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Server Patch 5.6.2

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Server Patch 5.6.2 Empty Server Patch 5.6.2

Post by VK.Angel.OfDeath Sun Jan 17, 2021 1:57 pm

Note: Here is another patch that might have minor effects or larger effects, but in terms of the content it's still minor.

PATCH 5.6.2


Story of VKs


- As promised a hint for solving and starting the new story that leads to ending: You have to do something in the /zone and it would benefit you to look at the last 3 (excluding this one) patch notes. After that, the second part to unlocking the secret is that you have to do something in any world, but it's recommended to do it in a property where you don't get disturbed. I will provide one final hint in the next patch.

DM/Performance System


- Added an end spree message so that if you get killed it will tell players your final spree (you need at least 5 in a spree for it to be counted).
- Implemented a custom timer class that makes it so I don't have to use any temporary timers. What this can mean: There will be less memory leakage and hopefully that improves crashes and kicks. Let's hope for the best can't say what it will do until we get it on the server up and running.
- Fixed the kicking of players at certain places of the code, which might have caused some stability issues or even server crashes, so hopefully this together with the timer shows some great stability results.
- With the new client update from VC-MP it seems like the server is a lot more stable reaching an uptime of 11 days, hopefully my fixes here improves it even further.
- Moved the sphere in the ammu-nation for the shooting range so that DMers do not run into it by accident.

MiniGame System


- Added /escapemars by whome I was originally going to add it a few patches ago, but had forgotten.
- Added /library which a command that basically makes you enter the zone at the library door. I added it as a job. Currently, there are no plans to offer help in completing library-related stuff since I believe library stuff should be there for people who are interested in finding stuff without being directly told what to do. it will be unlocked after /cop. This will probably make it so most people won't miss that desmond attacks you in the library the first time you get access to it.
- /secretworld should now be unlocked when you complete /cop immediately. The old part to unlocking it is still available, but to make it more noob friendly I decided on this.
- /wod should now be unlocked when you complete /secretworld directly. The old part to unlocking it is still available, but to make it more noob friendly I decided on this.
- Made wod mission 2 easier by making it so if you get detected by the guards you lose 20 HP, instead of kicking you from the mission.
- Made it so wod mission 4 actually teleports you to the lighthouse after the conversations finish since noobies who don't speak English might not understand where to go and I don't have any map markers.
- Made wod mission 7 where you have to find god a lot easier. Now you will be teleported to the locations instead of having to walk, with the exception of the first pickup that you still have to find with a Distance ann. I also added a Distance: ann to tell you how far you are from the pickups you are, for each pickup. I also added some fun anns like: "5 hours of walking later..." and maybe one or two extra dialogues about how tired the player is of walking.


Property System


- Updated /debugmode so it now has 3 modes. /debugmode 0 = off, 1 = on like normal. 2 = on and all autotriggers are turned off to prevent spamming that usually occurs. Note that when you have 2 on you can't test /addautotriggerpickup or /autotrigger. If you want to test them you have to use setting 1 but you can lock the pickups you don't wanna see.
- /autotriggerlist has been added to display all autotriggers in your property even those with ID 2 and 3.
- Added /findpickups that works like /findobjects. Useful for pickups you have set the alpha to 0 or for pickups that are fake,  but you don't remember the ID.


Property Variables


Most of these are just here for the sake of it, but there might some usages for them. I did not spend much time adding these. More details in /servervariablelist.

- Time_text@ displays the number you enter into in a day, hour, minute and second format.
- time_days@, time_hours@, time_days@, time_minutes@, time_seconds@ same as time_text@ but separated into one.
- Added the function time_race@ for displaying seconds in the "MINUTE:SECOND" Format you often see in races and countdowns.
- Added the functions time_daily_job@ (can be used to make jobs with saved property variables).

- Added date_week_day@ for converting 0-6 into Monday to Sunday.
- Added date_month@ for converting 0-1 into January to December.
- Added date_sec, date_min, date_hour, date_day, date_month_num, date_year, date_year_day, date_week_day_num for displaying all numbers related to the date from the squirrel function: date().
- added date_month and date_week_day_num to display these particular numbers in their month name and week day name instead of a number (since that is more common).

Examples used during testing:

/addmsgpickup Date: $date_text$

/addmsgpickup Year: $date_year$. Year day: $date_year_day$. Month: $date_month_num$ ($date_month$). Day: $date_day$. Week day: $date_week_day$ ($date_week_day_num$). Hour: $date_hour$. Min: $date_min$. Second: $date_sec$.

/addvariablepickup var_test $server_time$
/addmsgpickup job: $time_daily_job@var_test$. text: $time_text@var_test$. Race: $time_race@var_test$. Days: $time_days@var_test$. Hours: $time_hours@var_test$. Minutes: $time_minutes@var_test$. Seconds: $time_seconds@var_test$.
/addmsgpickup Week day: $date_week_day@5$. Month: $date_month@6$.


Admin System & Security System Event Staff System


- Added /clearsuspects so that admins can clear suspects from the anti hack system detection.
- /suspects are now much cleaner since a large amount of informative text made it hard to read it.
- Added /activetimers for admins (mostly me) to check how many custom VK timers are active.
- Added a new anti hack ID 22 that will make it more difficult for ban evaders to DM and should auto kick them if they display skills related to that of a regular VC-MP player. There might be some risk with this, but from what I can see most players under the influence of anti-hack do not DM and those who do can now be approved out of it. Making it so hopefully this only impacts to 99 % only the ban evaders.
- Players under the influence of the anti hack system (only ban evaders and very new players to the server) are now not able to driveby and use the hunter/sea sparrow. The weapon Flame thrower, minigun and weapon ID 112 are now also disallowed, the same way as rocket launcher has been disallowed for a while now. I hope this will make life a little less fun for the hackers. Like always all these features go away as you play.
- /permaban now resets death as well.

- Made it so /performtest displays less messages in the 1 and 5 second timer that usually would cover the screen pretty quickly. Now it only reports lag there if it's above 10 ms (which isn't much to worry about anyway).
- Added /usejointitle 260 for admins only.

Bug Fixes


- Fixed a bug with /vicememory and /keyfinder not resetting properly and allowing players to play it as much as they want.
- Fixed a bug with /addforpickup not giving or telling the correct information for the variable side of the command.
- Fixed a bug with add@ and sub@ for higher numbers larger than 1 million-
- I believe to have fixed the issue with /taxirace checkpoints. Please verify by hosting a few events.
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Server Patch 5.6.2 Empty Re: Server Patch 5.6.2

Post by SJHere Sun Jan 17, 2021 5:08 pm

Great patch, keep it up.
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Server Patch 5.6.2 Empty Re: Server Patch 5.6.2

Post by Shafin Mon Jan 18, 2021 7:55 pm

Nice patch. Keep it up..
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