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papa ore

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Everything posted by papa ore

  1. One of the best threads around. Best of luck!
  2. DEVELOPMENT BLOG #4 We would like to begin this development blog by expressing our gratitude to each and every single one of our supporters. You are the reason why this project is so successful even before it is launched. As you are all aware, all of the money raised is spent for development purposes, hence you are all motivating our team of developers to continue to working with us! A big thank you to our early supporters for raising: $3,487.77 CREDITS TO DONATORS Bauer, fallguy1196, ititan, Unknown, trop, eli, Kirill_Ustinov, Sting McGee, LackingAName, Weatherguy, MickeyO, Partizan, Keel, Marty, Scarecrow, Yas, StefanM, perc GRETZKY, Qpacc, Schubert, Campbell, ChippySound, Exemplar, moonman, jaysavv, Celibano, Cleon, NickyW, Cypher, Tudounaozi, Bolic, Heartless, TBattle, EyelessRaymond, Naitor, DeputyThomson, Levitate, FreeTheHomeTeam, Sherry, Brett, Lawliet, Sidewinder, Mark4562, Marksman, Talon, Clu, proletariat, Chicago, normal, rvng, Protheus, Twinglockz, Hectic, KingLunatic, Dom., bloodmoney, Deca, rasbruu, Phantasm, Stoned Ape, Robyn, Rhelli, GageB, Kaos, Valentine, Flamer, TommyX, phantom_, Spartan, Conway, MinnesotanWinter, Cappunocci, Switch, mattmocz, Slipky, Misleader, Operator, Samuel, void, Eden, Nyx, xP3Jx, Crunchy, Knight, Jansify, west, Connor, Wisci, Chris, Lacoste, BravoMan, Shrekowski, Bunting, Dude, Illexus, Biography, Aesthetics, Geo, Burner, Eastsidee, BlooJaye, JJDAOPP, Katja, Mutt377, Mayll, Zach,3 Pags, Bandit, Buckley, Brando, Borgata, Cinematic, Pettie, EBK, StrokaFresh, Justitiae, Sleepy, MarcusHD, Nox, Cans, Afrosamurai, JVLS, Spookie, Akurasix, Gucci, Scandal, Jorgensen, Bycarbon, Drezor, Playboii, Bncal, Lux, Maramizo, Vagrant, Sirfuego, bone head, nefarious bueller, Jon, McDadda, TheMac_Aodhagain, Rheniummm, RGWE123, jon, Taddo Leonetti, obreezy, Peruvian Flake, shaqr, 21RodeoDrive, Voh, Louie, Corneru, Kjell, Briutas, Michaud, Sway, Tommo, Dizaster, Tyrant, Amy, tonyhawkproskater, Maradona, Stafford1878, Cufta, zalenac, Tseard, stringer, Blade, Lightshot, Sleepy, Skante2702, Jaime, Steel, Florida, tibi, Montana Fats, Cascavel. We would like to begin this development blog by providing you with an accurate number of our Staff Team members. As you can see, the biggest team at the moment is the Development Team with a total of 10 members, followed by the Staff Support Team with 8 members. In order to have a stable community upon launch, we aim to increase the number of all teams and ensure that there is proper oversight for each sector. Our priorities for the month to come: a) Increase the number of the Staff Support Team. b) Increase the number of the Admin Team. c) Increase the number of the Property Team. d) Increase the number of the Development Team. Please enjoy the features we have prepared for you. Note that these features will be worked on in the future, especially the banking system as we want to make it very user-friendly and beneficial for the players. With our rule "what's on you is on you", banking and debit cards become a priority for us. Drugs System Developed by @Nikolai The drug system is essential in order to provide members of the community with an immersive environment. Our Development Team has worked very hard to attempt to create a system that is realistic and effective. A big challenge is ensuring that there is a demand for drugs on the market, therefore this was a big factor in how we constructed the drug system. The layout below is the current script we have developed for the drug system. Keep in mind - this is not a final version and may be altered. Visual effects, etc. will be included in the next development blog! DRUG EFFECTS Health Regeneration Restores a set amount of health points over the span of pre-defined intervals for each drug. If a person is already at full health (100 points), the regeneration will not go above 100 and it will stay the same. If a person has 80 health but the drug restores 30 health points over 30 minutes, his health will only go up to 100 and not above. Strength Additional strength points will affect damage given (EXCLUDING firearms). If a normal hit with a bat would be 5hp, and a player uses a drug that would add +5 Strength Points, then he would deliver 10hp per hit. Additional Health Points Adds additional health points for the user. DRUGS LIST Marijuana Cocaine Crack Cocaine Ecstasy Heroin Methamphetamine Morphine Steroids LSD Psilocybin PCP DRUGS DECAY If not used, drugs will lose quality over time in order to dissuade potential stockpiling and to force players to buy the amount of drugs they need at a given time. The decay will start after one week from the initial creation of the drug, so in the first week the drugs stats will not be affected and they will be in pristine condition. If a drug reaches 0% condition, it'll be permanently removed from the server and from the player's possession. The drug's condition is affected whether the player is online or not. If for example, a drug has reached 60% condition, it will only provide 60% of the initial effects if it is used. ADDICTION & TOLERANCE When a player uses a drug script-wise, each gram will push the addiction and tolerance levels up by a certain percentage. Addiction and tolerance increases are calculated per gram used and each drug has a different addiction and tolerance percentage increase. ADDICTION LEVELS Level 1: 0 - 15% No effects 50% chance for addiction level to drop by 1.5% - 3.0% every 48 hours Level 2: 15 - 30% Chat text notice that suggests you need more every 10 hours Lose 15hp over 30 minutes 40% chance for addiction level to drop by 2.0% - 3.5% every 52 hours Level 3: 30 - 50% Chat text notice that suggests you need more every 8 hours Lose 30hp over 30 minutes 30% chance for addiction level to drop by 2.5% - 4.0% every 56 hours Level 4: 50 - 75% Chat text notice that suggests you need more every 6 hours Lose 30hp over 20 minutes Forced /examine descriptions depending on the drug until the timer runs out Forced /ame of visible withdrawal symptoms when addiction kicks in Screen effect that would last 1 minute 25% chance for addiction level to drop by 3.0% - 5.0% every 60 hours Level 5: 75% - 100% Chat text notice that suggests you need more every 4 hours Lose 30hp over 15 minutes Forced /examine descriptions depending on the drug until the timer runs out Forced /ame of visible withdrawal symptoms when addiction kicks in Screen effect that would last 2 minutes 20% chance for addiction level to drop by 4.0% - 6.0% every 65 hours TOLERANCE LEVELS Level 1: 5% - 15% Player will only benefit from 85% of the drug's perks. 