Hey all!
We've updated the RC channel of Pavlock Shack. This comes with a lot of changes as well as an Unreal Engine upgrade. Lets first kick off with the FAQ.
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What is "RC" and what is a Release Channel? RC is the channel name in the Meta Quest for the newest version of Pavlov Shack. RC stands for "Release Candidate" which is intended for store launch when Pavlov Shack becomes a monetized title. in the future.
You will need to opt-in the "RC" Release Channel to play the newest version, eventually the main "live" channel will be merged with this update, but if you want to play earlier, you will need to Opt-in
How do I change the release channel for my version of the game? Here is a helpful picture on how to do this from the Meta Quest companion app on your phone. You cannot change the release channel in the headset itself at this time.
I am having trouble installing the update; it just keeps looping.
If your update is looping on install, follow these steps
in this specific order - If you are using more than once account on the same device make sure the alternative account is not using the other branches.
- Remove Appdata. Go to your oculus settings, click on Storage, find "Pavlov Shack Beta" and click on "Delete App Data"
- Uninstall the game completely
- Restart your HMD (Head-Mounted Display, also known as a Meta Quest)
- Install again
If the above doesn't work. Try to uninstall the game first, then connect your quest to a PC and explore the file manager to look for any leftover Pavlov content and remove them.
Crossplay with PC/PS5? No.
What's going on with Mods? We have a new content delivery network with mods, as well as an engine update. With engine updates, all prior mods and maps are rendered incompatible and must be updated by the map authors for this new game version.
However, community servers are no longer responsible for delivering mod content themselves, which will save them bandwidth as well as enable lobbies access to modded content.
The main menu now has a mod browser to check out the available content, download, update, or remove your currently installed content. You do not need to link your account to
Mod.io. If you join a match using custom content, you will automatically download the mod or update it to the latest version.
Why has [Feature] been removed? Hitting consistent performance quality has been paramount to this release. Moving to Unreal 5 has forced us to change the physics system to Chaos which is pretty fragile at this time. We may reintroduce or refactor removed features in the future to the best of our ability.
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Patchnotes
Core -Updated to Unreal Engine 5.1
-Added new onboarding UI
-Added mod.io support
-Added mod support to lobbies
-Added Industry
-Added new competitive waiting room
-Added new game mode Prop Hunt and Infection
-Added new admin menu for community server mods
-Added movement vignette option
-Added trigger discipline pose
-Added pkm weapon
-Added gun angle adjustment in shooting range
-Added prop hunt game mode (Bunker, Station, Foundation)
-Added new smoke grenade effects
-Added option to remove blood
-Added new bullet hit reaction animation on 3rd person players
-Added highlight to hip ammo pouches when your hand is near them
-Added ability to pass lobby leader to another player
-Added new spawning logic, tries to place you near teammates (if its a team based game) and away from enemies
-Added 1911 WWII variant
-Added tokarev modern variant
-Added comfort options for a vignette on player movement
-Added prone poses (not available in SND)
-Added new finger gestures
-Added AFK kick
-Added credits
-Added normals to characters
-Added KOTH, Infection, and Prophunt to lobby selection
-Added OutOfBounds death icon
-Adjusted smokes for inside/outside balance
-Adjusted revolver trigger to have a slightly shorter pull (revolvewebley)
-Adjusted bot count on quest (increase)
-Adjusted Ballistics Shield inventory offset
-Adjusted ar9/am16 charging handle anim
-Adjusted MainMenu voice line not fading out properly when you complete the last tutorial task
-Adjusted Muzzle flashes and tracers
-Adjusted ragdolls to death animations for optimization
-Adjusted the smoke grenade trail to be less jittery
-Adjusted magazine trigger threshold
-Adjusted weapon racks in shooting ranges and killhouse
-Adjusted mag eject on m1garand
-Adjusted flashlight shader
-Adjusted player height to update occasionally
