projectrevivalserver
projectrevivalserver
Project Revival
25 posts
We're a network of Garry's Mod Roleplay servers, primarily HL2RP.
Don't wanna be here? Send us removal request.
projectrevivalserver · 9 months ago
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Version 2.0.1 is out!
Changes
Made the pipe weapon consume more stamina.
Bug Fixes
Fixed a bug that prevented thirst, stamina, and hunger bars from displaying properly.
Fixed a bug that prevented /CharLearnSkill from giving the correct skill increase.
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projectrevivalserver · 9 months ago
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Version 2.0.0 is out!
Additions
Added CCA Commander suit item.
Added RAZOR suit items.
Added JURY suit items.
Added proper icon cams for the simple melee SWEPs.
Added item icons to a LOT of crafting and junk items.
Added a crafting recipe for bandanas.
Added a proper icon for the “Use” action on zip ties.
Made duct tape able to be used to restrain players like with zip ties.
Added crafting recipes for small and large cardboard boxes.
Stimshots now give you an agility and stamina boost.
Added new sound effects to different medical items.
AI-2 Medkits now give you a constitution boost.
Added more control guides to item placement.
Made /apply and /applysay automatically recognize you to players in hearing range.
Added a distance check when requesting to search someone, so if you move between the time you request to search them and the time they accept, you don’t end up searching them from fifty feet away.
Readded old Escape from Tarkov storage items.
Added new passive music.
Added location-based music, so being in the sewers plays different music from being in the city, which is also different music than what’s played in the nexus.
Added music for civil unrest, so when a procedure like unrest procedure or a miscount goes out, special music plays.
Added automatic chat messages that go out when the procedure is set using /SetProcedure.
Once broken, limbs will not heal on their own. Instead, they need to be healed using a splint. Limbs that are damaged but not broken will still heal on their own.
Added a splint item.
Added a crafting recipe for splints.
Added a tooltip row that will show a player is limping if their leg is broken.
Added morphine.
Morphine and aspirin negate the effects of broken limbs.
Added a rank system that allows players to promote, demote, and transfer CCA units into other divisions without needing admin permission.
Added in a /adminviewdata command for admins to modify a character’s data for GMing purposes.
Replaced the current CCA texture with a new, custom one based on the Metropolice Pack’s City 8 model.
Added a Project Revival Factions discord, separate from the main one.
Changes
Changed the model for the wires item to be more fitting.
Changed the name of the “face mask” to “medical mask”.
Changed the description of the metal gas can to be more accurate to what the item is.
Made the electric drill 1x1 large.
Made the motor controller 1x1 large.
Made the LCD monitor 1x1 large.
Made the broken LCD monitor 1x1 large.
Made the lion statue 1x1 large.
Renamed “Box of Matches” to “Book of Matches”.
Renamed “6-STEN Military Battery” to “Military Battery”.
Resized the military cable to 1x1 large.
Resized nylon cord to 1x1 large.
Resized powercord to 1x1 large.
Resized power supply unit to 1x1 large.
Resized propane tank to 2x2 large.
Renamed “A Set of Tools” to “Set of Tools”.
Resized set of tools to 1x1 large.
Resized weapon parts to 1x1 large.
Changed the icon cam for refined electronics to be more visible.
Changed the model for empty bleach bottle to actually be a bleach bottle.
Replaced the too-high number of cardboard box items with just small cardboard box and large cardboard box.
Slightly changed the tooltip text for a restrained player.
Renamed the “Use” action on zip ties to “Restrain”.
Resized the first aid kit to 1x1 large.
Increased the biogel vial healing to 40.
Increased the biogel health kit healing to 75.
Reduced the army and regular bandage healing to 20.
Reduced the small first aid kit healing to 35.
Resized the small first aid kit to 1x1.
Updated the model for “Craft Bandage” to use the current bandage item model.
Fixed a design oversight that made it so the smart sewer mob spawners would immediately spawn more sewer mobs when their last mob was killed. Now there’s a delay before more mobs are spawned.
When someone is requesting to search a player, the prompt doesn’t display their faction, it displays either their name or description depending on whether or not you recognize them.
Made broken legs have a stronger negative effect on run and walk speed.
Added a notification when you break a limb.
Added a sound that plays when you break a limb.
Reworked how stamina is calculated relative to a character’s stamina skill.
Buffed CCA armor across the board.