70% chance for tolerance level to drop by 1.5% - 3.0% every 30 hours Level 2: 15% - 30% Player will only benefit from 70% of the drug's perks. 55% chance for tolerance level to drop by 2.0% - 3.5% every 35 hours Level 3: 30% - 50% Player will only benefit from 60% of the drug's perks. 35% chance for tolerance level to drop by 2.5% - 4.5% every 40 hours Dealership System and Personal Vehicles Framework Developed by @Nikolai One of our main priorities for the dealership system was to allow players the ability to finance a vehicle. The financing option will reduce the "grinding" aspect for new players and they will undoubtedly be able to focus more on roleplay instead of farming jobs to be able to afford a starter vehicle. The prices are also based on real-life and we've removed a lot of vehicles that we don't believe are necessary on a roleplay server. This system is not only going to be helpful for new players, but all members of the community. Having the ability to be able to obtain a vehicle will not be as difficult as it is on other roleplay communities and we are excited to see how this is going to play out. Car Thefts Developed by @Nikolai Car thefts are pivotal for any roleplay server. For this feature, we have decided to include a minigame that is required for you to solve if you wish for your character to be able to picklock a vehicle. This of course is only one way to break into a vehicle. If you're not fond of this method, you can reserve to a more violent approach - smashing the window of the vehicle. This will instantly allow you to enter the vehicle. Once inside a vehicle, you will be faced with another minigame which will require you to unscramble several words. For veteran roleplayers, specifically coming from LSRP, this system is familiar. We believe that this is an effective technique that should balance vehicle theft and discourage some from doing it. Considering that it is easy to break into a vehicle, either through picklock or force, it is reasonable that in order to start the engine, the player must face a bigger challenge. Fishing Job Developed by @Nikolai Unlike other communities, we've made an interactive fishing system where players will have to go through a minigame in order to catch a fish. Besides the minigame, players will have the opportunity to use different baits and upgrade their fishing skill. The concept will be explained below in further details. The minigame is quite interactive. It requires patience and quick reactions in order to complete. Based on the fishing skill levels, the game will require more or less tries in order to catch a fish. This system allows cooperative fishing so you and your friends may enjoy this system by spending time together and earning money at the same time. The current cooperative minimum is 2 people, whereas the maximum is 8. This also depends on the boat used for fishing. Our fishing system will bring a lot of opportunities, especially if we improve it so that players can sell fish directly to a certain business as opposed to selling it to an NPC entity in return for cash. BAIT Bait 1: Worm 35% chance to catch rare fish 40-120 seconds timer between each catch Bait 2: Rice Ball 25% chance to catch rare fish 30 - 100 seconds timer between each catch Bait 3: Minnow 15% chance to catch rare fish 25-80 seconds timer between each catch FISHING SKILL The levels will influence the type of fish you can catch and the weight, as well as the number of tries allowed to play in a minigame. FISHING SKILL LEVELS, POINTS NEEDED AND CHANCE OF SUCCESS WHEN LEVELING IT UP Level 1 Points needed: 10 Chance for success to level up: 100% Level 2 Points needed: 40 Chance for success to level up: 80% Level 3 Points needed: 80 Chance for success to level up: 59% Level 4 Points needed: 120 Chance for success to level up: 45% Level 5 Top tier. Can not be upgraded further. If the fishing skill level-up is not successful, the points will be reset but the level will remain the same. . HOW TO OBTAIN FISHING SKILL POINTS Players will earn fishing skill points when they successfully catch a fish, but you don’t earn these points very often, so it will take time to level up. The formulas are as following, based on each fishing rod level: Level 1 Fishing Rod 20% chance of earning a point every fish caught Level 2 Fishing Rod 15% chance of earning a point every fish caught Level 3 Fishing Rod 10% chance of earning a point every fish caught Level 4 Fishing Rod 5% chance of earning a point every fish caught FISHING LEVELS PERKS Level 1 Fishing Level 0 additional chance to catch a rare fish Level 2 Fishing Level 4% additional chance to catch a rare fish Level 3 Fishing Level 7% additional chance to catch a rare fish Level 4 Fishing Level 10% additional chance to catch a rare fish Level 5 Fishing Level 14% additional chance to catch a rare fish FISHING ON-FOOT VS FISHING ON A BOAT The fishing job includes fishing from either a platform/cliff (basically anywhere near water) or from a boat and then transporting the catch to sell it. The maximum carry amount while fishing on foot