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DarkRP Development Progress [Month of December, 2023]


Nutter

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  • The Garnut

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New format for the new year, so I can spend more time developing, and less time writing 18 update posts a month 😄

You may see things here from an update earlier on in the month, this is because it was only 2 weeks back where I've decided to proceed moving forward with this format. With all that being said, December was a productive month for DarkRP, we fixed extremely important bugs, and got the server stable for more content in the months to come 🙂

 

 

Seasonal Map

Our server for the month of December has largely been on Downtown X-Mas

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I hope all of you have had a fun holiday, spending time with the community.

 

 

 

Bank Robbery System

Alyx is now whitelisted as a team allowed to rob the bank

Second floor of the bank is unreachable (used as a cheap way of hiding outside the robbery range)

Bank vault has been raised from 150k to 250k

CPs now get a payout based off of how full the vault is when taking down a robbery suspect, they also get a significant amount of XP based off of the money in the vault too.

Removed the ability for bank robbers to commit suicide.

 

 

 

Missions

A new way to earn standard pointshop points!

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Once a day, players will be given 4 unique chores to complete (with new ones to come) upon completing those, you will gain a pre-defined amount of Standard Pointshop Points, depending upon the severity of the task!

 

 

 

Miscellaneous

Mayor Role

Cooldown extended from 90 seconds (1.5 minute) to 300 (5 minutes) following an assassination

 

Hitman Role

Created automatically generated hits, in order to keep hitmen entertained, even when players aren't necessarily interacting with them

 

 

 

Bugs & Exploits

Unbox System

Fixed duplication exploit associated with item quantities

 

Prostitute

Set a cooldown on territorial disputes, players can no longer spam this feature.

 

Medic NPC

Fixed exploit which allowed you to purchase health and armor from anywhere on the map

 

Party System

Corrected issue where players could kill party members from spawn

Fixed friendly-fire feature

 

No Collided Props

Fixed an issue where players could turn their prop into a no-collided prop by parenting its physical properties to the dumpster trash items

 

Explosives

Now cause self-damage as a rule, in order to avoid cheap raids where players would simply shoot themselves in the foot

 

Automated Hitman Hits

Corrected issue where players in spawn would be elected for an automated hit

 

Radio

Fixed exploit that allowed malicious individuals to spam URLs onto the Radio

 

Custom Job Names

The /job command now checks for invalid text, such as !@#$%^&*( when attempting to set to a custom role name, in order to avoid exploitation

 

Missions

Corrected issue where some invidual's screen resolution would render them unable to view the interactive missions menu

 

/makeshipment

Removed the declaration of this command, because it allowed players to broadcast it globally 😄 (oops)

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  • The Garnut
23 minutes ago, AlexConway said:

A lot of neglected tasks that were lost in the vortex and rightfully re-dug up by @Merk @Derpza and the Executive Team! Great work!

@Merk: hey garnet did you know if you press the F8 button on your keyboard, followed by the tilda key, and then you turn your mouse 73 degrees counter-clockwise and /advert a Raid, it will actually make the fading door get teleported 18 pixels back, which is just enough to peak through and gain a HUGE advantage against a raider. This is what working with Merk feels like.

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Just now, Nutter said:

@Merk: hey garnet did you know if you press the F8 button on your keyboard, followed by the tilda key, and then you turn your mouse 73 degrees counter-clockwise and /advert a Raid, it will actually make the fading door get teleported 18 pixels back, which is just enough to peak through and gain a HUGE advantage against a raider. This is what working with Merk feels like.

lmao

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  • DarkRP Administration Team
17 hours ago, Danny_The_Dog said:

Ive seen this for awhile and never quite understood it lol

The command deceleration was introduced a while back after a few were exploiting a (since patched) bug in the /makeshipment command, allowing the staff to monitor who may be up to no good - like adding a debug in a section of code to see when something is run. But as it was fixed and dealt with, the deceleration is now no longer needed 🙂

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