker tab which allows you to create a small paint/2-d decal ingame, and use it if holding a spray paint can swep. Benefits? It would allow for more realistic gangs, and give meaning to players, "protecting territory" and would allow for less breaches of metagame considering a gang protects their area through tagging.[/QUOTE] I think something along the lines of this would be nice. Anything to replace rope signs or graffiti would be awesome.
[QUOTE=Drakehawke;23850949]Notice how he's consulting the community about his ideas, by posting what he's thinking of doing before he does it, and besides, almost everything in and added to DarkRP comes with an on/off command, so if you don't like it turn it off.[/QUOTE] Fair enough. I do have one suggestion, which is to implement crafing. So, basicly, you don't instantly get a shipment or whatnot. There's a duration bar apearing that says the product name, and how long left untill it's done. That way, it's less conjuration magic, and more sensemaking. [editline]09:46AM[/editline] [QUOTE=JoeSkylynx;23854858]Can I make a small suggestion Eusion? A graffiti system. This has plagued me for sometime now... Garry's Modders having to resort to using rope to make graffiti art which is quiet laggy... My suggestion? Add a graffiti maker tab which allows you to create a small paint/2-d decal ingame, and use it if holding a spray paint can swep. Benefits? It would allow for more realistic gangs, and give meaning to players, "protecting territory" and would allow for less breaches of metagame considering a gang protects their area through tagging.[/QUOTE] I like it, but to prevent minging, it would be requiring tagtrust :v:.
I suggested this ages ago, but it applies to your crafting idea: 1. Gundealer buys shipment 2. Shipment details appear in a 'Orders' tab of the F4 menu, specific to those who can buy items. 3. Details include shipment name, amount, price and the time it takes to order (set in addentities). 4. When the timer is up the shipment becomes 'Ready' and the gun dealer can click 'Spawn' to spawn the completed order.
[QUOTE=JoeSkylynx;23854858]Can I make a small suggestion Eusion? A graffiti system. This has plagued me for sometime now... Garry's Modders having to resort to using rope to make graffiti art which is quiet laggy... My suggestion? Add a graffiti maker tab which allows you to create a small paint/2-d decal ingame, and use it if holding a spray paint can swep. Benefits? It would allow for more realistic gangs, and give meaning to players, "protecting territory" and would allow for less breaches of metagame considering a gang protects their area through tagging.[/QUOTE] Is that actually possible? I don't know if you can make textures on the fly in lua. However, there is peepoopmod, you could "mark" your territory. Just a suggestion. (Probably one of the best/only uses for it :P)
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[QUOTE=Helix Alioth originally;23859241]no[/QUOTE] [QUOTE=Helix Alioth;23859241]-snip-[/QUOTE] I knew you'd want it ;)
Hi, I also am having trouble with the police sticks, They don't work anymore. Eusion, or FPtje please fix them. I have every setting possible to make it work but it doesn't. I even grabbed 2.3.7 and all of them works. I tried replacing the 2.3.7 police sticks with the new DarkRP but it still doesn't work, only the stunstick. This is a really big flaw for me.
[QUOTE=Savior;23862104]Hi, I also am having trouble with the police sticks, They don't work anymore. Eusion, or FPtje please fix them. I have every setting possible to make it work but it doesn't. I even grabbed 2.3.7 and all of them works. I tried replacing the 2.3.7 police sticks with the new DarkRP but it still doesn't work, only the stunstick. This is a really big flaw for me.[/QUOTE] I'd like to help but I really need more information; are there any errors present? Is this a problem with animations or features? Also, regarding the graffiti system, the alternatives are also laggy to be honest, I could use particles to gain a desired effect, but for now I believe it's better to continue without it. Thanks for your suggestion though :).
Absolutely no errors, all animations are present, Test it out yourself.
[QUOTE=Drakehawke;23858442]I suggested this ages ago, but it applies to your crafting idea: 1. Gundealer buys shipment 2. Shipment details appear in a 'Orders' tab of the F4 menu, specific to those who can buy items. 3. Details include shipment name, amount, price and the time it takes to order (set in addentities). 4. When the timer is up the shipment becomes 'Ready' and the gun dealer can click 'Spawn' to spawn the completed order.[/QUOTE] Maybe a mailbox entity could be activated to spawn it. Would add even more realism.
