Limelight Forums

Full Version: Operation Refresh details
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Hello everyone!

Thanks for being so patient with us in our weeks recovering from the downtime. While we have yet to see full player counts like before, we have been seeing noticeable improvements, especially in terms of unique players; our daily unique player count (by SteamID) has, on average, more than doubled in this short amount of time, and we're expecting to see further improvements in the near future.

Of course, what most of you are interested in is Operation Refresh. It was named such because it was the final few steps we needed to really brand ourselves as LimeLight.

Visual upgrades
The main component of the update is a new HUD and a new F1 menu, both made from scratch. Both have been designed to be much easier to navigate, with the new F1 menu borrowing elements from GTA's menus. There will still be some further updates to come to the F1 menu and HUD, but we want to see player opinion on them for a short while so that we can add any final updates and changes as the players want, not just as our designers want.

Combat changes and other optimization
There have also been numerous other changes and additions to our gamemode. Many of these are back-end updates we've slowly been pushing over the past week in order to improve optimization and to allow for future updates, but some are immediately apparent, the biggest of which is the most major change we've made to combat in a long time: the first change to our kevlar and armour system. We've released an enhanced version of the kevlar and have plans to add further improvements to our combat armour mechanisms based on how the players respond to this.

Real time
We've also been working implementing a new system which you should see the effects of very soon: 'real' time determined by atmos. By enabling this not only does it open new RP opportunities, but also allows us to script map and RP events dependant on in-game time. Expect to see more from this soon.

Other updates and fixes
We've also added a few other minor updates; you can now drag contraband, a few tools have been fixed and their compatibility with signs improved, and a few bugs fixed. You can expect to see some more updates soon, the first of which is likely to be another vehicle (or more!) and changes to the woodcutting system.

More support for our community
As part of Refresh we wanted to not only make some changes to the server, but also in the way we manage the smaller parts of our team and, by extension, the community. While the core structure remains the same, we've elected a few people to manage more dedicated roles in terms of managing suggestions and content updates alongside the players and developers so that suggestions might be better monitored and implemented, and also made some changes to how we allow players to host their own roleplay events: there should soon be much more freedom and support in hosting your own events, even if it requires some different maps or tools and admin support.

FREEDOM!
And, one of the biggest changes that we'll be making, something that's been hugely requested many times both on our forums and from many players in-game and over steam/teamspeak. We'll soon be opening our first American server to cater to our American players and to bring CityRP to the North American continent. We purchased the dedicated server a while ago and have been running a fairly complex set-up to ensure that everything runs smoothly in the future. More details on this will follow, and of course we're happy to take suggestions regarding this first over Steam and in-game, and then in a dedicated forum thread. We're coming to the USA!

Once again, thanks to everyone in our community for supporting us so much!

The HUD looks good and has a lot of potential.

Great work, worth the wait.
I'm really digging the update so far but just minor distractions.
muricamuricamuricamurica

What city/state is the American server hosted?
VIRGIN IA VIRGIN IA VIRGIN IA!
Screenshot of F1 menu? Can't get on server right now.


~Edited to remove a full Original Post quote: not necessary to quote the entirety of it.
Quote:FREEDOM!
And, one of the biggest changes that we'll be making, something that's been hugely requested many times both on our forums and from many players in-game and over steam/teamspeak. We'll soon be opening our first American server to cater to our American players and to bring CityRP to the North American continent. We purchased the dedicated server a while ago and have been running a fairly complex set-up to ensure that everything runs smoothly in the future. More details on this will follow, and of course we're happy to take suggestions regarding this first over Steam and in-game, and then in a dedicated forum thread. We're coming to the USA!
https://youtu.be/GFxVmYXr-s0
It's finally released! Big Grin

For anyone who is having problems with the HUD taking up too much space, just type 'minimal' in console and it will show a smaller version, hiding stats such as hours, job, etc.

EDIT:
Something went wrong with the fonts for the HUD hence why everything is looking a bit odd, hopefully this is resolved shortly.

This is what it is supposed to look like:
[Image: df973ad8c2aa39224110f03e44671ec8.jpg]
America fuck yeah!
Awesome!  ;D
(Oct 20, 2015, 08:38 AM)Chocolate Labrador link Wrote: [ -> ]Did none of you guys read what a majority said? We're hardly getting players to fit two servers so why open an American server which divides the community even more, I don't understand how that'd work since a majority even said why split the community.

You have people from Oceania, High pings, They don't complain and rather play on with us. Just this isn't a good nor is it a bad thing but American servers simply shouldn't happen.

Those were my thoughts as well when the idea was suggested, but hopefully with our host the american servers will be non-laggy for both EU and US players, it'll also get us new players from all around the world especially from EU and US.

Don't worry, its not like the idea of bad connection problems didn't come to our minds, we already acknowledged it. Hopefully it is not an issue nor will it be one.

(Oct 20, 2015, 08:38 AM)Chocolate Labrador link Wrote: [ -> ]Did none of you guys read what a majority said? We're hardly getting players to fit two servers so why open an American server which divides the community even more, I don't understand how that'd work since a majority even said why split the community.

You have people from Oceania, High pings, They don't complain and rather play on with us. Just this isn't a good nor is it a bad thing but American servers simply shouldn't happen.

You're forgetting the fact that this is a European community simply because our dedicated server is located in Europe which is also why the majority of our members come from the EU. From what I have been told and have experienced myself, players outside of Europe can't see our IP on their server-listings. Preditor, for example, joined the servers through a friend on Steam who was playing on the server at the time.

Don't forget though, players are more than welcome to switch between EU and US servers as they please because their account will be synced across servers. The reason we have this dedicated server is to reach those who can't find our servers and play during very different times to European players.
[Image: star-wars-episode-7-its-happening-ron-paul.gif]

[Image: B8llXP5.gif]

Im going to school, and work, god damn I never get to play Sad cant wait for the weekend though. nice on the american server
Might as well add dynamic kevlar calculation on the client-side while you're at it, instead of this hackfix:

Code:
    if (LocalPlayer()._ScaleDamage == 0.5) then
        text.y = GAMEMODE:DrawInformation("You are wearing kevlar which reduces damage by 50%.", "ChatFont", text.x, text.y, Color(255, 75, 150, 255), 255, true, function(x, y, width, height)
            return x - width - 8, y;
        end);
    end;

    if (LocalPlayer()._ScaleDamage == 0.1) then
        text.y = GAMEMODE:DrawInformation("You are wearing kevlar which reduces damage by 10%.", "ChatFont", text.x, text.y, Color(255, 75, 150, 255), 255, true, function(x, y, width, height)
            return x - width - 8, y;
        end);
    end;

Instead:

Code:
    if (LocalPlayer()._ScaleDamage && LocalPlayer()._ScaleDamage < 1) then
        text.y = self:DrawInformation("You are wearing kevlar which reduces damage by "..math.Round((1-LocalPlayer()._ScaleDamage)*100).."%.", "ChatFont", text.x, text.y, color_pink, 255, true, function(x, y, width, height)
            return x - width - 8, y
        end)
    end

A hint is, that you can store your LocalPlayer() var to a var by the name "lpl" or whatever, as it is easier to write lpl. And yep, I perform check of ScaleDamage is true because we can't perform math on a non-existing variable. If it is handled differently in CityRP then just remove the first if.

If it was me, I would find some way to store the calculated scaledamage to a variable somewhere so that the client would only have to perform the calculation of scaledamage whenever it changed, ex. on death, equipping kevlar or switching job. Lastly, just remove the ;'s. This isn't C.
Pages: 1 2