-Adjusted controller forward vector when aiming up in cases of drastic verticality encounters
-Adjusted hunting rifle striker animation, which behaves like the WWII bolt actions now
-Adjusted magazine slide to remove an extra frame
-Adjusted shooting yourself in the head will now pop your helmet on the first shot to prevent it from taking 3-4 bullets with some guns
-Adjusted prices for SMGs, bizon 1200, akshorty 1600, vector 1550, ar9 1400, p90 1700
-Adjusted autosniper to be automatic, removed red dot/holo attachment, adjusted recoil, magazine to 20+1 from 14+1, price 2600, kill bonus 300, damage 20
-Adjusted vzz kill bonus 200, armor damage 50, helmet damage 50, falloff .75, max falloff 3500
-Adjusted WWII bolt action animations to be more realistic
-Adjusted lmga belt replication
-Adjusted bullet shell culling
-Adjusted the m4 and sks stocks to animate
-Fixed icon getting culled in KOTH
-Reverted the Tec9 back to semi auto/recoil values
-Optimizations to items and pawns to use parents bounds rather than recalculate them
-Fixed clients waking vehicles from sleep causing desync on their end until the vehicle updates on server
-Fixed radio being toggled while killed causing it to continue sending static
-Fixed selections could be active while interacting with a vrhandle
-Fixed for suicide in menu causing killfeed to remain open
-Fixed player desync from the vehicle interior
-Fixed players using two scopes to exploit
-Fixed autosniper using sniper ammo
-Fixed team selection not being honored in lobbies
-Fixed SKS rail being visible if spawned with no attachments
-Fixed dedicated server balance table url is not blank prior to using it
-Fixed placing an item on the vest triggering an error sound due to it also overlapping a quick slot
-Fixed exploit allowing hands to go through the floor
-Fixed exploit with players being able to vote kick non-team members
-Fixed many edgecase crashes
-Fixed decals being improperly applied
-Fixed characters being able to extend items too far in hands
-Fixed shack servers get hidden if they are set to 8 players
-Fixed wrong gloves/hands being enabled for incorrect skin
-Increased MSAA to 4x
-Removed Quest 1 support
Audio -Added intro music
-Added new audio stingers for match start/end for all game modes
-Added new grab sounds
-Added Low ammo suppressed shot sounds for modern guns
-Added vehicle impact sounds
-Added new weapon drop floor impact sounds based on weight
-Added landing sounds from a player dropping down from heights
-Adjusted sounds for guns
-Adjusted many audio optimizations to prevent clipping
-Adjusted back and side holstering sounds
-Adjusted audio cache
-Adjusted Zombie footstep sounds
-Adjusted flash bang not to give hit feedback to the thrower
UI -Lobby leader will always now be on top
-Added new voting UI for end match and player kick
-Added new killfeed UI, also now highlights your kills
-Added new death card UI
-Added new in-game reporting system
-Added server information to server selection on server browser
-Added new watch design
-Added mod menu
-Added haptic intensity slider to settings menu
-Added vote cooldown of 60 seconds to prevent spam votes
-Added new nametag options
-Added dynamically scaling name size for Scoreboard
-Added music slider to settings
-Adjusted lobby pin to only display in lobby on hover
-Adjusted Ammocounter infinite ammo to "inf"
-Adjusted post-match to allow extra time to display the score in community servers
-Adjusted post-death information to determine the length in meters
-Adjusted vote menu to notify players the other team is voting or if you need to open the menu to vote
-Redesigned all objective icons
-Fixed OITC end screen showing wrong scores
Koth -Added sound cues KOTH objective changes control
Vehicles -Added vehicle (ID: motorcycle)
-Added painted variant for Willys (id: willys_svt)
-Added recenter while in vehicles
-Added vehicle dashboard animations for the ATV, Kubel, Willys
-Adjusted upside-down vehicles to flip on enter
-Improvements to the vehicle exit location when it cant find a valid location around the vehicle
SND -Added SnD timer to watch
-Added factioning to SnD (different weapon sets per team)
-Added bomb carrier indicator for the offensive team during player possession
-Adjusted animation to defuse clippers
-Fixed SnD 900$ cash bonus issue
-SND bomb will now highlight when hidden by dead bodies
-Fixed SnD pistol round loss bonus. On join, the player should now get 2200$ when pistol round is lost.