Replaced the “shock” damage type with “environment”. It includes shock, and acid damage, as in the damage dealt by bullsquid and gonome projectiles.
Bug Fixes
Fixed a bug where glove items couldn’t be broken down.
Fixed a bug where Combine visor display lines weren’t showing when you put on the suit.
Fixed a bug where medical masks had the model of an M40 (HECU) gas mask.
Fixed a bug where colored hat descriptions would say “A headgearcolor hat” instead of “A yellow/red/green hat”.
Fixed a bug where hard hats were invisible in their inventory icons.
Fixed a bug where the model for the “Break Down Boot” recipe was a boot.
Fixed the icon cam for minimum grade food product.
Fixed a bug where hair clipped through headgear.
Fixed a bug where facial hair clipped through masks.
Fixed a bug that caused hazmat forcefields to work like regular forcefields.
Fixed a bug that caused clothing colors to not show up in the character load menu.
Fixed a bug that caused the “Craft Makeshift Flashlight” recipe to not work.
Fixed a bug that stops the viewdata derma from loading.
Fixed a bug that prevented the location display in the Combine HUD from displaying properly.
Fixed a bug that prevented bullet spread modification from working properly.
Fixed a bug that prevented a character’s agility from modifying their run speed.
Fixed a bug that caused missing textures to display in /viewdata.
Removed
Removed the “view” action from the poster, because it already shows the poster in the item’s tooltip.
Removed an outdated “Break down lightly armored jeans” recipe.
Removed HELIX suit items.
Removed GRID suit items.
Removed JUDGE suit items.
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projectrevivalserver · 10 months ago
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Release 1.2.0 is out!
Additions
Added just. So many breakdown recipes. There are so many. I added so many in. Every junk item I could find I gave a breakdown recipe.
Changes
Nerfed the breakdown recipes for broken computer parts.
Made it so it takes three scrap electronics and scrap metal to make refined metal and refined electronics respectively.
Made cardboard scraps only take up 1x1 inventory space.
Bug Fixes
Fixed a bug wherein frying pan and saucepan items weren’t equippable as weapons.
Removed
Removed an outdated recipe for breaking down lightly armored pants.
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projectrevivalserver · 10 months ago
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Release 1.1.0 is out!
Additions
Added PDA items that allow supervisors or higher in the city bureaucracy to give background checks without needing a CCA unit. Managers or higher can also modify someone’s employment status, but only for the organizations they work for.
Added intercom terminals that allows players to use /broadcast.
Added icon cams for rations and ration items.
Added a tooltip to rations that shows what they contain.
Changes
Replaced the “Coffee” effect with “Caffeine”.
Changed token distribution from rations.
Removed OnCanRun from bleach item but kept the requirements the same, so players can see they’re able to bleach their hair if they have a paintbrush.
Gave status effects to supplements instead of making them heal you.
Changed what items are in rations.
Removed color-based loyalist armband items, replaced them with the three status-based armband colors.
Nerfed money-based zombie drops.
Decreased stamina requirement for melee weapons.
Reduced the spawn rate of houndeyes.
Bug Fixes
Fixed a bug that stopped vending machines from spawning.
Fixed a bug that lets all citizens hear request device messages.
Fixed a bug that caused Aspirin’s tooltip to not load properly.
Fixed a bug that caused radio sounds to play globally for every player.
Fixed an improper implementation when leveling up stamina and other skills.
Fixed a bug that prevented user-placed props from saving.
Fixed a bug that caused voicelines over /dispatch to not be replaced with their full text.
Fixed a security vulnerability in the viewdata.
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projectrevivalserver · 4 years ago
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Hey guys, a big announcement for everyone. I would really appreciate a read. Recently, a friend of mine has come into a bit of money trouble paying for both hospital bills and other important life things. I trust this person very much, and I can verify that these problems are legitimate. To help them out, I'm going to be doing a fundraising stream where I play Hunt Down the Freeman repeatedly for 24 HOURS an added hour for each $20 donated. Our end goal is $3,000. I ask that you please, please, PLEASE consider donating. You aren't helping some random Garry's Mod server, you're helping someone live. If you can't donate, then please share the stream and the cause. This is a great cause, and I would appreciate it more than you can imagine. The stream today at 1PM EST on https://twitch.tv/projectrevivalserver and I hope to see you there. If you could donate or signal boost, I would really appreciate it.