The server I administrate is having a huge problem at the moment. Some people cannot see the F4 menu, the scoreboard is sandbox and they have no HUD. We are not sure how to fix this, if anybody can help it would be appreciated. Yours Sincerely Loony - AciaNet Gaming Administrator
[QUOTE=Loony114;23865927]The server I administrate is having a huge problem at the moment. Some people cannot see the F4 menu, the scoreboard is sandbox and they have no HUD. We are not sure how to fix this, if anybody can help it would be appreciated. Yours Sincerely Loony - AciaNet Gaming Administrator[/QUOTE] Are there any errors printed to console regarding this issue?
[QUOTE=Eusion;23866705]Are there any errors printed to console regarding this issue?[/QUOTE] There are no errors, it is just an issue the majority of people seem to have that join our server. Also servers we are friends with have the same issue.
my server gets : DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 1) DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 2) DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 3)` DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 4)
[QUOTE=Loony114;23867056]There are no errors, it is just an issue the majority of people seem to have that join our server. Also servers we are friends with have the same issue.[/QUOTE] Got any custom teams/shipments?
I'm back and I've got a lot of work on DarkRP to do. I hope Eusion updated the private dropbox, I'd like to take a look at what he did. I'm glad he did some work on DarkRP. :buddy:
[QUOTE=FPtje;23870803]I'm back and I've got a lot of work on DarkRP to do. I hope Eusion updated the private dropbox, I'd like to take a look at what he did. I'm glad he did some work on DarkRP. :buddy:[/QUOTE] Not much to be honest Falco, I've been on holiday for most of your absent time. Dropbox has been updated :).
Hey, think you can make an alternative to save classes/jobs? It would help people who does more serious roleplay.
[QUOTE=deadeye536;23635132][url=http://code.google.com/p/darkrp/source/browse/trunk/gamemode/showteamtabs.lua#650]showteamtabs.lua:650[/url] [lua] for k,v in pairs(DarkRPEntities) do if not v.allowed or (type(v.allowed) == "table" and table.HasValue(v.allowed, LocalPlayer():Team())) then local cmdname = string.gsub(v.ent, " ", "_") if tobool(GetConVarNumber("disable"..cmdname)) then return end local price = GetConVarNumber(cmdname.."_price") if price == 0 then price = v.price end AddEntIcon(v.model, "Buy a " .. v.name .." " .. CUR .. price, v.cmd) end end[/lua] Shouldn't you be breaking, not returning? Returning will end the function that builds the entire Entities tab. Also, in practice, it does break the Entities tab when you have something disabled.[/QUOTE] Even breaking would be bad, that would stop the loop. If you stop the loop at the first entity, all the other entities won't be looked at. Fixed in latest SVN.
[QUOTE=Drakehawke;23869543]Got any custom teams/shipments?[/QUOTE] We have the madcows weapons and we have the secret agent and thief custom jobs. We attempted re-installing these to the server but it didn't work.
[QUOTE=Loony114;23880260]We have the madcows weapons and we have the secret agent and thief custom jobs. We attempted re-installing these to the server but it didn't work.[/QUOTE] Post the code for them. [editline]12:10AM[/editline] Stumped at my Crash Recovery Module, this bit of code seems to crash the server as soon as it's ran. [lua] current_darkrp_door_cache = { } for id, ply in pairs( player.GetAll() ) do local owneddoors = ply:GetTable().Ownedz table.insert( current_darkrp_door_cache, ply:UniqueID(), owneddoors ) end local string_to_save2 = glon.encode( current_darkrp_door_cache ) file.Write( "DarkRP/darkrp_doorcache.txt", string_to_save2 ) [/lua] That's not the full function, but if I comment that bit out it works fine. Works fine on a listen server, just not my dedicated one.
[QUOTE=metrotyranno;23869376]my server gets : DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 1) DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 2) DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 3)` DataStreamClient Decoding Error: lua\includes\modules\glon.lua:331: Unknown type ID, 49! (operation 4)[/QUOTE] can anyone help me for this? it starts being inoing
Oh the arrest baton problem I was having was because I deleted weapon_cs_base2 facepalm
You should add NPC's.
[QUOTE=Drakehawke;23846272]Dare I say it, Like RuneScape trade?[/QUOTE] something like a trading system will be great
[QUOTE=TommieBoy;23898574]You should add NPC's.[/QUOTE] For trading? Like shop NPCs? I wouldn't, means the players have nothing to do, where's the role-play in buying everything from NPCs with set prices, rather than from players who can compete with each others prices, etc.
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