As most of the community already knows, we recently purchased a new dedicated server to host our game servers off of, whilst we sacrificed a bit of clock speed on the CPU for a lot more RAM, a newer generation processor and more storage space, aswell as a more trusted hosting provider, you have probably wondered why it has taken so long to transfer over. We simply aimed to make the transfer experience from the old dedicated server to the newer dedicated server as optimal as possible with many changes to improve your experience on the server. Please see all changes below, we hope you enjoy.
NOTE: With the move to the new dedicated server some of your spreadsheets may break depending on how you set them up, the new server ip is http://188.8.131.52/ no longer 184.108.40.206.
This changelog will also be formatted differently compared to the usual (new/updated/removed) due to the nature of most of the changes.
Whilst many people liked the sci-fi feel of the current holo-hud and its customisable nature we have opted to introduce a new HUD which will ideally be as minimal as possible, increase performance (a LOT) and be mainstreamed (most people should like it). Big thank you to @Auzii and the Graphics Team for the unique icons that accompany the hud.
Quest System Changes
Its been a nice run with the quest system, as of server release the Quest System will be wiped.
Skills are now broken down into 3 branches (Combat, Profit, Utility) - these branches have skills according to their category
Some quests have been altered to make easier/harder or changed to effectively balance quest completion - find out these in games
An Armoury NPC is now available in the ILC - you may spend your credits to buy a weapon
This consists of a large payment (to buy the weapon), you then need to deploy the weapon by paying a smaller fee per life.
Hunger and Thirst have been added, whilst you do take damage when you hit 0 food/thirst it takes a VERY long time, and therefore will not interfere extremely with your experience
Food NPC and entities will be added to increase mess hall RP - some foods replenish more hunger/thirst and some may give special effects in the future.
You may now purchase ammunition from the crates in the ILC, heavy's may now also drop ammo boxes
New Disease System
The old disease system was made a long time ago and was one of my first scripts ever made, hence why it was subpar to the quality we wanted.
We have implemented and heavily adjusted the Zero's GenLab medical system. It is much more realistic, with little performance impact and should increase roleplay throughout the server thoroughly. (https://www.gmodstore.com/market/view/zero-s-genlab-disease-script for more information)
We are trying our best to establish an economy that is as real to life as possible, as well as enjoyable to experience. This links to the Credit Changes previously mentioned
Salary has been added - You will now receive paychecks based on your clearance for serving the empire (a passive way to gain credits)
We have lots in plan for the near future to further this economy system, which mirror real world economies
Backend change to how data storing is done, now being stored externally on a MySQL server, this way we can develop applications in the future to interact with in-game data such as Regiments/Ranks/UTime etc.
The way keycards are done on the backend is greatly improved, this may have a significant performance improvement
The new way this is achieved also adds versatility, including custom keycards and are very easy to change.
The out of date Pilot License menu has been updated to be modular, allowing for pilot licenses to be added on top of each other, rather than listing every possible combination on the menu. There has also been some slight changes to optimize performance based on this system
Precaching has been removed and now only occurs on server startup, whilst this may increase server startup times by a minute or two, we believe this is a lot better for the server than interrupting roleplay for 30 minutes.
Some other changes have also been made to stop Precaching from occuring on map changes when it is not needed
Pointshop Sell Dialog
Self-explanatory to stop people from "accidentally selling" their items, there is now a prompt to double check you want to sell the item. There will now be no leeway if you accidentally sell your item, we will not return it to you.
Net Message Handler (EXPERIMENTAL)
Should stop most net-based lag exploits, however this is heavily untested
PAC3 has been updated to the latest version, this should fix many bugs aswell as allow for many new features, we hope you enjoy pac users.
Updated TFA reworked weapons (resolving missing models)
Fixed TFA grenades
Changes to the backend to ideally increase performance (a lot)
Here you will find a list of other changes which don't really justify their own category
Useless/unused content removed from content pack and server
Fixed dropships causing weird behaviour when passengers/pilots would exit
Updated Thermal FLIR
PermaProps optimized - you may notice many perma props have been deleted, we have done this unbiasly to all regiments and areas around the ships to reduce loading and lag. This should not compromise roleplay at all.
!swap models updated, more regiments should have models available to them.
Implementation of different Ammo Types
New Jumptrooper models and Jetpack Swep
Ideally, we would've implemented all of the features that will be mentioned below before we released the server however, our development team clearly is not big enough and therefore it would've delayed release even further, which we do not want to do. Here is a list of soon to come changes (over the next few weeks)
Rather than having a completely seperate rank in the regiment (requiring ranks to be stored in the players name) heavy and support will be handled differently, allowing for people to properly hold ranks, as well as be a heavy/support
Mission System Overhaul
We aim to overhaul and fix the mission system to ensure it matches with the economy changes we have implemented this change log, aswell as fix any broken missions (I know there is a lot) and ideally revamp and breath life back into the system.
Bug Report Review
We have heard your bug reports and we greatly appreciate you sending these in, they are unfortunately were not our priority and therefore we haven't gotten around to the non-vital ones. They will be adhered to shortly
Find Server Bottlenecks
This will be a long and tedious process to find specifically what addons tax the server the most on startup, we unfortunately did not have the time to do this during the development stage.
Lots of backend stuff needs to be done, including removal of thousands of lines of code and optimising thousands of lines of code in order to make the server playable, we assure you we are trying our best, and we promise you will see a noticeable improvement of server performance throughout the next few months.
Finally, I would like to thank @Ragetank, @|Stryker| and the rest of the Development Team who assisted with this project aswell as @Auzii, @Atlas and the rest of the Graphics Team. None of this would of been possible without you all.
Thank you for reading, have fun.