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CityRP Gmod 13 - Printable Version

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+---- Thread: CityRP Gmod 13 (/showthread.php?tid=15651)

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RE: CityRP Gmod 13 - SeductivePotato - 08-11-2012

Awsome, awsome to the max.

And will the Gmod12 be connected to gmod13 server? like if i bought a new car in v2 or got some money, it will give me car/money in gmod13 as well


RE: CityRP Gmod 13 - Noobias - 08-12-2012

Yeah, that is a good question.
Will stats be reset in Gmod 13's CityRP?
I really hope not.


RE: CityRP Gmod 13 - SoulRipper - 08-12-2012

(08-12-2012, 01:41 AM)Noobias Wrote: Yeah, that is a good question.
Will stats be reset in Gmod 13's CityRP?
I really hope not.
Nope, same database same stuff.


RE: CityRP Gmod 13 - Noobias - 08-12-2012

Thank shit.
Cool, glad that was cleared up Cheese


RE: CityRP Gmod 13 - Dr Tomorrow - 08-12-2012

Will it be launched immideatly (FL CityRP) on the 24th of September?


RE: CityRP Gmod 13 - Doctor KuLa - 08-13-2012

What about our dupes? Did they will be relocated to new city RP?
Of course if Adv dupe will be updated to gmod 13


RE: CityRP Gmod 13 - Non Noob - 08-18-2012

Looks way better then older gmod.


RE: CityRP Gmod 13 - Connor - 08-18-2012

I'm not entirely sure what the new features are which will benefit us on GMOD13? Could someone explain some of the major things that will affect gameplay?


RE: CityRP Gmod 13 - Vauld - 08-18-2012

Well, it will be an entirely new engine, meaning it won't run off the HL2 engine.. This offers a lot of new opportunities and allows developers to fit a lot more data into the game mode. This will also allow for the server to be less laggy, to stop the snapshot overflow and buffer overflow supposedly. Like I said, the main change is the engine switch, it will allow for so many more features to be added, without worrying about the stress it puts on the server, and on your client.


RE: CityRP Gmod 13 - Connor - 08-18-2012

Do you think the slot count will increase now?