is 25 kgs. Once a person hits the 25 kgs limit, they will need to sell it to the selling points. The selling points are randomly generated (currently there are 3). On a boat, anywhere out in the ocean. When fishing from a boat, the catch is automatically transferred to the boat's storage unit. Each boat will have its own storage limit. Ultimately, fishing from a boat will be more beneficial as you can carry a lot more. Additionally, the number of tries on the minigame when fishing on-foot will be 5 and when fishing from a boat it will require only 3 which again, provides an extra bonus if someone invests their savings towards buying a boat. CO-OP FISHING ON A BOAT If you're the owner of the boat, you could invite your friends on a fishing session. The fish that each individual succeeds to catch is stored in the boat's storage unit automatically and the owner can split the profit to the rest of the team once the fish is dropped to the selling point. Each boat has a designated co-op capacity. (ex. tug boats allow 8 players to fish at the same time when other boats can allow only 2) RADARS Radars will be boat extensions that can be purchased and installed. Radars will guide the boat driver to fishing spots that have a higher chance of catching more fish. By catching more fish, we are referring to the timer between each catch. The bonuses are granted aleatory when the boat owner activates the radar. Once a bonus is active, the boat owner can not use the radar again until the active bonus expires. The bonuses list is as follows: 15% reduced timer bonus - 20 minutes 15% reduced timer bonus - 30 minutes 15% reduced timer bonus - 60 minutes 20% reduced timer bonus - 20 minutes 20% reduced timer bonus - 30 minutes 20% reduced timer bonus - 60 minutes 25% reduced timer bonus - 20 minutes 25% reduced timer bonus - 30 minutes 25% reduced timer bonus - 60 minutes 30% reduced timer bonus - 20 minutes 30% reduced timer bonus - 30 minutes 30% reduced timer bonus - 60 minutes Taxi Driver Job Developed by @Float The taxi driver job is one of the script jobs which will be available for all players of the community. This script is fairly simple and not complicated due to the fact that it is mainly used by new players as means to collect money. Once you are on duty as a taxi driver, you will receive calls from players which will show up on the left upper side of the screen. The call information will include the name of the person requesting a taxi, including their location which will be highlighted on the minimap. You can chose to accept the request or not, depending on your own preference. If you are a taxi driver, you will have the opportunity to set up your taxi fare. Once a passenger has been picked up, the script will allow you to activate the fare meter, which will show as a UI for you and your passenger(s). The UI will illustrate the fare, distance and rate in real-time. Property System (now functional!) Developed by @Mos In the previous development blog we showcased a mortgage UI for the property system. We are happy to introduce a fully working property system that will withdraw the money automatically from your bank account every week. Keep in mind that if you do not have money in the bank, after two unsuccessful server attempts to withdraw the due payments, your property will be automatically sold to the market. Designated properties will be buyable and sellable to and from the server. Selling to players will not be allowed. When selling a property to market, the player will receive the market value + furniture value of the property at that time (if there is any furniture). When buying a property from the market, the player will have the option to purchase the property for market value OR market + furniture value (if custom interior exists). If there is an existing custom interior and the player chooses not to buy the furniture, the custom interior will be automatically deleted upon purchase. Players who already own a property cannot buy another one (limit properties to 1 per character, although this could potentially face changes). The mortgage is taken out automatically every 7 days from the player's bank account. If the player does not have any money in the bank account after 2 unsuccessful payments (2 weeks), the property is automatically sold and the player will not get back any of the value of the property. The property owner will have full rights over his property (as in being able to sell it and actually receive money for selling it), only after he finishes the mortgage payment plan. This should help prevent players who become inactive, hence allowing the property to be re-sold as opposed to stay inactive forever. This will also greatly assist the Property Team as they will not have to manually conduct checks every month. The property owner can put their apartment / house for rent and can only have 3 tenants at once. The rent is taken out automatically from the tenant's bank account every 7 days in advance. So if a player wants to rent a place to stay in, they'll have to pay the rent upfront for the upcoming week. Custom Weapon Damage Developed by @Nikolai We have altered firearms damage to provide a more realistic and interesting situations, specifically when it comes to shootouts. The following are subject to change and are not a final version. Banks and plans for the economy Developed by @Nikolai Our focus, like mentioned several times in the past, is to create a realistic economy. One step to achieve that was to introduce cents in to our currency. You will often find items that include cents in their price-tags so don’t be surprised. Also, feel free to drop 30 cents to a homeless person on the streets, it will be possible! The current banking system is rather simple, it includes chat-based commands but we will look into the possibility of creating an interactive UI for it. Our next plans for the banking system is to introduce ATMs and