Uploaded a temp fix for the miner lag issue. This will fix the issue of having multiple miners out and it lagging the server really bad. This will also fix the problem that kept the miner from turning on.
The issue had to deal with the miner welding itself to the world. This has been turned off for the moment. The miner is still frozen though, but we will address the weld issue later. I am pushing this fix now since it is a lag causing issue and can not wait for a full patch.
Added swim animations
Added pickup objects with USE key like in HL2
Added sv_playerpickupallowed convar to disable player pickup on USE
Fixed blood effect being overridden by mounted content
Fixed panel positions being broken since last update
Fixed loading some particles unnecessarily
Fixed weapon names sometimes not showing in TTT
Added sbox_maxsents (default 512)Lua
Fixed http.get giving invalid data
Added CEffectData:SetMaterialIndex( int )
Added CEffectData:GetMaterialIndex()
Added CEffectData:SetFlags( int )
Added CEffectData:GetFlags()
Added CEffectData:SetDamageType( int )
Added CEffectData:GetDamageType()
Added CEffectData:SetHitBox( int )
Added CEffectData:GetHitBox()
Added CEffectData:SetColor( int )
Added CEffectData:GetColor()
Added CEffectData:GetEntIndex( int ) (serverside)
Added CEffectData:GetEntIndex() (serverside)
Added RichText:InsertClickableTextStart( const char* strCommand )
Added RichText:InsertClickableTextEnd()
Added RichText:InsertFade( float, float )
Added RichText:ResetAllFades( bool, bool, float )
Added RichText:SetToFullHeight()
Added RichText:GetNumLines()
Added RichText:GotoTextStart()
Added RichText:GotoTextEnd()
Added RichText:SetFont( string )
Added TextEntry:SetDrawLanguageIDAtLeft( bool )
Added GM:AllowPlayerPickup( ply, object ) – on ‘USE’ pickups
Added Player:DropObject( ent )
AvatarImage:SetPlayer now takes second optional argument – the size of the avatar required (32, 64, 184)
Uploaded a fix last night for the miner. Resources from it should no longer go through the floor.
In the event that I find and post more on interesting looking games I created a new Category for them.
Bastion looks like a Diablo style game with a surreal twist, but the most notable thing would probably be the narator. The narator brings to mind the narator for Fallout, but in this game he narates the actions of the player.
More info at http://supergiantgames.com/?page_id=242
As for Alice and Duke Nukem Forever, its a bit of old news by now acually. They both will be released on 06/14/2011.
Any rate, the Bastion trailer:
Both servers have now been updated to 122.
- Fixed missing Zombie sounds
- Added scrollbars to long menus
- Fixed menus closing wrongly when clicking children
- Fixed slowdowns in weapon selection menu\
- Can now drive vehichles when they’re overturned
- Exposed sv_accelerate
- Added cleanup.GetTable()
- Added concommand.GetTable()
- Added http.GetTable()
- Added usermessage.GetTable()
- Added DMenu:Set/GetMaxHeight
Fixed umsg functions crashing if not started message
I just found out today that our first admin on PostNukeRP, Freedomtoast, passed away on the 11th. Freedom was a good friend and a great admin on the server. He has helped in more ways than I can think of with the server and the gamemode. I know PostNukeRP would not be where its at without his help. He helped debug and find many of the issues, and has made great suggestions that are now part of PNRP.
More than all this, he was a fun guy to play with. He had a great since of humor and was always fun to be around. He will be missed greatly by all his friends he leaves behind in our community. It will not be the same without him.
We all wish his family the best in this time of sorrow.
David Guy Kalz: April 15, 1991 – May 11, 2011
http://www.rollerfuneralhomes.com/services.asp?page=odetail&id=23969&locid=#
Basically what the subject says. I was notified that this updated fixed a rather nasty exploit with advanced dupe.
More info: http://www.wiremod.com/forum/wiremod-svn-log/25918-2444-overvs-exploit-fix-added-helper-funct.html
I am acually uploading everything as I type this. Since the original problem with these maps seems to be resolved, we are adding them to the map list.
If you need the links for these maps, you can find them in the PNRP Downloads section here.
This patch has been a long time comming. Alot of bug fixes in this one, a new loading screen to fix equipment/XP Loss, and the PNRP Prop protection system is fully working now.
- Fixed Loosing XP and Skills when loading
- Fixed freezing on spawn issue
- Fixed Community bug if the Community was deleted
- Fixed loosing weapons when waking up
- Fixed issue with equiping the revolver from inventory
- Fixed Several Grammer issues
- Fixed Ownership bug, items are no longer tracked by player name
- Fixed the indoor spawner to reduce mobs getting stuck in the map
- Fixed Multibug Shop and Inventory window issue
- Fixed Headbob in car issue
- Fixed /dropwep command with radio bug
- Fixed Skill tab to read correctly in the Help Menu
- Added Player Load screen
- Added Temp 15sec god mode when player spawns
- Added Sounds to ownership taking and removing
- Added Admin Overide for Keys
- Added clock to top bar (Currently does Client Local Time will change to server later)
- Added Prop Protection Buddy system
- Added a new gun, the UMP Post
- Completed PNRP Prop Protection system
- Props now are auto owned by the player
- Vehicles and seats can no longer be no collided all, no collide world, adv ballsocket, or ez ballsocket
- Changed ownership from F21 to F11
- Moved Voice Limiter and Prop Cost indicators above the main menu
- Grub Nuggets no longer collide to reduce lag
- Miner Scrap no longer collides
- Oranges from the plan no longer collide
The pack of addons that I have thrown together has been updated as of last night. You can find the link in the Downloads section.
More info is located at http://thercs.net/wow/
I have been working on this for a while, and have started back on it again. The map is PN_Vault121, this was originally in the WastedWaters map, but I ran out of brushes. So I split the vault off into its own map. As you can probably guess the map is a Vault, there will be a sizeable above ground area, but nothing as larg as Wasted Waters or Post Nuke.
There is still alot more to be done on this map even before it gets into initial testing. The main Vault facility is compleat for the most part, so I am now working on the larg cavern and above ground areas.
As for my other maps PostNuke and WastedWaters, I am still workign on those as well. WastedWaters, since I have had so many problems with it, may only see one more release before I hang it up on that map. I have learned alot working on that map, and realized I have made it overly complex.
PostNuke for the most part is done. Just a few fixes here and there and I should have RC1 out. The largest update to that map will be a revamp of the skybox to better align it with the ground.