-Fixed random death on round start in a few rare instances
-Removed bonus for planting + attacking team all dead on round end when the round is lost
-Removed proximity chat and global chat with spectating players when comp mode is enabled
TDM/DM -Added weapon filtering permutations to lobbies for TDM/DM
-Improved the equipment snapshot so players can go back to random by respawning without weapons or an item in hand
-equipment snapshot will give you a grenade if you dont have one and a knife
WWII TDM/Tank TDM -Adjusted the tanktdm buy menu to include all WWII guns. Also, put them in order: US, Ger, Svt
-Fixed ww2 loot crates spawning modern pills/syringes
TTT -Added TTT classic (RCON: tttclassic)
-Added new roles: Zombie, Hypnotist, Soulmate.
-Added Community server TTT role customization
-Added huge amount of community server customization via json files
-Added disguiser arm UI
-Added deadzone to TTT scoreboard scrolling
-Added MassRDMThreshold var for TTT Community servers
-Added new DNA scanner
-Added feed notification when a player is banned for low karma
-Added logic to prevent grenade pins from being pulled during preround
-Revamped TTT UI
-Changed Jester role team to Innocent team
-Made all players slightly more resistant to damage (To 25%)
-Set maximum assassin targets to 3
-Golden Gun team kill now revives killed player after 5 seconds
-Players have a 30% chance to spawn with a grenade
-TTT Karma unique ID now uses Platform ID
-TTT Flush karma now clears all persistent karma data
-Fixed other detective roles not receiving additional karma loss for RDM
-Fixed teleporter teleporting when item is dropped during windup
-Fixed Assassin not getting free knife
-On spawn, a random skin is selected unless the player selects a skin from the skin menu
-Prevented players from being able to buy body armor when they've already been given it on role selection
-All detective classes (,Detective, Tank, Sheriff) get the detective skin now
-Fixed karma ratio calculation sometimes causing players to gain or lose massive amounts of karma
-Moved VZZ to SMGs category for SND buymenu to match other buymenus
-Set maximum karma to 2000
-Removed old TTT healthstation
Gun Game / WW2 Gun Game -Added kill progression notification sound and global alert for the last weapon reached
-Adjusted Gun Game match end podium UI
The Hide -Added new supply crates
-Halved Aberration value for Monster material (makes him harder to see)
-Fixed distance culling in thermal view
-Fixed TKs and Suicides adding kills.
-Increased team lock to infinite to prevent team switching and kicking the monster
-Revived monsters no longer get grenades
-Fixed enemy reviving
-Fixed the last man check
-Fixed monster aura transferring to aurora player next round
-Fixed vote kick exploit against the monster
Push -Added new push bomb explosion effects
-Adjusted Push out of bounds UI elements
-Adjusted scoreboard to label tickets
-Push revive function no longer takes the class for the push player data. Instead it looks it up from the loadout room to make it more modder friendly
Hunt -Adjusted mines to clean up between successful waves
RCON -added pause match RCON command for SND (PauseMatch 60 pauses the match for 60 seconds at the next round start)
-Alphabetized RCON help command
-Fixed AddMod command (requires map rotate)
-Added new commands: AddMapRotation*, RemoveMapRotation*, ShowNametags*, SetMaxPlayers*, EnableCompMode*, SetTimeLimit*, SetBalanceTableURL*, EnableVerboseLogging*, EnableWhitelist*, UpdateServerName*, InspectTeam, InspectAll, TTTFlushKarma, TTTSetKarma, TTTSetRole, TTTEndRound, TTTPauseTimer, TTTAlwaysEnableSkinMenu, TTTGiveCredits, Teleport, ShutdownServer
*RCON command will edit the config file.
Verbose Logging for Community Servers -Fixed All stats dump from verbose logging not resetting
-Adjusted verbose logging to create a stat file per each match instead; the file name will be Stats_DATE-TIME
-Adjusted logging methods; it will now create a file in Saved/Stats folder called Stats.log
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I'm a mod creator, how do I update my content? Download the new modkit here:
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1 Check out our upgrade guide on
Mod.io on the easiet way to move your content over and best practices
https://mod.io/g/pavlov/421-to-511-upgrade-guide https://mod.io/g/pavlov/modkit-version-upgrade-best-practices-post-511
Do I still have to use referenced materials? No
I'm a PC modder. Can I ship to content to Shack as well? Yes. Just reference the level in the definition file and publish on the Android branch. Make sure you're on the new modkit first or it won't work.