credit/debit cards. Companion System Developed by @mehad The companion system is an easy-to-use system to check if the added players in the companion list are online. With the companion list, players would be able to add/remove their friends into a list and check if the respective characters are online. /companion add [ID] - Adds someone in the companion list. (player must be online in order to do so) /companion accept [ID] - Accepts someone's request for companion list. /companion remove [name] - Removes someone from the companion list. /companion nickname [ID] [setnickname] - Adds a nickname to the person (ex. instead of ""Anthony Castile" it would show "Anthony Castile - Nick") /companion list [online/all] - Shows online or all companion added users, including their IDs. Chat Language Selection Developed by @mehad We have developed a language system as often times, players roleplay knowing and using more than 1 language. On other communities, players were forced to manually include the language they were supposedly speaking via "/c [Russian] Hey, man.". As you can imagine, this is a pretty tiresome task especially if you're involved in a long conversation. For this purpose, we have created a language system that allows the players to automatically include a specified language which will appear every time you enter the command /la. This means that you will not have to manually enter the specified language every time your character is saying something. Instead, all you need to do is /setlanguage and then utilize the /la command. This will undoubtedly be useful for many players, especially in Liberty City, considering that it is a multi-cultural environment with various immigrants and tourists. Animations Developed by @Float Animations are imperative when it comes to portraying a character. We have attempted to create a system that is easy to access and most importantly - easy to use. As you can see, the UI is moved to the right side of the screen where it most likely will not hinder or in any way obstruct the roleplay you're participating in. In addition, animation may be triggered via the chat if you don't prefer to open the menu. We have based the animations list on categories: gestures, idle, dances, other, as well as favorites which will allow you to save any number of animations you frequently utilize in order to speed up the process and avoid awkward delays during roleplay scenarios. We hope that this animation system will encourage players to use animations more frequently and we are excited to see you use it! Description Markers Developed by @Float Description Markers will display relevant information to any players that walks in a close proximity to the marker. Markers can be created by anyone and can last on the server for several days. Players can also select the number of days markers are going to be available for before they expire. The description markers can be used for scenarios where in depth portrayal of various actions can be displayed, such as blood, broken fences, broken doors etc. A video showcase is presented below: Drag & Carry Developed by @Float Dragging and carrying is something that members of this and other roleplay communities desired. It will undoubtedly offer a lot opportunities for members of our community, whether they are interested in legal or illegal roleplay. Those animations can be used by law enforcement, as well as criminals and civilians. Dragging and carrying another player is done via a request. The other party has the ability to accept the action and therefore be carried or dragged around by someone else. The animations are synced across all players, so when you see someone being dragged in the back of an alley-way, then surely something shady is going on! Walking Styles (FREE!) Developed by @Float Unlike other roleplay communities, we will introduce different walking styles free of charge. This means that a donator status will not be required if you wish to utilize any of the different walking styles which will be available. Although it may seem minor, walking styles are a big part of the roleplay environment and we are happy that our players will get to experience those whenever they like. Talking Styles and Facial Animations Developed by @Float Our Development Team worked to produce different talking style variations, supported by facial expressions. The ability to express the body language of your character through talking styles is very important as this contributes to the overall feeling of immersion in-game, as well as allowing for a more realistic and interactive conversations between the players. You will notice that although facial expressions are not expressed in great detail, they still allow players to customize their character's expressions to a degree. Mouth movement is enabled by default. Hand gestures can be either enabled or disabled depending on your preference. Talking in /low or whispering to another player will not active mouth movement. Talking styles include body stances and gestures which will undoubtedly aid you in your day-to-day character activities. This feature is great as it applies to all members of the community, regardless whether are interested in legal or illegal roleplay. Closing Remarks We hope that you enjoyed reading this development blog. We are excited to showcase next batch of features very soon. With each day that passed by, we are one step closer to transforming this project into reality. We would appreciate if you tell your friends about this project. Our community continues to grow on a daily basis and we couldn't be more happy about that. Thank you for supporting us, we will not disappoint! LC:RP Management
  3. What about automatically selling all of the assets that one has for the market-price value and have the funds transfered into the new character's bank account (considering the player has name-changed) so they can start off a new story?
