I have finally gotten to updating the Master branch of PostNukeRP with what is in Unstable.
There has been alot of changes, new systems, and exploit fixes between 1.2.0 and 1.3.0. It affects over 120 files, so there are alot of code changes and additions to this update.
So be warned if you are updating from 1.2.0 to this.
Added Build-A-Car System (See Forums or site for more info)
Added Car Hulls (bodies)
Added Oil (part)
Added Car Tire (part)
Added Car Door (part)
Added Car Muffler (part)
Added Car Axle (part)
Added New Persistent Storage (Remembers Damage and Fuel)
Added Vehicles to use new storage system
Added a function to migrate the old car inventory to player inventory.
Added Bodygroup and skin options to player models in Profiles
Added Vehicle damage system
Added Vehicles to Wasteland Radar (Flashy yellow dots)
Added Car Hulls to Wasteland Radar (Grey dots)
Added new function PNRP.FindNearbyItems( ent ). Returns items 150 around ent that are in the itembase.
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
Added new function PNRP.GetFullInventorySimple( ply ). Returns invnetory from both systems for a player. Used for tool checks
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
Added code to log kills within spawn area
Added code to warn when players are attacked in spawn area and logs it
Added ability to move bulk items to and from the new inventory (including tools)
Added ability to use items directly from the car inventory.
Added upgrade function that only needs to be run once by the server owner to convert old car inventory to player inventory.
Added resource.AddWorkshop to init with required workshop items (Content Pack and vehicles)
Added ability to use weapons in car seats
Added a function that can be added to entities to allow the player to pick it up and hold with E
Added new repair menu when using the keys and pressing R. Alt+R will open the keys menu
Added new Player Admin Function
Changed player storage to take vehicle weight into account
Reduced head bob
Upgraded the player storage menu to the new style (partial refresh)
Changed Makeshift Engine’s name to Old Car Engine
Changed Old Car Engine. No longer made, has to be found.
Changed Temp God from 15 to 20 sec
Changed /carseat command has been updated to work with every vehicle other than the airboat
F2 on vehicles uses the new PNRP.SearchItembase()
Updated WorldCache to account for new storage system
Moved the position of the Weight text over on the inventory screen
Blocked PHYs Gun from picking things up while player is in a vehicle
Tweaked Wasteland Radar Hud dots
Reduced the default rate of the rad storms
Removed “Send to Car” from Equipment Menu
Removed “Send to Car” from player Inventory
Removed all the old car inventory code
Removed the ability to spawn items directly from car inventory
Removed some of the old M82 models and files
Fixed exploit from Construction Credit
Fixed single item construction not using skill discount
Fixed duplication of pets or misc items
Fixed new vehicles being able to kill combine
Fixed Admin Overrides not synching when joining
Fixed Airboat not set to correct ent name
Fixed Jeep not set to correct ent name
Fixed bug that allowed players to pick up other player’s vehicles
Fixed bugs related to Vendor Display Items
Fixed carseats not being removed when vehicle was removed
Fixed persistent tool dupe in PNRP.GetAllTools( ply )
Fixed WorldCache duplication
Fixed Ammo glitch when dropping weapons
Fixed Error when upgrading class skill
Fixed exploit when using change class to get full HP
Fixed Colour tool use on NPC’s
Fixed Material Tool usage on players
Fixed Unbreakable being used on players
Fixed result error in PNRP.SaveState
Fixed drop rates of items from resource piles
Fixed Antlion spawn around mounds
More code cleanup and exploit fixes
Forum Discussion here
The server has been moved from the old host (Fragnet) to our current host that runs our VPS (NFOServers). We have already moved our Build Server there and it seems to be much more stable.
New Address: postnukerp.net:27015
If any of you connected using the domain before, you it will automatically redirect you to the new server.
What Happened to the old server?
The host of our old server had a 100% data loss on the entire node and does not do proper backups. Raid is not a backup by the way.
Once this happened I tested out NFO’s GMod servers and they seem to be more powerful, and cheaper. So we moved.
What happened to the old data?
Thankfully I had a backup from May 18, so its not a total loss. I have had to go in and rework many of the config settings, so there may be some tweeking left to do. I have also created a new Workshop Collection.
Workshop Collection: PostNukeRP Server
It should have all the addons needed for the server, not counting wire (You will need to get wire). I have also added the HL2 Cars addon since we will be opening up vehicles soon. Will get more into that later.
