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Showing content with the highest reputation on 02/02/2022 in all areas
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I agree with the consensus but I think it should be much more than just playing illegal characters. Mostly because anybody can make an illegal character, anybody can throw up a thread, garner some support and use it as a justification. There should be mountains of experience, seasoning and understanding of the bracket other than "I've had this character, and that character." I don't want to say members are role models because they're definitely not but they should definitely lead by example. Not only their knowledge and understanding of the genre, but their roleplay should also stand out from the horde. I don't want to see legal roleplayers in faction management. I don't want to see inexperienced illegal roleplayers in faction management. Everyone should be tried and proven with successful characters or factions behind them, making it a case of "we must practice what we preach." If it becomes institutionalized by legal roleplayers or roleplayers because they're "modders" or "staff" then the house of cards falls apart and everyone calls it quits. The selling point of this server is its promise to the illegal community and without that, most of us lose interest. So far we've seen very little, heard very little and know very little. We know that there's pre-launch supplier applications but other than that, we're in the dark for the most part. More communication should be a priority considering we're 23 days out and even the turnaround times for them aren't looking great. We should be doing all we can to make sure factions hit the ground running so that it helps their longevity long after launch. Businesses, for one. Otherwise we'll all be roleplaying in public parks and alleyways. Another thing to consider is that we'll all most likely be vying for the same territory so this disorganization will cause a mass amount of factions who are gunning for the same spot to bump heads almost instantly. I've been a little disappointed in the lead-up to launch in terms of communication and being clued in. Not in terms of management or development who are extremely busy and focused on the actual activation of the server but to those who have been entrusted with the functionality of the server itself after launch. As someone who's going to be leading one of the server's biggest factions and one of the longest standing ones, I feel that we're left somewhat in the lurch by multiple departments who should already have all of this done by now.9 points
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Hey all, Today I'm happy to showcase to you guys how far along we've came with our damage system which is just about complete. It's been really fun testing and we can't wait for you guys to hop in game soon and experience it yourself. Check out this video by @Xanakin to see more about it: We really brainstormed how to handle damages and different type of weapons and I think we came out with a pretty solid system. We currently have more than 60 custom inventory weapons implemented and more than 20 different ammo types. Each weapon will have a base damage and a list of compatible ammo and a range of distances it can fire accurately and how far. V's native range for hitting targets is quite large so this was necessary to do. Each ammo type will be configured with a different multiplier. So some types of ammo will be stronger, some will be weaker and so forth. When it comes to deciding how much damage it's time to give, it all comes down to these factors: base damage, ammo multiplier, distance and bodypart. Some bodyparts will increase your damage, and some may lower it. Another part of our system that I'm quite happy about is the attachment system! We've added just about every weapon component that exists on GTA V and that will all be accessible. As demonstrated in the video, you'll be able to have each piece in your inventory and use them on weapons it's compatible with (not all can have attachments)! Here's an example of some of the pistols and their ammo types we've added: (not final!) thead tr {background-color: ActiveCaption; color: CaptionText;} th, td {vertical-align: top; font-family: "Segoe UI", Arial, Helvetica, sans-serif; font-size: 9pt; padding: 3px; } table, td {border: 1px solid silver;} table {border-collapse: collapse;} thead .col0 {width: 189px;} thead .col1 {width: 164px;} Weapons Ammo Types LSPD SWAT Staccato P 9mm FMJ, 9mm JHP H&K USP 9 9mm FMJ, 9mm JHP Beretta 92FS 9mm FMJ, 9mm JHP Glock 19 9mm FMJ, 9mm JHP FN 509 MRD-LE 9mm FMJ, 9mm JHP Glock 17 9mm FMJ, 9mm JHP Beretta 92X 9mm FMJ, 9mm JHP Glock 21 9mm FMJ, 9mm JHP Sig Sauer P320 9mm FMJ, 9mm JHP Sig Sauer P365X 9mm FMJ, 9mm JHP Glock 43X 9mm FMJ, 9mm JHP Kimber Custom LW .45ACP FMJ, .45ACP JHP Colt 1911 Classic .45ACP FMJ, .45ACP JHP Smith & Wesson 4506 .45ACP FMJ, .45ACP JHP Smith & Wesson M&P9 M2.0 9mm FMJ, 9mm JHP Thank you all once again for your continued support! Regards, Kane2 points