  4. papa ore

    kjell

    Welcome to LC:RP! Enjoy your stay!
  5. Interesting idea but this will need proper planning and I am not sure if we have enough people interested in developing such a faction.
  6. papa ore

    L&A

    L&A as requested.
  7. We have a mortgage system for houses and as well as a vehicle financing option (which will be very easy to get since it is script-wise). These two systems will allow players to start off effortlessly with a basic vehicle and a property. EDIT: Forgot to mention that these systems will only be available for certain properties and vehicles that do not exceed a specific amount. For example, you would only be able to get a property through the mortgage system only if the market price is below an amount that we set in the script. Same goes for vehicles so we prevent players buying supercars or very high-end properties right off the bat. I share the same concern and the only option we have is to drastically lower job payouts to create a more realistic economy.
  8. LIBERTY CITY ROLEPLAY TRUCKING JOB CONTEST We have reached the stage where it is time to work on the most popular and used job among roleplay servers, and we want to produce the best one out yet. We will be creating a contest for anyone interested in suggesting a creative and realistic Trucking Job (couriers, etc., since we're not into the idea of allowing tractor-trailers/big rigs to roam around the city). The most innovative suggestion will be rewarded with 50 Liberty Coins once the server launches (Liberty Coins is a form of currency for LCRP used to redeem donator packages from the UCP). Valuable tips You can consider businesses when writing the suggestion. For example, the process for how the businesses will receive stocks? Will it be either through an automatic system or if the owner has to order materials for his business manually? You can include trucking tiers, trucking levels, job progression, etc. Ensure the suggestion is detailed, explaining how trucking would work, how selling or transporting the goods would work, and the commands needed. Remember, creativity is the key as we're looking for an innovative job. The prize can be awarded to multiple contestants, depending on how well the suggestion is and the feedback. The prize for the contest may be split up or raised to reward the members accordingly. Send your contest entries to @Ore in a forum private-message. Best of luck everyone! Please be mindful that we're looking for elaborate and well-structured suggestions that we will use as a final form to forward to our community developers. (similar to Feature Documentation topics presenting server features and/or jobs)
  9. papa ore

    papa ore

    bring the booze!
  10. This is planned after the release. Players will have to visit the store, buy the furniture then depending on the size of the furniture purchased, they'll be able to transport it themselves to their property or opt for a courier transportation.
  11. papa ore

    papa ore

    Oh man, how u doin
  12. Wrong, this is legit business.
  13. If you're interested in applying for acting company leader for our upcoming Social Media Network, you can start sending your application to @Biography in a google doc. The intent letter should cover includes but is not limited to the following points: A detailed vision of what your goals are for the social media network company. How you intend to organize the company. Your experience in legal roleplay / legal companies and any previous experience as a leader. What do you feel should be done to make the social media a more appealing experience to the player-base. What sets you apart from other candidates. COMPANY Information We intend on making the social media network an official company that will lead, monitor and administrate the website accordingly. The company's main income will come through in-character events and will also be able to receive in-character funds from other regular users that wish to purchase certain perks (ex. company advertisements, paid subscriptions for other certain perks that are decided by the management etc.)
  14. I enjoyed the guide! Great work, @Slipky.
  15. I will soon make a bigger draft for the development team so we can get started on the jobs and most importantly the economy so I am awaiting for more input regarding this topic. Thank you everyone for your contribution!
  16. We will pretty much go with a basic strikes system. If the individual does not pay 3 consecutive weeks his weekly mortgage, the property will be taken away and put back for sale for someone else.
