Community Update Good evening everyone, it's been a while since I've made any type of thread like this but I've had a lot of fun doing it. This thread is mostly dedicated to showing the update changes, so if you're only interested in seeing that, just scroll past this. We've seen a slight drop in players since the holidays with our current iteration of HL2RP, but that's nothing we haven't seen before. The exact same thing happened last year at this time, and we're going to be picking things up again now. We're going to be introducing some new dynamics to HL2RP, and kicking off the fun stuff over these upcoming days/weeks with it. The map will be changing some time tomorrow to http://steamcommunity.com/sharedfiles/filedetails/?id=736405289 S.T.A.L.K.E.R. Gamemode development is going well so far, we're aiming for a release either at the end of this month, or early to mid February. Depending on how development goes over these next couple of weeks will dictate that. We'll keep you all updated! If you have any questions about it, feel free to ask in this thread. Anyways, on to the good stuff. Enjoy. Development Updates The goal with these updates was to merge the 5+ gamemodes we have into a single one which will act as a base for our future projects, including S.T.A.L.K.E.R. Roleplay. There's many new features, mostly backend that will help us with future stuff, but also plenty of stuff for you to enjoy! All of the features from what you know now have been moved over. Weapon Base Updated This may or may not change. The weapon base no longer goes off of recoil and spread, but only spread which is based off of your movement. You can no longer run and shoot at the same time. Moving and shooting messes up your accuracy. Crouching improves your accuracy. Aiming down your ironsights also improves accuracy. ALL Weapons can now breach doors by shooting the lock. We're hoping these changes make for the most enjoyable firefights. We'll be closely monitoring player feedback, and there will most likely be tweaks eventually. Character Flag System Combine flags have been removed. There's now a lot more variables that we can put into particular flags, and there's a few new flags which'll make things interesting for HL2RP. Antlion flags - Antlions can burrow underground, fly, attack, etc. It's based off of the actual antlion npc code. Scanner flags - There will now be functioning scanner flags which can take pictures which will appear on any Combine's HUD. (Maybe make some sort of drone flag for UKM in SRP?? Lol) Stat override - We can now set stats higher than 100 for flags. Armor and health values can be directly set into flags. We can set specific numbers of items in loadouts. Example: More than 1 medkit or grenade. Crafting Gone are the days of plopping a bunch of items onto a workbench and pressing e, and also no more non-functioning crafting system. The crafting menu is now implemented into the F3 Menu. Certain recipes are accessible next to certain entities. Example: You can cook food through the crafting menu while next to a stove. The same thing goes for workbenches, you'll be able to view certain recipes while you're next to one. Character Position Saving Tired of your server crashes, random game crashes, and internet loss causing you having to run alll the way back to where you were last? Perfect, because now we've got a system to set you back to a location near where your character's last position was. You won't log in back to exactly where your character was, but rather a checkpoint that we set in the map data. Miscellaneous Changes Here's a whole bunch of random changes which don't really need their own section to be explained. Hand gestures now work, you can use these on the context menu. The prone mod has been re-added and it's now functional! The airwatch addon now works with this version of combinecontrol, so expect to see it utilized. COTA now have voice lines. You can close most windows by pressing the button you used to open it, or by pressing escape. The old container system has been added alongside the current. Contact me if you'd like one. Administrative Changes Decided to go ahead and list these changes, since the knowledge being public wouldn't hurt. These various tools/changes should give the staff team a much easier time with handling troublemakers. Playernote system - Admins now have access to a menu where they can log notes on a player, and view their previous bans, etc. Admins can now view how many credits you have, what's in your stash, and inventory. This will also be good for debugging when the inventory glitch happens. (rpa_audit) Work has begun on a custom website panel which will be linked to the forums. Admins will be able to view FULL server logs (The CC Log system ingame sucks), exact character details, etc once it's completed. Credits: Tyler - S.T.A.L.K.E.R RP & Forum Development (Notice how the bots have finally stopped? lol) Sotla - Creator of all of the industrial nightmare features, and working on a big project which will be utilized for SRP Tanknut - Aftermath RP Development (Includes the crafting menu and many many more things. This update is basically all him.) Snapshot - Scanner Movement Code Chessnut - Creator of ported features from NutScript Fooz - Almost nothing. Seriously. Thank all of these guys for their hard work, and me doing all the slave work of putting the gamemodes together and on occasion some tweaking to get things functioning. Expect these changes to go live overnight tonight.