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 PostPostNukeRP – r153
First patch that includes a community fix.
Community Fixes (Bizzclaw)
Just a few quick fixes.
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.
Happy Halloween Everyone.
High res version here.PostNukeRP – r150
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
This is the 3rd and final part to the planned features for the new Car update, plus a 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.
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.
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.
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%.
The /carseat command has also been updated to work with every vehicle other than the airboat.
Thats pretty much it, happy hunting.
Should be the last of the WorldCache duplication issues. As usual “r” releases are pushed to the “Unstable” branch of the PNRP GitHub