  17. DEVELOPMENT BLOG #3 Hello everyone! It's been almost 3 months since our last Development Blog, but we are very excited to announce our 3rd Blog! As you will see, we've delayed posting this update to ensure that our new features are developed, enhanced and tested to perfection before making them public; all of our features are developed from scratch, which, unfortunately, can take a large amount of time, giving such blogs a gigantic delay between one another. As always, quality is primordial to us, and our server development this spring has been beyond our expectations with some features being made without an initial suggestion and created on-the-go with feedback from our community and staff. Our development is going stronger than ever, and with summer coming up we expect to deliver more features and updates; some unfortunate real-life events have caused setbacks, but as of the beginning of May this project has gained momentum, not only in development, but for the community development as a whole. Recently, our Development Team has expanded to a total of 9 developers, and we are very excited to have them as part of our ever-expanding community! This means that development should speed up from this point onwards and we only hope to continue expanding our development team. As always, we are eager to hear what our community thinks and we can't wait until we showcase the 4th development blog, which will definitely contain some major systems which we absolutely look forward to showcasing. Until then, we ask that you continue to support us by spreading the word and/or offering financial support. As a reminder, all of our donations are spent on the development of the server! Liberty City Map (updated version) Overhaul by @Mos In this update we present our overhauled, in-house version of the Liberty City map which adapts the Grand Theft Auto IV Liberty City to both RageMP and Grand Theft Auto V. This map version is unique to our community and brings a lot of fixes to slight incompatibilities of the old version. Originally, the Liberty City map mod that we ported to RAGE was located at the bottom right corner of the original Los Santos map. The new updated version brings our Liberty City map in the middle of the old San Andreas map that has been removed, replacing Los Santos' position entirely. In the list of improvements we also want to note that several collisions are fixed and that the textures overall are improved and offer a new, fresh, grimey look to our splendid Liberty City. This task took a few weeks of work and also comes with a modified weather file, enhancing the overall look of the city, enhancements to fog and rain, and more. This overhaul should also bring a slight increase in performance, as redundant assets and map files have been removed, leaving Liberty City as the singular item of the map. There are still textures that require fixing, but his map has improved performance significanctly. We have also synced the weather with Liberty City's real-life counterpart - New York City. This is an exciting change! If you would like to test our new Liberty City map overhaul, the map has been ported entirely and is available on our Early Supporters server. Read more information about our Early Supporters server here. Map Editor tool for Mappers Developed by @Mos, @materia and @Captien We are very confident in saying that we are providing LC:RP the most advanced and in-depth Map Editor available on the RageMP client. As it stands, this Map Editor is used exclusively by our talented Mapping Team and is currently on a separate server dedicated to mapping and map projects. So far, our Mapping Team has been working tirelessly to provide the community with the most detailed and unique interiors. The change of environment from West to East Coast has been no easy feat, and our mappers have been on the frontlines of this culture change; as we've taken the enormous task of turning a previously unusable map from a different game as a GTA V RageMP roleplay server, we are forced to create interiors for our factions and institutions from absolute zero, and immense efforts have been put into providing interiors for our most critical legal factions, with some projects being the Liberty City Police Department HQ, the Fire Department of Liberty City HQ, and also a range of apartments and complex interiors that will be used as assets in the future. Mappers now have absolute freedom and their only requirement is creativity, as the map creation process along with interior mapping is now fast and efficient through the in-house Map Editor, making 3rd party software relatively obsolete; just as a secondary advantage for more advanced mapping tasks. Mappers can also work together in pairs or in teams to finish greater projects faster. If you are creative enough and enjoy creating beautiful environments, do not hesitate to inquire and join our Mapping Team. If you wish to join our Mapping Team contact our Mapping Team Leader, @Crunchy. Mobile Data Terminal (MDT) work in progress Developed by @xanx We've long discussed about solutions regarding the Mobile Data Terminal and its implementation for our law enforcement and legal factions, with options being the in-game implementation or a separate browser database; our incredibly talented @xanx, however, found the perfection solution to this problem by developing an integrated Mobile Data Terminal that will work both in a browser and will be accessible in-game through the RageMP platform! The platform so far is phenomenal both visually and in terms of features, and a titanic amount of work has been put into an elaborate and sophisticated tool that will relieve our law enforcement factions of forum-work while creating something beyond a basic Mobile Data Terminal solely used for charging individuals and issuing fines. As it stands, our Mobile Data Terminal can create logs, register character cautions and notes, upload images for each unique character, look up: names, addresses, vehicles, warrants and APBs, custom logs, and more! It will even display various statistics on the home page that are updated in real time where government agencies may monitor the efforts of law enforcement, and may pursue various strategies to reduce crime, increase or decrease faction budgets, develop laws and policies based on the data... The options are endless, and the MDT