PostNukeRP – r154
Eldar Storm | September 29th, 2016

Fixed single item construction not using skill discount.

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PostNukeRP: Preview of things to come
Eldar Storm | April 25th, 2016

Been a while since I have posted a update on current development. Unless you have been following my tumblr account it may seem like I have not been very busy.

The next update that I have planned is a overhaul of the tool system. The problem with tools in PNRP is the lack of models to use for everything. So, to fix this I have taught myself Blender, and thankfully I already have some skill in Photoshop.

Crazykid has also been busy and will post a preview later on his progress with the new food items.






Thats it for now, will post more later on new models.

For comments or Questions: Forum Post

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PostNukeRP – r153
Eldar Storm | April 23rd, 2016

First patch that includes a community fix.

Patch Notes:

  1. Fixed error in saving persistent items
  2. Fixed drop rates of items from resource piles

Community Fixes (Bizzclaw)

  1. Fixed Antlion spawn around mounds
  2. Fixed exploit from Construction Credit
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PostNukeRP – r152
Eldar Storm | February 14th, 2016

Just a few quick fixes.

  1. Fixed Vehicle not detecting near by parts
  2. Fixed Persistent item deletion error
  3. Fixed result error in PNRP.SaveState
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PostNukeRP – r151
Eldar Storm | February 12th, 2016

Been a while since my last update, have been rather busy with RL stuff, but here it is. May not seem like a whole lot, but the Repair menu is the first step to migrating many of the other items to this system. The new system will be easily configured and should be easy to add to future items in the gamemode.

  1. Added a function that can be added to entities to allow the player to pick it up and hold with E
  2. Toolbox can now be picked up with E
  3. Fixed Unable to rename vendor
  4. Fixed unable to rename personal storage
  5. No longer damage vehicle from shooting from the seat.
  6. Removed some of the old M82 models and files
  7. New repair menu when using the keys and pressing R. Alt+R will open the keys menu.
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Happy Halloween
Eldar Storm | October 31st, 2015


Happy Halloween Everyone.

High res version here.

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PostNukeRP – r150
Eldar Storm | August 2nd, 2015


Most of the known bugs and issues from the new Car update should be resolved now.

With this update I have reduced the amount of head bob, it should be easier on the eyes. This is something I have been meaning to do for a long time, but have overlooked it each time I went to fix other more pressing issues.

I have also changed the Player Storage to use the same type of menu as Vehicle Storage. It should be a lot easier to manage now that you don’t have to reopen it with each item moved. I have also added the ability for players to use items from it as well.

In r149 I finally tracked down the pet duplication bug, as well as a duplication bug with vehicle inventory.

For a more detailed list of Change Logs you can check out the Change Log section of the Dev Forums.

Patch Notes: r150

  1. Upgraded the player storage menu to the new style (partial refresh)
  2. Changed player storage to take vehicle weight into account
  3. Reduced head bob
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PostNukeRP: r148 Build-a-Car Update Part 3 (plus a bonus)
Eldar Storm | July 30th, 2015


This is the 3rd and final part to the planned features for the new Car update, plus a bonus feature.

Bonus Feature:

I have now added the ability to select body groups and skins for player models. The selection will be saved to the players profile. Not all the models in the menu have body groups, but this will work regardless of the addon. I have added Enhanced Citizens V3 to the server collection, and have also added a new file to the server’s lua autorun that will auto download this addon for the player.

The Car Update:

The biggest feature for this update is vehicle damage and repair.

How it works:

If a vehicle gets below 50% it will consume more gas then normal, the lower it gets the more it will use up. at 2 HP it will use up roughly 10x the amount of gas.

Only Engineers with a toolbox can repair vehicles, and it will use up one scrap per HP. The higher the Construction skill the faster the repair and a chance at not consuming scrap per HP point. The repair process can be stopped by pressing E on the vehicle. Players that have been added as co owners using the “Keys” will be able to repair the vehicle as well by equipping hands/keys and pressing R on the vehicle.

Basic Skill Rates:

Level 0 = 1hp/4sec (0% chance of saving scrap)
Level 1 = 1hp/2sec (10% chance)
Level 2 = 1hp/1sec (20% chance)
Level 3 = 1hp/0.667sec (30% chance)
Level 4 = 1hp/.5sec (40% chance)
Level 5 = 1hp/.4sec (50% chance)

Once a vehicle reaches 0 HP it will stop working.

Patch Notes:

  1. Moved the position of the Weight text over on the inventory screen
  2. Fixed new vehicles being able to kill combine
  3. Fixed issue with some new persistent items not starting with a HP
  4. Added Bodygroup and skin options to player models in Profiles
  5. Added vehicle damage system
  6. Fixed Admin Overrides not synching when joining
  7. Added Vehicles to Wasteland Radar (Flashy yellow dots)
  8. Added Car Hulls to Wasteland Radar (Grey dots)
  9. Tweaked Wasteland Radar Hud dots
  10. Reduced the default rate of the rad storms
  11. Added ability to use weapons in car seats
  12. Blocked PHys Gun from picking things up while player is in a vehicle

Forum Post

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PostNukeRP – r145 Build-A-Car Part 2
Eldar Storm | July 19th, 2015


Part 2 of the new car updates. This update changes the vehicles to be persistent and to have individual inventories. They will also store gas as well now, so when you pick up your vehicle it will retain its level of fuel. Each type of vehicle has a different tank size. They are also set to track their health as well, but the damage system is not in place yet.