Be careful with use of overdraw and transparency as it hurts the mobile version of the game the most.
The modkit will try to optimize the build automatically for Quest.
Modkit Patchnotes
-Added Pavlov Shack support
-added GetNameFromItemClass
-added PKM example for PMG overheating
-Fixed Projectile velocityh on referenced bullet (so modders can see default value)
-Fixed willys example enteexit handles
-Updated scopezeroing BP to have zerobias for testing irons
-Fixed push advanced obj act collision
-Updated bullet material event graph
-Removed unused material for scopetester
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I ain't readin' allat sorry boutcha
I used to play a lot around 2013-2017 and I minged hardcore. I probably got banned from every server a few times. DarkRp was so exploitable back then i found ways to teleport people, remove their props, spawn black listed entities, make the map dirty with debri that couldn’t be cleaned up, fuck the skybox, nuke or instantly kill everyone without the weapon, and all kinds of other shit all without any hacks.
Prop killing was always the most fun though. How is it these days? Is it super pollished and minge proof compared to around that period or the same?
# Simpers Paradise Chernarus DayZ Server
* We offer active admins that are frequently online and available to help players and/or ban players who break server rules.
* Join our [Discord] (
https://discord.gg/vafyBasFG3) for up-to-date server info, events, giveaways, support and announcements.
* 99% Uptime w/ scheduled maintenance and scheduled reboot's to prevent congestion
* [Enterprise grade ticket system](
https://discord.gg/8rE76RZPeV) with ingame logging system for chat/kills/basebuilding/raiding.
## [Server Content Information](
https://discord.gg/TmSFvzjgH2)
* 150k Start with Banking, and 3 Safezones w/ Traders (Green Mountain, Klen and Altar)
* Black Market Trader (Lapatino Area Castle)
* Completely Custom loot table to make sure you aren't looting for hours with no payout.
* Basebuilding with custom Raiding.
* Heli's w/ custom heli trader.
* Kill Feed
* Spawn Select
* Toxic Zone at Prison Island with SuperMax Prison Mod and High Tier Loot Awards
* Drug/Pelt Trader (Prison Island)
* AirDrop's
* 150+ Weapons w/ attatchment's and 100+(If not more) Custom gear.
* Server Information Panel to keep you up to date on all rules/hotkeys in the server.
* Drug's
* 20+ Vehicle's w/ Vehicle Godmode for those buggy server stutter's that dayz dev's cannot fix.
* Party system to prevent TKing your buddies.
* Unlimited Run/Sprint
* Raiding is set up T1-1HP, T2-4HP, T3-6HP.
* HomeMadeBreachingCharge Hits 1HP , HeavyBreachingCharge Hits 2HP.
###### Join our [Discord](
https://discord.gg/vafyBasFG3) to stay aware with the community, and get updates of any upcoming event's on the server ######
### Building Rules
* Building within 200M of a Military.
* Building in a Police, Prison (US1), Hunting, Fire Station, Hospital building. (Castles Allowed).
* Building within 800M of ANY trader
* Blocking Roads with Bases. (You can build over the road, however you must leave space for every vehicle)
* Base must contain at least one raidable entrance. EX. A group must scope out a base to know which (window, door, opening) to go through so they are not wasting raid materials. This is up to the raider to figure this out (Groups that exploit Slow loading to see through walls will be punished). However, Tents must still be used as the sole purpose of storage and not simply to block entrances
* Skybases (Floating bases), Skybases will be deleted with no warning.
* WatchTower Stacking past 1 Tower (only 1 kit allowed) 1 kit = 3 floors. (This avoids misplacing and not having all 4 corners touching.)
* Bases will be considered abandoned if the owner(s) of the base hasn't connected to the server to defend the base within 7 days
* Upon request, we will delete abandoned bases and its contents so that players may base there.
* No tent stacking.
* Building bigger than a 3x3x6. (Your base can be no more than 6 floors. Counting the ground floor.) anything past 6 floors will be deleted without warning!
