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KingofBeast

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Everything posted by KingofBeast

  1. Lots of people have been unbanned from DT. You have probably: Been unbanned from the servers Had your POs wiped IF: You were not banned in the last two weeks You were not an exceedingly toxic / malicious individual For anyone that upper staff considers an exception to these but has still found themselves unbanned, this is notice that those people are considered "last chance" at this point. Enjoy, don't cause too much trouble!
  2. Nope, the random chance is still based on a single RNG from 1-32 (the number of possible landing positions). The only tangible change is that the roll doesn't always start from 0 now. So if the RNG lands a 0, that means instead of the roll landing on 0, it means the roll lands on the same number it did last time. While that is a behavior change it doesn't change the odds at all. To clarify, it probably feels much more random (and better as a result) than it did before since each roll is an offset from the last roll, but each position on the roulette board still has the exact same chance of being landed.
  3. This update was staged before we even had that conversation
  4. Makes it more deliberate about what is going into the bank or what is going into your wallet. You're not trying to "get rid of" $45,000. You're trying to "deposit" $45,000 Same with withdrawals. You're not trying to "reduce your Org bank by" $45,000. You're trying to "increase your wallet" by $45,000
  5. Your own 2 printers. I want to note that I wasn’t hard set on that design, but it had the potential to become extremely extremely powerful if it applied to racks instead. I’m not closed to the idea of balance changes regarding it though.
  6. Org Overhaul Continued: Added Inventory Deposit permission for ranks Off by default for all ranks; Org owners will need to allow deposits after the update. Made the Inventory menu more clearly show that you don't have permissions or space to perform an operation Bug Fixes: Fixed Bank depositing being able to put your wallet into the negatives Fixed Ranks displaying themselves as editable to people who can't actually edit them Credit Shop: Added Boosts! Printer Boost (600 Credits) Boosts your printers' output by $500 for 12 real-world hours Crafting Boost (600 Credits) Boosts your Lab crafting speed by 25% for 12 real-world hours Boosts stack with running Events Boosts carry across servers as well as disconnects/restarts for their full duration Fixed Molotov model rendering in shop UI Hitmarkers: Added visual and audio cues whenever a bullet connects with either a player or a penetrable object (or you get attributed to damage that a player takes): 99A16.mp4 Everything Else: Rewrote Lamps so that they can be disabled client-side via a new setting in the F4 menu (Performance category) Added weapon view model adjustment convars for the tryhards Use at your own risk. viewmodel_flip: Flips weapons view models viewmodel_offset_x: Adjust all weapons X position viewmodel_offset_y: Adjust all weapons Y position viewmodel_offset_z: Adjust all weapons Z position Lab UI now shows the correct crafting durations when a Crafting Event is running Fixed an exploit that some scripters were using to buff/heal from Pocket without actually equipping their Pocket
  7. We're definitely not done here yet
  8. It doesn't mean what you're thinking. It's still reset for Kombat, but it now returns the pre-battle values after you're done instead of the class defaults
  9. Idk, they're kinda designed to require at least some amount of human intervention
  10. Well heck!
  11. Hotfixed the Genome issue
  12. The HUD didn't change. ZRP just lacked things like the hit list and wanted list. So I ported those over to the ZRP HUD. It still has its differences from the main DarkRP servers' HUDs. The lists are all right-aligned instead of left, so as to not interfere with the ZRP status cluster, and laws/agendas have the icons and titlebars now.
  13. Then suggest new numbers. This is the first time they've had actual rewards. Beforehand it was just the gamemode's default behavior to reward you x amount for killing any NPC.
  14. Hotfix 9/3/2018 11:00PM CDT [ZRP] Made spawn zone actually work [ZRP] Made NPC zombies leave Jerome alone again (Sasha now as well, and any future RP NPCs)
  15. Just you wait, next week we'll have meth heads vs zombies Jk
  16. Just hotfixed the issue introduced with the Mayor changes. Mayors/Dictators can now be demoted/killed/SetTeam'd again!
  17. I'm salty, no event 4 u
  18. Hot change: Zombies can now bust down doors, Thug style.
  19. What's penguin have to do with this? **Zombies** can't kill headcrabs It was a hotfix, not an original part of last update. Therefore, it gets listed here.
  20. All Note - These changes will only apply to ZRP for now. They'll bring over with DT/C18's next update. Weapon switch no longer shows up if you only have 1 weapon Job Menu will now give a warning popup for all classes that cannot own doors, no longer just government (Hobos, Meth Heads, Zombies) Added a lot of under the hood functionality for special teams to clean up code elsewhere DarkRP Note - These changes will only apply to ZRP for now. They'll bring over with DT/C18's next update. Meth Heads no longer affect Karma when being killed or killing players Zombies Zombie Class Now able to bust down doors, Thug style. Max reduced from unlimited to 10 Reduced fortification destruction while leaping to a max of 3 props Spawnpoints are calculated more intelligently now No longer affect Karma upon killing or being killed Death timer reduced from 30 to 20 seconds Footsteps and attack sounds are now more fitting Things are a bit less crowbar-y HUD element for Lockdown will no longer be shown (sounds will still play) Added walking animation No longer able to kill Headcrabs The cobblestone area in the spawn town is now a safe area. It rapidly kills Zombie players who touch it Prop limit increased from DarkRP's 30 to 45 Human gibs will now only restore 18 HP (from 25) and 10% Hunger (from 100%) Unlicensed weapons are no longer part of default laws (ZRP ONLY!) Unbreakable tool is now SA+ (only applies to ZRP) Hopefully fixed momentum script breaking sometimes Fixed HUD Lua error for Medics and Cops
  21. The credits refund for unused premium org upgrades has been done.
  22. From a coding standpoint it just wasn't perfectly logical for an org upgrade to be account-wide. I'm hoping this encourages people to not create 130 orgs by themselves over the course of a year (ahem). Keep in mind the tradeoff is that anyone can upgrade their org now, not just the owner. I am going to refund the credits for people who are not actively responsible for an upgraded org (the inverse of my post above where I upgraded Orgs instead) I just haven't gotten the chance yet with dumb family stuff Also for whichever post above, org renames are coming.
  23. Yes. All pre-existing Orgs with members who have purchased Premium Org in the past have now been upgraded as well, if the owner didn't already own the upgrade. From this point forward, the Premium Org upgrade will only upgrade the Org that the player is already in. All new Orgs after this update will not have the upgrade automatically and will need to have the item purchased for them. Any Org member (not just the owner) can upgrade their Org.

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