developed by @xanx is a phenomenal addition to our community. User Control Panel (UCP) revision 2 Developed by @Divergent The User Control Panel is the most essential tool to manage a heavy-roleplay community and plays a crucial role in improving the user experience, managing the community and providing an outlet for players to access in-game information. We are very happy to say that the User Control Panel has seen the most progress so far and we are very satisified with the look and features currently available. Just as every other development project, the User Control Panel has been done from complete scratch and is mostly complete! Currently, some revisions and fixes are being done but the UCP is as good as finished, and its implementation will made fully to our database soon. From a suggestion that was concluded approximately 2 months ago, you guys expressed your interest in moving some administration-related bureaucracy to the UCP for easier access and cleaner forums; player reports, faction reports, staff reports, bug reports as well as ban appeals, all have been moved to the User Control Panel. This is, as far as we are aware, something that has never been done before in any other roleplay community, and it's an experiment we're looking forward to see the results of. If this will greatly improve our bureaucracy and alleviate some community problems, we cannot know until we see the results, but we look forward to it! As we are a heavy-roleplay community, the application process will be the only way to access our server and the User Control Panel will host our server applications. We took some decisions regarding the process itself and the questions players would have to answer in order to pass; while we do not want to create an extensive application that will take a long amount of time to complete, it will consist of our server rules and information from our In-Character history and lore and our community guides, as mentioned in the introduction of this Development Blog. Customizable Chat Developed by @materia It goes without saying that as a text-based roleplay server our chat system is indispensable. Other communities currently offer limited options regarding their chat system, however, we reached the conclusion that we should not have a fixed system for our chat and give our players full customization options regarding text displayed in the chat. As such, you will be given options to modify everything you like in terms of text, from stroke, to shadow, size, page size, width, and so on! Attention Calling Actions (/to, /meto, and more) Developed by @materia One of our most recent suggestions was to implement chat commands that are targeted towards certain players if roleplaying in crowded areas to minimize confusion and misinterpretation of chat by players who are not engaged in it. The implementation of this feature has been one of the fastest so far, making this the first suggestion accepted, developed and finished in the same day. You will now be able to direct chat commands to players using their ID and a chat message: /to [ID] [message] for normal tone and range /tolow [ID] [message] for quiet tone and lowest range /toshout [ID] [message] for loud tone and highest range Property Purchase and Mortgages UI Developed by @xanx and @Mos One of our major design decisions was to change the way properties are bought by players and how we can make them accessible for everyone. You will now be given the ability to get a house regardless if you don't have the money for it through our brand new mortgage system: if your budget will not cover the full cost of a property price, you will be given the ability to put down a down payment of the initial price and may be increased as much you like, allowing you to cover the rest of the payment through weekly payments. The higher the down payment, the lesser the weekly payments and less frequent. Such a system would of course require some development, and we are glad to show you our completed mortgage UI which will be linked with the property system that we're working on! LCPD Online work in progress Developed by @Samuel "LCPD Online" will become a term used interchangeably through in-character and out-of-character conversations. The LCPD has (and plans to) to develop front facing and department facing resources to make our department realistic and technologically advanced. One of the completed features of LCPD Online is a breast-bar system that has replaced the traditional forum avatar for the LCPD forums. This breast bar is an edit of HTML templates and CSS to display a name bar, badge and specific ribbons for each individual officer. This unique approach to profile columns on the LCPD forums allows for LCPD members to recognize one another at a level never achieved before. No longer is it simply the rank, it's a display of accomplishments and longevity. This is one of many features that will benefit our department and build a pleasing NYPD aesthetic. Driving Licenses and Tests Developed by @Captien The driving examination has been a heated debate among members of our community, with some advocating for the removal of such a system and vice-versa. We've decided to keep the driving examination but put our own LC:RP twist to the process of getting licensed to drive. We are excited to introduce our new DMV system, shown below! Through the DMV, you will be able to get multiple types of licenses, such as: Class Driver Junior - Ability to drive passenger vehicles and trucks with a Gross Vehicle Weight Rating (GVWR) of 10,000 lbs. or less but with a class D licensed person as a passenger. Class Driver - Ability to drive passenger vehicles and trucks with a Gross Vehicle Weight Rating (GVWR) of 26,000 lbs. or less. Class Motorcycle Junior - Ability to drive all kind of motorcycles but under supervision by a class D/M licensed person. Class Motorcycle - Ability to drive all kind of motorcycles. Class Economical - Ability to drive passenger vehicles and trucks with a Gross Vehicle Weight Rating (GVWR) of 26,000 lbs. or less. Also for-hire vehicles that carry 14 passengers or less. Requires D class license. Class Commercial - Ability to drive passenger vehicles and trucks with a Gross Vehicle Weight Rating (GVWR) of 26,000 lbs. or less depending on endorsements and restrictions. Requires D class license. Each driving test will be unique in its own way