Archive for the ‘PostNukeRP’ Category

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PostNukeRP Status Update
Eldar Storm | February 4th, 2015

Posting a status update of the gamemode.

I know it has been a while since we have done work on the PostNukeRP. Both me and Lost have been really busy with Real Life stuff.
That being said, now that the crazy “End of Year” stuff that always seems to come up is done with (For the most part) I should have more time to work on PNRP.

Lost should have some free time coming up as well.

What new stuff will we see?
Not much for a bit. You will see us in the Dev server more, but alot of our work is catching up on fixes and code reworking we have had planned for a while.
True, once we are done you will notice some changes. For example I will be tackling the menu system. So expect some changes on were you get to some stuff. I will also be working on methods to optimize our Dema windows to prevent duplicates and such.

Many other changes will be back end and you may not see them. Other than some optimizations.

Some of the code on the back end of PostNukeRP is a bit old. Garrys Mod has seen alot of changes over the years, and the height of PNRP development was when GMod seemed to break every few weeks. Due to that we have had to use some unconventional methods to make the code work, and it was not changed to a more streamlined method when GMod stabilized.

One good example of this is the IsValid() command. At one point this actually broke rather badly, and in the early days it was not always reliable, so we had to use other methods.

Once we get alot of core systems reworked we will start reworking some of our systems, such as the spawner and inventory.
In fact we will be implementing something that has been suggested a while back and something we have wanted to do. Persistent items. For example, if you pick up your broken miner, it will still be broken.

Thats about it for now. Will post more info as we make more progress.
I may also post some progress on my Twitter and may on my Tumblr blog as well. 😎

Forum Comments

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Merry Christmas
Eldar Storm | December 25th, 2014


Posted in CyberPunkRP, Game News, PostNukeRP, RC News | No Comments »
PostNukeRP Hotfix: r130
Eldar Storm | November 30th, 2014

Quick Hotfix

Patch Notes

-Vendor Exploit Fix

Posted in PostNukeRP | No Comments »
Happy Halloween
Eldar Storm | October 31st, 2014

Happy Halloween

Remember to prepared for any contingency.

Posted in CyberPunkRP, PostNukeRP, RC News | No Comments »
PostNukeRP -r129
Eldar Storm | October 7th, 2014

Quick fix to Player Personal Storage Deletion

Posted in PostNukeRP | No Comments »
Custom AI back from the dead
Eldar Storm | September 11th, 2014

One of our very early plans was to make NPC’s with custom AI’s to expand their abilities and such.
About a year ago or so we shelved this idea due to Garry breaking custom scheduling and such a while back. We had also taken a look at nextbot at the time, but it was still in early stages and did not work all that well.

Well as of now we have taken this project off the shelf and blown the dust off of it. We are working on nextbot NPC’s.

Why post this now?
Well after alot of work over the past week laying the foundation of the NPC we made a lot of progress last night.

I will not be going into detail about what all the NPC will be able to do, we want this to be a surprise.
All I will say is that we are starting on the standard Classic HL2 Zombie, and our custom AI should make it more interesting and challenging.

What will we be doing after the first Zombie?
Wait and see

Posted in PostNukeRP | No Comments »
PostNukeRP – r127 New Bounty Board System
Eldar Storm | September 1st, 2014

Ok, a few bug fixes and the new Wasteland Bounty Board has been added

First off Patch Notes:

  1. Fixed ViewModel for Home-made Radio
  2. Fixed some errors with players not in communities
  3. Added new Bounty Board System

The bounty board is pretty strait forward.
To access the Bounty Board you will need to use a Home-Made Radio. The Bounty Board option will be on the radio’s interface.

To post a bounty you will need to have the minimum resources [200 Scrap, 75 Small Parts, and 10 Chems]
Bounties will expire on their own after 3 days.
There is also a Bounty Tax, this will charge you 10% and is not refundable, even if you cancel the bounty or if it expires.

Multiple people can post a bounty on a single person, but a single person can not post multiple mounties on the same target.

A player can accept multiple bounties, and you will need to accept it before you are given credit for the bounty.
If you kill the person without accepting the bounty first, it will look like a RDM, and you will not get credit for the bounty and it will remain open.

Bounties are first some first served, so the first registered hitman to terminate the target will get the reward.

The update will be uploaded to the server sometime tonight.

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Bounty Boards Comming Soon
Eldar Storm | August 31st, 2014

Been working on the Bounty Boards for most of the day. Still have some work left to do before I start testing, but here are some pics.



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PostNukeRP – r126 More exploit fixes
Eldar Storm | August 24th, 2014

Fixed a couple more exploits.

  • Fixed Exploit pnrp_dropammo, will no longer drop more than the player has.
  • Fixed Exploit pnrp_sc, now only usable by admins with Create All toggles on

Not as bad as the Zombie exploit, but still bad enough.

Posted in PostNukeRP | No Comments »
PostNukeRP – r125 Max Zombie Exploit Fix
Eldar Storm | July 6th, 2014

If you are using PostNukeRP you will want to patch this.
If you have modified the code and just need to know were the fix is, see below.

Remove the following in \PostNukeRP\Gamemode\base\player_functions.lua

function GM.set_Zombies(ply, command, arg)
RunConsoleCommand( "pnrp_MaxZombies", arg[1] )

return GetConVarNumber(“pnrp_MaxZombies”)
concommand.Add( “pnrp_SetZombies”, GM.set_Zombies )

The change has been uploaded to the Unstable SVN Branch.

I appreciate the player who reported this to us. It seems that many people have been using this to cause problems on servers that still had this exploit.

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