EXRP Classic

Yeah, I know what you’re thinking: “Didn’t you just finish EXRP-Script?” The answer to that is, well, ‘yes’. However while EXRP-Script was in development, a few things went wrong. It all started out as an upgrade from LightRP. I got the idea to put in a character selection screen, and put that in. That upset the whole balance of the potential RP, so I made it save jobs. But if jobs save, what will I do with cop and stuff? Create a company system. But then we need a way to do blah blah, so I added blah. It just keeps on going, and ultimately EXRP-Script is now nothing like what it was supposed to be in the first place. It has way too high a learning curve, and is a bit bloated; has a lot of features that aren’t really needed. I posted a poll on the EXRP forums the other day asking if people think the same, and the response I got was overwhelmingly affirmative. Looks like I’ll be going ahead with this, then.

As I said before, EXRP-Script was supposed to be a recode of LightRP with all the EXLRP modifications, with money saving and inventory tacked on. That’s it. And that’s all it will be. I won’t go into detail about what won’t be making it from EXRP-Script to EXRP Classic, but you can read about that in this forum thread. For the basics, we have doors, money, admin system, chat commands, class-based scripted job system, day/night and time. As for the specifics, we have the F1 menu, the F2 “action key”, F3 to holster/unholster, and F4 to drop your weapon. In the F1 menu we have four tabs: Character, Inventory, Jobs, and Store. Under the character tab you can change your character name, model and job description. Inventory is the same as before, except it will be a bit cleaner in terms of the front-end, functionality, and back-end code. Jobs will be a list of scripted jobs you can have such as Mayor, Chef, Police, and Thug. Clicking on these will start a server-wide vote to see if people don’t mind you being in that scripted job. Scripted jobs are lost every map change or disconnect. The store is exactly like the buy menu except with some cleaner VGUI. Since we’re using classes for scripted jobs now, you will no longer be able to buy class-specific things.

Pretty much all the SWEPs will be coming back. Radios, flashlights, papers (although optimized), food, etc… I’m debating whether to bring back the realism guns, as some of them fire too fast and are too strong. If anyone wants to help me fix this, I’ll be more than happy to fork over the code for these so you can fix them for me. Otherwise, I may just go back to all the Night-Eagle SWEPs. I don’t know yet. Also, yes, Chefs will have an extreme discount on food–they will also be able to combine different food SENTs to create bigger and better ones. I’m debating if only chefs should be able to buy food altogether, but we’ll see. Last character name, job description, and model will save in a text file on the server using the player’s SteamID as a reference. This is much more efficient than a MySQL, as the power and capacity is not needed for such a small scale operation–Plus this is a lot easier to code. Money will save to the player’s SteamID as well.

The F2 menu will now be the “action key”. When looking at various types of objects, this key will do various things. While pointing at a door, it will own/unown the door. While pointing at any kind of physics object, it’ll carry is. If you’re carrying something, it’ll drop what you’re carrying. When pointing at the world (or nothing), it will open up the radial menu for character animations. As to the rest of the door actions, these will be commands. Keys will replace the unarmed SWEP, and will function just like before. I think this new “action key” method will make things a lot easier to comprehend and remember.

That’s just about it. If you have any questions, comments, or concerns please take a look at the thread I linked to a few paragraphs above, as well as the news thread. This will be a lot easier than EXRP-Script for several reasons: I already have 80% of the code needed, I know exactly what I’m doing this time around (I won’t get side-tracked again), and it’s just a lot simpler than EXRP-Script. I expect this to take a couple weeks.

As for regular blog-type stuff, I got a new monitor the other day. It’s a 22″ flat-screen LCD with a 10000:1 contrast ratio and 2ms response time. I love it. It doesn’t tilt though which kinda sucks because the top 20 pixels or so are slightly darker than the rest of the monitor, but that’s fine. I’ve looked around, and not that many do–especially with these specs. If they do tilt, they don’t tilt enough. Also, I’ve reformatted and reinstalled XP. Everything is so much faster, it’s amazing. I can play CSS and CoD4 on max settings at 1680×1050 (my monitor’s native resolution), it’s great. There’s just so much detail that I haven’t noticed in these games, especially in their textures. I don’t know whether you can say I’m still on mental vacation or not as I’m coding again, but I’m still playing a lot more games than usual–and pwning. It feels good to pwn at games you haven’t played for two years. A physical vacation should be coming soon, probably to Disneyland. I wouldn’t mind going to Toronto to see my grandpa (he was diagnosed with cancer again after not having it for a few years) and friends and stuff. The Pure Pwnage premier is on the 9th, so it’d be pretty cool to see that with PP and possibly other people too. I’m also planning on building a computer sometime soon, probably sometime after Christmas with present money. It’s a wild shot, but I think I’m ready. The only ‘hard’ thing will be the thermal paste, as it gets all goopy and you have to put on the exactly right amount. Then I’ll go all OCD and try to spread it evenly on the thing.

I don’t really have any more to say, unfortunate you. Be sure to let me know what you think about EXRP Classic and give me as much feedback and suggestions as possible. I really appreciate it.

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