CityRP Gmod 13
#81
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
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#82
Yeah, that is a good question.
Will stats be reset in Gmod 13's CityRP?
I really hope not.
#83
(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.
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The following 2 users Like SoulRipper's post:
  • Moisty, Noobias
#84
Thank shit.
Cool, glad that was cleared up Cheese
#85
Will it be launched immideatly (FL CityRP) on the 24th of September?
#86
What about our dupes? Did they will be relocated to new city RP?
Of course if Adv dupe will be updated to gmod 13
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#87
Looks way better then older gmod.
#88
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?

"Common sense shouldn't be called common sense any more because it just isn't common!"
The following 1 user Likes Connor's post:
  • LowerFlowerPower
#89
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.
#90
Do you think the slot count will increase now?

"Common sense shouldn't be called common sense any more because it just isn't common!"


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