* Exploiting Bounty System: Teammates/Friends killing each other to obtain awards. This also includes making deals.
* Combat Logging: You must wait a minimum of 10 minutes before logging out after taking or dealing damage. In the case of crashes, you have a 5 minute grace period to log back in.
* Cars left for longer than 12 hours in the safe zone, will be automatically deleted. PARK YOUR SHIT AT YOUR BASE!
* No stealing from safezone
* No safezone strafing
#### [Raiding Rules](
https://discord.gg/3JU4Tjgw2r)
* Raiding needs to be done in a realistic way. No stacking of ANY ITEMS, floating objects, dismantling through walls or objects, etc.
* No Stacking of ANY ITEMS.
* Absolutely NO FLOATING ITEMS, Any item placed must touch the ground. All four corners of Watchtowers must touch the ground.
* Do not dismantle from the outside of the base.
* Do not block entrances while raiding to hold progress.
* You ARE NOT allowed to take over someone's base
* You ARE NOT allowed to block entrances to anyone's base. This includes but not limited to (tents,doors, gates, gun cabinets).
* While Raiding do not lock tents, doors, gates with your own locks. Do not build or place any items to block access to the base at anytime.
* Do not Grab items through walls.
* You may buddy boost (Stand on a friends head), Build watchtowers, Stand on top of vehicles, etc. to get over walls and into bases that are not secured with a roof
* If you spawn in inside a base (whether that be fresh spawn or due to inactivity), make a ticket and an admin will TP you out. You may not raid the base if you spawn inside!.
* Do not log out in someone’s base without permission. (Ghosting)
* Do not dismantle someone else’s territory flag.
##### Faction Rules
* Faction's are to be no larger then 8 member's
* Faction's must be registered with the google form under #faction-registration
* In order to get a discord Role/Channel's your faction members must all have over 24 Hours of individual tracked playtime on the server. (We track through rcon)
#### Server rules are subject to change at any given moment in time. Please pay attention to [Discord](
https://discord.gg/vafyBasFG3) and server news to stay aware!
This is a list of things that SHOULD be part of the core DarkRP gamemode but for some unexplained reason haven't been officially added. Some of these have been implemented in to custom gamemodes and addons but are pretty rare to actually see.
Functional item/inventory
Without a functional item/inventory system in the core gamemode it makes the gamemode really dull and limited. For an actual economy to be made you first need to have trading, which requires an inventory alongside a wallet.
Anti-prop lag/minge
The protection you get from default darkrp is a complete joke. The average minge can crash a regular darkrp server within minutes if not seconds. Players can easily prop kill, prop block, and prop smash vehicles.
Savable characters
I've only seen a few servers let you actually pick a persistent roleplay name and character. I understand that not every server would want this, but it should at least be optional in the config.
Shipment drop off locations / mailboxes
Being able to have shipments drop right in front of you wherever you are is beyond unfair. This can allow defenders with large wallets to keep dropping ammo inside their base without needing to leave for more supplies.
Job NPCs
Being able to change your job from anywhere in the map is easily abused. You can become a police officer for a free gun, raid a house, quit the job, and loot the resources without any gamemode barriers. Having to drive back to the police station and talk to an NPC is a great deterrent to abusing job switching.
Arrest ability options
Being arrested in DarkRP is the most boring thing in the gamemode. You can only walk slowly and you have no escape options available.
Party system
With a party system you can make it easier for players to collaborate. Simple things like setting a door to be able to be accessed by anyone within your party is a really fun feature.
NPC framework
Ive only seen a handful of servers implement proper NPC systems that allow for dialog options and shops.
Vehicle framework
Let's all be honest, VCMod is overpriced hot garbage and there arent a whole lot of alternatives that are good enough. There is also the concern for security when it comes to VCMod. VCMod is effectively a backdoor that runs the risk of any server using it to be vulnerable to remote code execution. Most VCMod code is stored on the VCMod servers, so any attacker could easily exploit this. The VCMod DRM system protects VCMod's assets but it puts everyone at risk.
Im sure there are many more things that SHOULD be part of the core DarkRP gamode that could be added to this list. Feel free to post what frustrates you the most about the gamemode and what you might do to fix it.