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 Post subject: PostNukeRP: Inventory Update Part 1 and Server Move
PostPosted: Mon Jun 15, 2015 6:26 am 
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Joined: Sun Apr 29, 2012 7:41 pm
Posts: 510
Server Move:
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:

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.

Patch Notes:
[list=] 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[/list]

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.


 Post subject: Re: PostNukeRP: Inventory Update Part 1 and Server Move
PostPosted: Mon Jul 17, 2023 6:46 pm 

Joined: Mon Jul 17, 2023 5:25 am
Posts: 43846

 Post subject: Re: PostNukeRP: Inventory Update Part 1 and Server Move
PostPosted: Sat Sep 09, 2023 10:25 pm 

Joined: Mon Jul 17, 2023 5:25 am
Posts: 43846

 Post subject: Re: PostNukeRP: Inventory Update Part 1 and Server Move
PostPosted: Mon Oct 02, 2023 3:25 pm 

Joined: Mon Jul 17, 2023 5:25 am
Posts: 43846

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