One note on the vehicle inventory, it will follow the vehicle. So if you put a bunch of items into a car and then sell that car to another player they will get the items as well.

This is the 2nd of the 3 planned updates for vehicles, the next will be vehicle damage.

The method of doing this allows me to make any persistent item into a storage unit pretty easily. There are a few functionality losses and gains with this compared to the old system. Since the old car inventory system is not gone I have converted everyone’s existing car inventory to their player inventory.

Patch Notes:

  1. Added New Persistent Storage
  2. Added Vehicles to use new storage system
  3. Fixed some issues with persistent items and WorldCache
  4. Added a function to migrate the old car inventory to player inventory.
  5. Fixed Airboat not set to correct ent name
  6. Fixed Jeep not set to correct ent name
  7. Removed “Send to Car” from Equipment Menu
  8. Removed “Send to Car” from player Inventory
  9. Removed the ability to spawn items directly from car inventory.
  10. Added ability to move bulk items to and from the new inventory (including tools)
  11. Added ability to use items directly from the car inventory.
  12. Removed all the old car inventory code
  13. Added upgrade function that only needs to be run once by the server owner to convert old car inventory to player inventory.

Forum Link

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PostNukeRP – r144 Build-A-Car Part 1
Eldar Storm | July 13th, 2015


Part 1 of the new car system is finally done. This system changes how players will be able to get vehicles in PostNukeRP. This update also marks the first time that we will depend on the content of a Workshop addon by default: Doc’s Half-Life 2 Driveable Vehicles. With this we are able to bring the vehicle count to about 26 now.

Inventory per vehicle was not able to be added into this update with how much work we spent on building and testing this, that feature is planned for Part 2 and will be started on shortly after this update.

Build-A-Car System:

The system is pretty in depth but strait forward. On the map there is a chance that Car Hulls will spawn, these are typically the destroyed vehicle bodies seen in the Q menu. At this moment there are only two that will spawn on the map at any given time. (10% chance every time the resource spawner runs). These “Hulls” will spawn with a condition between 15-75%.

  • Players will need a toolbox in order to use the hulls.
  • Scavengers and Engineers have a chance at recovering parts from these hulls, all other classes only get resources.
  • Scavenger have a better base chance at getting resources.
  • Engineers have a better base chance at getting parts.
  • Part recovery is affected by the Salvaging skill.
  • Resource recovery is affected by the Scavenging skill.
  • Engineers can recover the hull for use in building.
  • Hulls have to be 25% or greater to recover parts from and 50% or greater to have the hull recovered.
  • Scavenging a hull removed its ability to be recovered.
  • Every time a part is recovered it reduces the hull by 25%, 10% for failed attempts, and reduced when resources are recovered.
  • To build a specific vehicle you will need to find the hull for it.
  • Once the Hull is recovered a Engineer can use the hull to see what it can be made into and what resources are needed.
  • The needed resources can be either in the player’s inventory or laying by the hull.
  • Another player can build the hull for you as long as all the parts by the hull are the same owner as the hull. The player building the hull does not have to own it.
  • Each vehicle has different costs and different stats.

The /carseat command has also been updated to work with every vehicle other than the airboat.

Thats pretty much it, happy hunting.

Patch Notes:

  1. Added new Build-A-Car system
  2. By default PostNukeRP needs the mod (Doc’s Half-Life 2 Driveable Vehicles)
  3. Added Car Hulls (bodies)
  4. Added Oil (part)
  5. Added Car Tire (part)
  6. Added Car Door (part)
  7. Added Car Muffler (part)
  8. Added Car Axle (part)
  9. Changed Makeshift Engine’s name to Old Car Engine
  10. Changed Old Car Engine. No longer made, has to be found.
  11. Fixed bug that allowed players to pick up other player’s vehicles
  12. Fixed bugs related to Vendor Display Items
  13. Fixed carseats not being removed when vehicle was removed
  14. Added new function PNRP.FindNearbyItems( ent ). Returns items 150 around ent that are in the itembase.
  15. Added new function PNRP.UseNearbyParts( Tbl, ent, ply ). If parts listed are near ent it will use them. Tbl is ment to be return from ToolCheck
  16. Added new function PNRP.GetFullInventorySimple( ply ). Returns invnetory from both systems for a player. Used for tool checks
  17. Added new function PNRP.UsePlayerParts( Tbl, ply ). Similar to the old method of using parts, but will use needed items from persistent system. Tbl is ment to be return from ToolCheck

Edit: r144.1

  1. Fixed error with vendors overwriting items
  2. Reduced the weight of the knife

Forum Link

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