First of all, credit needs to be given where credit is due. The code on the Noobonic Plague server began as the DarkRP SVN, and much of the original code remains in place (mostly in the handling of jobs and the wanted/arrested mechanics, as well as the VGUI menus). However, nearly every aspect of the DarkRP codebase has been reviewed and improved. Numerous bugs and exploits have been patched, and many more brand new gameplay mechanics have been introduced. Regardless of the effort I have put into this server, though, this server would not exist without the original code, and the original authors are as follows:
DarkRP by Rickster, Updated: Pcwizdan, Sibre, philxyz, [GNC]Matt, Chrome Bolt, FPtje
The rest of this section lists the notable additions specific to the Noobonic Plague server (click any image for full size screenie):
Offline Item Bank
This is about the sexiest piece of code I've had the pleasure of working on in the month or so I've spent rewriting DarkRP. Basically works like the original pocket SWEP, but if you press reload while inside the bank vault, you can move things into an offline bank that stores things while you're offline. Yes, this means you can buy every crate you want as a gundealer and not have to worry about selling everything before you log off ... you can just get your crates back out when you log on again.
Bank Robbery
What would a bank be without being able to rob it? Before anyone gets worried about it, no you can't actually lose your own bank items when someone robs the bank. Basically a bank robbery works like this: One person has to sit inside the vault and press the robbery button, and an alarm goes off and sends messages to everyone on the server that the bank is being robbed. The cops have 5 minutes to try to arrest or kill the bank robbers (so it's best if you have like, idk, a gang?). If the criminals are successful, a random person who has items in the bank is chosen (weighted towards those with more loot ... basically a person with 5 items in the bank is five times more likely to be the "victim" than someone with only 1 item), and for each item they have in the bank, there is a 50% chance of A COPY of that item being spawned for the robbers (YES A COPY ... the "victim" of the robbery loses nothing ... just like IRL, insurance covers them ;P ). This doesn't mean that the robbers have a 50% chance of getting nothing ... there is a seperate roll of the dice done for each of the victim's items, so usually the robbers get about half of whatever the victim had in the bank.
BTW yes this was a nightmare to code, but now that it's working, yes it is fucking badass. Moving on...
Disguises
Just in case you want to try sneaking into Nexus, you can buy disguise kits from the Spy class, or find a hidden NPC vendor (who sells them for about twice as much as the player class can buy them for). Disguises last for 60 seconds, and there is a 60 second delay after removing a disguise before you can use another one. The Spy class has an improved disguise kit called a "Spy Kit" which lasts for longer and has a shorter cooldown, but only the Spy can use it.
NPC Vendors
Speaking of NPC vendors ... we have NPC vendors. Don't panic, they're not going to steal business from normal gun dealers ... they only sell pistols (except for the specialty ones of course ... see screenie), and they sell for about twice as much as a player gun dealer would sell for. Also, I went ahead and made gunlabs indestructible and freezeable with the physgun (only by the gunlab's owner ofc), so you can just park one of those next to the NPC vendor if you're really worried about them stealing your business.
NPC Vendor Robbery
Annnd if you REALLY think they're stealing your business, you can always rob the fuckers (giving a random amount of cash between 100 and 5k, with vendors closer to Nexus giving more). Be warned, though, robbing (or killing) an NPC will get you immediately Wanted. Also there is a forced delay of several minutes between robberies to keep people from farming them.
Wow I'm just noticing that this is a lot of new stuff :P
Vehicles
As anyone who has played Evocity can tell you, it's big. It's pretty much designed for vehicles, so ... we have vehicles. Now, this has been tried on other RP servers and usually doesn't work out, mostly because people inevitably start running over everyone. However, I've gone ahead and introduced a new element to the mix: vehicle damage! Yep, vehicles have hitpoints, and you can blow them straight to hell. Cop vehicles (which are not ownable, but useable by any cop ... also stealable by anyone! THAT'S RIGHT, THE BEST GETAWAY CAR IS A POLICE INTERCEPTOR! BWAHAHA!) will respawn in the Nexus garage if they blow up. The same goes for...
Taxis
Yes, with any map that requires vehicle travel, someone will inevitably get stuck in the middle of nowhere. If that happens, don't fear, the loyal and hard working Taxi Driver (a player class) will come pick you up and get you where you need to go (use /taxi
to request one). Assuming, of course, they speak gewd Engrish.
Valet Buttons
So you buy your shiney new Corvette, you take a cruise out to the industrial district, and oops, you drive right into the middle of a gang war. Rest in peace. But now you respawn back in the downtown area, and who wants to walk all the way back to their car? Nobody! Well you're in luck because I'm lazy too, and I've put in Valet Buttons near every spawn. Just push it, wait 10 seconds, and your car will respawn next to you (assuming no one else is, uh, "borrowing" it). Don't forget to tip (er,well, you can't, because it charges you $100)!
Vehicle and Prop Damage
I already mentioned that vehicles can be damaged ... may as well mention that props can be damaged too. I decided to go this route for a few reasons ... first of all, I wanted to increase the prop limit, but a server can only take so much. The only way to do so was to make a way for props to be removed (other than the player logging off). Best way for this turned out to be making them damageable. The hitpoints of props vary depending on their size, but you can still build a wall that's pretty damned near indestructible if you do it right (after all, I've always thought walls should be more of a formidable obstacle than an impassible barrier). But, if someone is shooting the shit out of your props and cars, you're going to be saying to yourself, HOLY JEEZUS I'M GLAD I CAN...
Repair Props
An entirely new class, the Mechanic is responsible for fixing what's broke. Also for flipping cars back rightside up after Johnny had one too many at the bar. Using the repair tool will repair a random amount of hitpoints between 100 and 1000 ... so yes, fully repairing your 500k hitpoint superbarrier may take some time. Multiple Mechanics can team up to get the job done a helluva lot faster. The Mechanic can also perform...
Armor Upgrades
Well, what would an RP server be without a few upgradeable items? To clarify: Armor on a vehicle is the amount of damage the vehicle can take before the driver starts taking damage. It is ARMOR. It is NOT EXTRA HITPOINTS. If it was extra hitpoints, I would have called it "Extra Hitpoints" or something clever like that. But trust me ... while it may not make your car itself live longer, it is very, very fucking useful when plowing through a police barricade. Buy it!
Look at all the purdy jerbs
I'm not 100% sure how many jobs we're up to at this point, but there's 15 intro jobs and then several "Upgrade Classes" that you can get once you're one of the starter jobs (for example, becoming S.W.A.T. or Police Chief once you've become Civil Protection). Also there is a Zombie class, which is basically a Hobo with a knife and 300 health that is allowed to kill anyone for any reason. With a knife. If you see him, shoot first and ask ... wait, why would you ask a zombie questions? Just kill the fucker (no, there are no zombie spawns ... this is not ZombieRP, I just thought it would be fun to have a class that's allowed to RDM, but only with a knife. Also there can only be one Zombie player at a time).
Well, those are the majority of the new features I've added. There are so many bugfixes and improvements I've thrown in along the way (for instance, when you /drop a weapon, you don't automatically pick it back up anymore ... easy to /drop and pocket items now), it would take me hours to list them all. So, we hope you decide to stop by and enjoy yourself.
Also if anyone who knows maps is wondering if we've fixed the rp_Evocity_v2d crash bug ... yes, we have. Peace.