and we're also looking into the possibility of turning the automated DMV system into a player-driven business / company after launch, so it will stay automated until we finish development for the company system. Currently, the automated system can detect excessive speeding, damage detection, not turning on the left/right indicators when taking a turn, burnouts, driving on the wrong lane and driving on pavements. The DMV system is still a work in progress and is already available on the Early Access server for testing. Note: The NPC you see here will be replaced with a checkpoint. Statistics, Time Played Counter and AFK system Developed by @Captien and @materia Our second most recent development update was to implement player statistics in-game for every unique character (/stats), which would log various information of the character as well as include our leveling system which would be linked to our play-time counter and the AFK system which was added concurrently to the statistics update. The AFK time will be tracked regardless if the user is tabbed out of the game or not and will easily detect if users are not actively playing, meaning that it will not increase the 'time played' counter. Leveling up does not grant any specific in-game perks (such as strength or health) but as soon as we decide on a reward system based on playtime, we'll either announce it in the next community update or development blog. We're already working on such a reward system, but is still a major work-in-progress and the pros and cons are still being taken into consideration. New Radar, HUD Information and Speedometer Developed by @materia and @Mos Having implemented the Liberty City map the first time, we quickly realized that the drastic change in the map made most players that are very familiar with the obsolete Los Santos map and were entirely unfamiliar with the new environment that we're trying to implement. We quickly solved this problem: we replaced the default map that was adapted to the GTA V style with an improved map that contains the boroughs, all localities, and street names, and to complement this we've also updated our new map with an indicator of the bottom right, showing the direction of travel and the area zone. To further improve the quality of our HUD we saw no reason not to create a speedometer and a fuel indicator for vehicles that looks clean, simple, fits our color scheme and doesn't obstruct any other information or textures. Players List Developed by @Ore and @Mos A small update but an important one nonetheless is our player list, which has been requested for a long time for our Early Supporters server and will be ported on server release. The key for our player list has been mapped to ( ` ), which will show the list of online players with their ID on the far-left, followed by their name, and in the far-right their level. You will be able to see the total amount of online players at the top. Improved Character Selector and Character Creator Developed by @xanx Following internal feedback, we enhanced our character selector and creator User-Interface. The page will now be linked in real-time to our User Control Panel, displaying user information and more importantly news updates that will not only be posted on the forum but on the main page of the UCP also. The current selector will display available character names and money, specifically money deposited in the bank and money in-hand along with the character level. Creating a character has been simplified, you would have to click on an empty slot which will redirect you to the character creation system. The system is very user-friendly and is composed of sliders with a couple of different menus on the top to select from. We want our character creation and selection system to be as modern, attractive and competitive as possible, and we hope the current one exceeds your expectations! Custom EUP for legal official factions Credits to the LC:RP Modding Team (LCPD), @Louie (LCPD) and @Weatherguy (FDLC) We've also seen great progress on behalf of our talented Modding Team who have been working on critical faction mods and uniforms, with basic uniforms for the Liberty City Police Department and the Fire Department of Liberty City being already complete. These mods will serve as the 'default' uniforms, with many more mods that replicate different functions for these two factions still underway. The Liberty City Police Department patrol uniform is complete, with short and long-sleeve variants available, jackets, caps, and a white command variant being available, including badges for every rank presentin the LCPD hierarchy. The FDLC has received the EMS command and outwear, with firefighting uniforms, CBRN, and stand-by uniforms to come in the following months. The LCPD can expect tactical mods in the future (vests, helmets, etc.) and more assets such as badges and holsters for detectives. Various texture modifications for both the FDLC and LCPD will be made to adapt the current vehicle pack to our factions' logos and branding. Many more uniform variants are on the agenda based on real counterparts of the FDNY and NYPD, but we are currently focusing on the most crucial ones. It's our objective to have great diversity in mods to enhance immersion, and we will update you as soon as we release more! Minor updates but worth mentioning: Synced weather and time based on NY. Major cleaning for server-side and client-side with improved performance. Vehicle engine and light state controller. Optimized login system. Disabled instant kill with gun melee.
  18. Once, there once was a wizard that many feared because he was gay asfuck and nutted on
  19. There was this dude called Conspiracy that I met back in 2009 when I started roleplaying that simply vanished after 4 years roleplaying together in the same faction. A few months later, some random roleplayer joined the faction and while I was browsing the faction thread, I noticed that he is using the same cigarette smoke effect in the screenshots he was making just as my old lost buddy. After confronting him in PMs, he admitted being the same friend. 5 years later now, he disappeared again and I'm still browsing faction threads for screenshots created in his own unique style so I can confront him again.
  20. papa ore

    ice

    Welcome, @ice!
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