Category Archive: PostNukeRP

  1. Update on WastedWaters

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    Still working on the map. For the most part all of the buildings in the town have been created. Still have some detail work to do, but will start on that once I finish more of the map.
    Currently I am building a military base on the map with a air field. Will post some pics of the city and the base once its more along.

    Posted in PostNukeRP | 2 Comments
  2. New map for PostNukeRP

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    New map made by Metroidfighter for PostNukeRP. This map is a underground vault/bunker with tunnels that can be accessed through the sewer system. On the PNRP server, this is where you will find your resources.

    The map has been fully noded and is still a work in progress. It takes advantage of the new inside spawning system that has been added to PNRP. You can find the map in the Downloads section.

    Have Fun!

    Posted in PostNukeRP | Leave a Comment
  3. Patch Notes 44

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    Just a few bug fixes.

    1. Fixed getallcars code that stopped tool pickup from working
    2. Fixed Mounds to work correctly with inside spawner
    3. Fixed Equipment Menu (Now works correctly with Car and Inventory)
    Posted in PostNukeRP | Leave a Comment
  4. Patch Notes 43

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    This is a big one, the new Spawn System is here. Beware!
    Here are the patch notes.

    1. New Spawning system installed.
    2. Added Indoor Spawner
    3. Indoor spawner will auto disable if props are detected
    4. Indoor spawner will disable id linked door is owned
    5. Added better control over spawning system
    6. Added Antlion Mounds to the spawning system
    7. Added AI so Antlions will return to their mound when a enemy is detected near by
    8. Added sTool for placing Grid Nodes
    9. Added viewable bounding box for range of grid nodes
    10. Added Equipment Menu for equipped weapons and ammo
    11. Added spawn protection system, this will delete props within range of the player spawn entities
    12. Added the ability if the spawn protection system to make doors in range unownable
    13. Fixed bug that allowed the Radar to be moved after synch started
    14. Fixed noclip explit when picking up your car while in it
    15. Added timer to delay equiping weapons to reduce the loss equipment bug
    16. Added save player after you wake up
    17. Added admin overide to start the miner
    18. Added admin overide to use the orange plant
    19. Added options into the Admin menu to controle new features
    20. Fixed bug with Prop Blocking system
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  5. Patch Notes 42

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    Just one line in the patch notes.

    1. Upgrade to the Prop Control System

    There now also a Derma menu system to make it easy to add and remove items from Prop Control

    Posted in PostNukeRP | Leave a Comment
  6. GM_PostNuke_Night_Beta_4

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    Took a bit longer than expected to get around to this, but here is the night version of beta_4. Same patch notes as the day. Can be either downloaded via the server or from the Downloads page here.

    I have also fixed some errors that I had on the downloads page, so files should now download with the correct extention.

    Posted in PostNukeRP | Leave a Comment
  7. GMod update 96

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    All servers have now been updated to 96. I have also done the mad cow weapon fix on the Dev server.

    Path Notes:

    1. Fixed viewmodel animations lagging
    2. Fixed weapons sometimes ejecting more than one shell at a time
    3. Fixed cloudscript sometimes spawning the wrong entity type
    4. Fixed Lua errors caused by bad Voice entity
    5. Fixed physics crash due to dubious Lua coding
    6. Restored click delay on physgun
    7. Increased max Lua Particle Emitter limit
    8. Added toybox_entity command to spawn cloudscripts offline (take filename as argument)
    9. Added SWEP:DoImpactEffect( tr, type )
    10. Added Particle:GetColor()
    11. Fixed draw.RoundedBoxEx
    12. [TTT] Added bonus credit for players who are the only traitor in a round
    13. [TTT] Changed smoke grenade graphical effects to give better performance
    14. [TTT] Changed detective hats to be disabled by default for now
    15. [TTT] Changed tutorial to be more robust, and removed full help text (see TTT site instead)
    16. [TTT] Fixed player in spectate-only mode appearing as MIA in a certain case
    Posted in PostNukeRP | Leave a Comment
  8. Map Update GM_PostNuke_Beta_4

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    Ok, new version of my map is now beeing uploaded to the PostNukeRP Server. Several changes/fixes with this one. The map can be either downloaded via server or from the Downloads page.

    1. Fixed a displacement gap
    2. Added another set of ruins down the track from the Train Station
    3. Added more trees and shrubs
    4. Added Ivey to a few places
    5. Doors are now protected (via map) from phys guns and tools
    6. NPCs are now unable to enter the river or lake
    7. NPC’s can now only get into Shanty Town via the walkway (cant jump in any more)
    8. NPC’s can no longer enter the spawn room
    9. Garage door now workd better with its switches
    10. Added the extra lights that were in the night version
    11. Added some affects to a few lights
    12. New easter egg

    The night version will be out shortly, basically the same notes but dark like the previous night version.

    Posted in PostNukeRP | Leave a Comment
  9. Goodbye old server, hello new Gmod Patch, and community news???

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    Few items today. The old PostNukeRP server though our old hosting service was slated to be cancelled on the 22nd. Instead of patching it with the newest version of GMod, I will be bringing it down as of this post. The new service is working great and the expanded slots have come in handy.

    Apart from GMod Patch 95 beeing released, it seems garrysmod.com will no longer be the center for community news. From what Garry posted
    I know a lot of people will miss the community news, but I really feel like I shouldn’t be in control of the community. The community should be feeding itself. So I want to try to get the old garrysmod.com news team to set up their own community site….
    Will post the new link as soon as I find out anything.

    Any rate, here are the GMod 95 Patch Notes:

    1. Added cloudscript weapons (in singleplayer)
    2. Added new Fretta gamemode Ascension
    3. Updated Trouble In Terrorist Town
    4. Updated Dogfight Arcade
    5. Can now comment on cloudscripts from the spawnmenu
    6. Fixed achievements showing wrong in main menu
    7. Fixed medic healing crash
    8. Fixed threaded bone crash
    9. Fixed rare env_shake crash
    10. [TTT] Fixed clientside NPC ragdolls not getting cleaned up when new round starts
    11. [TTT] Fixed weapon switcher showing empty when open during round restart or connection issues
    12. [TTT] Fixed occasional wrong voice indicator colours for fellow traitors
    13. [TTT] Added ttt_traitor_button: button entity only traitors can see and use, via their HUD
    14. [TTT] Added ttt_damageowner: lets mapper attribute damage dealt by any entity to a player
    15. [TTT] Added settings for fast weapon switch and for disabling weapon switcher auto-closing
    16. [TTT] Added charge-up alternate fire to Newton Launcher and made it quieter
    17. [TTT] Added silly hat for detectives on certain player models
    18. [TTT] Changed weapon switcher and pickup colour scheme to match role colours
    19. [TTT] Changed headshot multiplier to be lower for MAC10 and HUGE, higher for UMP
    20. [TTT] Changed UMP disorientation effect on the target to be stronger
    21. [TTT] Changed DNA Scanner to continue charging and auto-scanning while holstered
    22. [TTT] Changed C4 disarm time penalty for a wrong code to increase with the fuse time
    23. [TTT] Changed first round after map change to have a longer preparation time (ttt_firstpreptime) so more players can spawn
    24. [TTT] Changed Last Words to include very recent quickchat messages
    25. [TTT] Changed file organization: materials etc moved to gamemode content dir
    26. [DFA] Fixed a nasty bug in the camera code that caused erratic movements when turning sharply.
    Posted in PostNukeRP | Leave a Comment