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projectrevivalserver · 4 years ago
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Hey guys, here's a WIP of our vortigaunt weapon! I'm really proud of how this is turning out so far.
https://m.youtube.com/watch?v=SgS5e5MfJIw
https://m.youtube.com/watch?v=p6ebzPRZhTI
youtube
youtube
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projectrevivalserver · 4 years ago
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Viewdata Logging System
Big update! After a day and a half of work, I've finished the /viewdata logging system! This is one thing off of my todo list for the re-release. Watch the demo here! https://www.youtube.com/watch?v=ZfJgzAmVpQo
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projectrevivalserver · 4 years ago
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why do tumblr ads look so incredibly shady
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projectrevivalserver · 4 years ago
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Project Revival Revival Project Devblog #4
Alright, Devblog 4. It's a little late, sorry. Hopefully the information in it will make it worth it. Have a seat. Let's take a seat and have a listen.
So, being on vacation this week has been a bit of an obstacle, but I've been doing my best to work around it. A lot of this last week has been me changing my outlook a bit. Right now, we have less than four people who actively get on roleplay-important roles. We don't have leadership other than myself and a select few others. I thought, for the last 15 months, that I could just deal with that by filling in every leadership position myself until people work their way up to that position. It didn't work. Now we're at a point where we have few daily players, so, what is there to lose if we try stuff? Most of the servers I've been on that grew to be huge started out with high ranks filled. Why not try that? So that's what I've been doing. For what little time I've had between vacation activities, I'm making rosters of people who I want in certain roles. Some of you have already gotten the CCA and OTA mass message. If you haven't, sorry. You're still eligible for CWU, vortigaunt, conscript, and whatever other roles we need people in. Some of you will be selected for major roles like Divisional and CA, some of you will be CWU managers, and the list goes on. I'd like to get big roles picked out soon, hopefully by the end of the last CCA training day. If not then, then by the end of the week for sure. Also, the OTA guide is done. Now that I'm back home, I can get started on bug fixes and other important stuff. So, next up, I'm going to write the vortigaunt guide. The sooner I get these guides done, the better I feel. While that's in progress, I'm going to do some bug fixes, making sure everything we currently have is working, because we already know very well that all of our stuff doesn't work. Then, I'm going to be handing out more roles and positions. Sgt. Salvador came to me with a great question a few days ago, in which he basically asked "dude, what is going on with anything?" Considering this is important for you all to know for server operation, I'll go ahead and divulge these non-secrets. Tuesday and Thursday are going to be mass training days. After you all are trained and I'm confident you know what you're doing, I'll assign you all different ranks and divisions based on the roleplay I've seen you do and the confidence I have in you to take your positions seriously. There is nothing personal about who I give what ranks and divisions, and I hope nobody takes it that way. Now that the OTA guide is done, I will be handing out division and rank assignments for that relatively soon as well. If you have any questions, feel free to message me. You guys are great, and your support warms my heart.
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projectrevivalserver · 4 years ago
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Are fedoras really that bad?
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YES YES THEY ARE
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projectrevivalserver · 4 years ago
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there is absolutely nothing i love more than those russian gun memes
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projectrevivalserver · 4 years ago
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Project Revival Revival Project Devblog #3
Hey everyone, our third devblog, my lucky number. I think I may be a little dehydrated. Let’s get in to what we got done.
What did we get done?
I successfully ported in the TTT smoke grenade. It works great, although not quite how typical smoke grenades work. Still, it should do well in combat. I like how it works. I also added in serial numbers for all guns. It wasn’t something on the prerelease to do list, but I wanted to get some programming done, so I went ahead and added it in real quick. Every gun has its own serial number, assigned as soon as the weapon enters your inventory. You can scratch it out with a combat knife, if you’re a rebel and you don’t want to be identified. Hopefully this will have more applications in the future, but I’m also a big nerd for logistics, so I may be getting a bit ahead of myself. Then, I finally added it in. The genecoding. I like how it turned out! All pulse weapons are by default not genecoded, so anyone can use them. To genecode them, collect a sample of the owner’s blood, and then, as a grid unit, use that blood sample and unbonded weapon on a genecoding machine. After a short wait,  you will have a genecoded weapon. All of the pulse weapons, with the exception of the OICW, can be genecoded. Away from the programming, I started the OTA guide. This just translates to pasting in some metropolice codes and then removing the CCA parts, then putting down todo markers on places that need to be updated or rewritten. I’ve been in a big programming mood, not as much writing, which I justify by making sure I make programming progress. Non-progress is not an option at this point. We’re cutting it very close on time.