PostNukeRP: Inventory Update Part 1
This is the first and probably the largest part to the new Persistent Item System, and I just realized the acronym as I typed this.
This means some items such as miners and power generators have a persistent state in inventory. When you pick up a damaged persistent item, it will stay damaged. Fuel in generators is not persistent as well, so you no longer have to worry about loosing fuel.
I have also included several bug fixes as well.
Report Bugs at Dev Forum or PostNukeRP Steam Group
There will be bugs, there are probably new ones with all the updates done to the code. Please report any bugs you find. At this point I don’t really care how you get the bug report to me, just need them. The PostNukeRP Steam Group is another good place to report bugs, its free to join on Steam, and there is a bug report section.
- New Persistent Inventory system added
- Fixed duplication of itembase table
- Moved more itembase functions to shared
- Fixed Community Lockers ownership issues
- Fixed Car weight with vendors
- Vehicle capacity added to item base files
- Vehicles now have inventory weight in containers
- Inventory/Shop now shows Capacity on items with a Capacity setting
- Added Fists as default weapons
- Removed Knife as default weapon
- Added skill Strength (Affects Melee weapons)
- Added Knife as craft-able from workbench
- Knife now affected by Strength Skill
- Lowered overall knife damage
- Merged Keys and Hands into one “weapon”
- Fixed display item deleting if item was not sold
- Changed color scheme of inventory windows
- Added new texture to side menu
- Added side menu to profile window
- Cleaned up commented out code
- Removed F2 Block from damaged items that are now persistent
- Both miners and all three power generators added to persistent item system
- Gas, nuke, and fusion power supplies now save their fuel when stored
- Storage locations now show the items HP and Fuel
- Solar Panels now affected by rad storms
- Fixed bug with player inventory not showing the correct max carry weight
- Fixed bug with shotgun reloading (Animation still buggy)
- Fixed Wasteland Radar
- Radar now has to be able to see the skybox to work
- Solar Panel now has to see the skybox to work
May have been a few things I have mist in the list, but thats pretty much it.
ADHD Version: Eldar Moved the server and added some inventory goodies.
We are deeply sorry to inform you that during today’s server maintenance a raid array issue occurred.
This resulted in full data-loss on this node, we have actively been working on data restoration been unable to retrieve anyting from the drive so far.
Currently we are close to having the machine alongside the IPs back online, however with a fresh raid array installed.
Your service will be re-created but unfortunately be a fresh install as the local backups were lost as well.
Due to this major impact of this issue we have added 7 days of additional service time to your service.
We are sincerely sorry about this inconvenience and are trying have done our utmost to retrieve any possible fails, unfortunately to no avail.
We do hope that you haven’t lost trust in us and we will of course assist you with setting up your server where possible.
So basically all the data on both servers is gone. Several years worth of files and such. The only up side is that I do have a database backup of the PostNukeRP server from 5/18/2015 so not all the player data from it is lost.
What does this mean?
It means the servers will be down for a few days as I try and reconfigure everything. I will have to upload all the extra content back to the server, and will have to get PNRP development version to a stable state to uplaod.
The build server will probably be back up first however.
I may also look at changing hosts, I am not sure yet. It is rather disappointing that they do not have any backups of their servers.
So until further notice, both servers will be down.
As most people allready know there is a virus that is spreading accross the GMod world. It travels from person to person via the server.
I have tried protecting the servers as best I can using the methods posted on Facepunch so the TBU servers should be safe. I will be checking the servers alot over the next few days to make sure they stay clean.
If you have become infected use this file, it is a batch file that will delete the files that the virus uses.
For more info on this issue: http://facepunch.com/showthread.php?t=1386818
As many of you know, Valve has changed over to the SteamPipe system for their games. This has caused some headaches in the moding world, and now the hosting world as well.
I am now working with our hoster to get the new tool configured correctly. This should not take that long, so the servers should be back up soon.
The Dev server will be back up either tonight or sometime this weekend since its not a high priority at the moment.
Update: 6/7/2013 9:50AM
Progress, but slow. The server will start up now and the database has been moved to the new folder. The reason for the delay is that with SteamPipe, everything is now placed in different folders. I am currently working with the hoster to get the game content uploaded and everything in its correct place.