What comes next?
Well, from a programming standpoint, deployable manhacks. Given to all CCA units who can deploy manhacks (and to ordinals). It’s pretty simple, really, as long as I can fix targeting for Combine units. Just spawn a manhack, maybe give a little viewmodel animation, take the swep, remove the manhack bodygroup from the unit. Basic stuff, should be no problem. Porting a viewmodel in is my biggest concern. On a similar note, I want to make deployable turrets and hopper mines. This is more of a feature for OTA, but in the future I think it sounds great. Obviously, writing the OTA guide comes next, and then also writing an OOC application format for the conscripts. CWU OOC applications I’m not quite sure how to handle, but I’ve got some ideas. After that, the order of guide writing is Vortigaunt, Overwatch Synthetic Arm, Combine Ancillary Commission, and the City Bureaucracy. The City Bureaucracy guide I plan to be more of a list of different departments and ministries and what they all do. I don’t plan on having much City Bureaucracy with our playercount. If you want city bureaucracy and other cool roles, maybe invite your friends? While I’m here, I want to talk about the OSA a bit, since I’m really excited for what’s coming. The OSA will be receiving a complete overhaul and several new units. I’ll be adding the Combine Super Soldier, the Combine Elite Synth Soldier, the Combine (Synth) Guard, and beta stalkers. I’m going to be programming SWEPs or other solutions for all of the OSA units who need weapons. When the overhaul comes, stalkers will be moved to the OSA. How that will be handled for donator perks and all that is still being worked out. I’d like to add in alien assassins, but how that will be done is still a decision being made by staff. They would function as glorified zombies, made by the Combine as a deterrent for citizens going into restricted areas. They would not act as regular assassins. It’s a bit of an inaccurate name for how I’ll be using them. I’m really excited for the OSA overhaul.
What bugs are there?
A lot, thanks for asking!
Smoke grenade items aren’t removed when you throw them.
The print name for smoke grenades isn’t set right.
Flavored and Sparkling Consulate water is undrinkable. It literally won’t let you drink it.
Citizen supplements no longer exist.
Cremators and conscripts can’t go through forcefields. Again. Could have sworn I fixed that, but alright.
Cremators no longer get their breathing sounds and their immolator on spawn.
Blood collection with the blood collection syringe has a few distance-based bugs.
Just a quick note, if you want something to do as a citizen, please put it in #suggestions. I’m not sure what to add to make citizenRP fun instead of just a walking a simulator. I need to know what it is you all want to do.
So, while I’m here, I want to give a quick thank you. Thank you to all of you who showed up yesterday and the day before, especially those of you who made time to come to the event. Your support warms my heart, and it gives me hope for this server. You guys are great, thank you for supporting us.
Gabe
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projectrevivalserver · 4 years ago
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Beets,,, bacon avocado,,,, hambubger,,,,, food
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projectrevivalserver · 4 years ago
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Headcanon: Earth is incredibly haunted because no new babies are getting born so nobody can reincarnate.
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projectrevivalserver · 4 years ago
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i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers i hate youtubers
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projectrevivalserver · 4 years ago
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projectrevivalserver · 4 years ago
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Incoming, Half-Life: Magnuson. It's an open world RPG but all of your dialogue options involve you being a dick and also you're in white forest
i want half-life 2 but Gordon isnt constantly being shot at
it doesnt have to be a super long game but like you're just vibing with Kleiner and Eli doing science shit. You're not fighting anything this time its just "Hey Gordon go push this button for me please" or "hey Gordon wanna see what happens if you put a grenade in the microwave and then write down the results?"
i wanna be outta the HEV suit for once. Gordon deserves it. Something shorter than episode 1 though. They're still going important resistance stuff but not guns yknow? I wanna interact with the characters more, maybe learn more about life at Black Mesa. Maybe Eli could talk more about Azian or Kleiner could talk about his life. Possibly even hang out with more vortigaunts like Uriah. Maybe get a lore explanation as to why houndeyes or bullsquids arent in half-life 2 or its episodes (if there isnt already one im not aware of).
It'd probably work best as an optional dlc or smth
Anyway the game/dlc ends with Barney giving you that beer he owes you and Gordon taking a nap. things go back to normal the next game.
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