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Hey everyone, Today we're launching character customization for those who already have an accepted character and are a member of our staff, insider program or an active1 patron. To find out if you're eligible, simply log in on ucp.ls-rp.com and you will see a prompt: After whitelisting your IP, give it a few minutes and you'll be able to connect to server.ls-rp.com using your RageMP client, where you log in with the same details as into the UCP. After that, you'll be prompted to choose a character and customize it. You can customize your character as many times as you want pre-launch. If you don't like where you left off, you can return another day and change it entirely. This is something that won't be available after launch - key features of a character won't be adjustable with a few minor exceptions. We're working on adding more outfits, especially female ones, so you'll be able to go back and change it as well. If you face any issues with the character creator tool, please reach out to our staff team on Discord and they'll be able to guide you, or forward your issue to our development team. RageMp released an update today to a core system we're using in the character creator; so we anticipate there may be some issues. Last thing worth noting is that we've heard you and we'll be increasing the character slots to 2 pre-launch, probably sometime next week. TL;DR Make sure you have an accepted character and are insider, staff, or active patron Whitelist yourself on ucp.ls-rp.com Wait a few minutes for the whitelist to refresh Connect to server.ls-rp.com on RageMP ??? Profit Kind regards, Martin 1 We've chosen for "active" patrons only to provide a new incentive for folks who keep supporting the project even after creating their character. If you aren't an active patron anymore, you will be able to customize your character once, a day or two before launch.2 points
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faction management needs to consist of people who actually play illegal characters and actively roleplay in the scene2 points
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Hey all, Enjoy the preview of our remastered Radio System (XM) that we worked on this week!1 point
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Hey everyone, Hope everyone's doing well and getting ready for the holiday season. December was always special around LS-RP, I remember all the treasure hunts and winter/Christmas events we used to hold. I'm looking forward to seeing something like that in-game again as we celebrate the season... next year. It's been quite challenging over the last few months to keep track of the remaining work. Trying to keep tabs on all the features in my brain has proven quite inefficient, so instead of trying to remember what I'm supposed to be doing and which features are left to develop or test, we made a list. This list itemized every single outstanding feature or activity we've yet to complete before the server is launch-ready. As I was compiling this list a few weeks ago I realized that even that isn't enough. Really, is the trucking system the same as a phone call? Much different; so we started adding estimates to everything. 4 hours to finish phone calls, 16 hours to finish trucking, 2 hours here 4 there and so on. I've done estimations on an enterprise level in the past and it's a known secret that at the start of the project, unless you have a thorough specification, they're just made up numbers. Nobody knows and everyone's guess is meaningless, you're just working in a ballpark. Since we're nearing the end of the initial development, we're in a different position and it's much easier for us to list out all the things we've yet to do. So we've done that, and estimated how much it'll take. Based on these numbers, we realized that we've underestimated the amount of work remaining when we scheduled the release for Q4 2021. With the rest of the leadership, we were facing the following options: Option 1: Release in Q4 2021. We release in Q4 2021, as late as possible, but still meet the deadline. This gives us the pros of keeping up on our promise and taking advantage of the hype the LS-RP project currently has. The downside of this option is that we'd be releasing a game mode without a lot of important features and with a lot of potential bugs, since we'd have to be adding new features all the way to the launch date. Lacking features and bugs will result in a disappointed community and a potential loss of players. Option 2: Postpone the release for the 2nd time. We delay the release a bit. This allows us to work on features we deem essential but didn't manage to complete just yet. We have enough time to properly test these features (shoutout to our staff by the way - you've done amazing job testing so far). The dreaded disadvantage of going with this option is that we won't deliver on our promise that we'd release Q4, which can lead to the community being disappointed, leading to a potential loss of players. Which one would you choose? Let me know. Since we started deliberating postponing again, I had to go back and read my statement when we had to postpone to Q4. Here's a quote from that post: As I'm reading that I realize that we're in the very same situation now - how come though? Did nothing change since September? There's been no major inactivity for any of the devs or leads, or any "major roadblocks" I could think of that'd cause this delay. I tried to identify the reasons why we're delaying again and this is what I got: - We underestimated the amount of work remaining. The estimate that we should be done by Q4 was not backed by any real numbers, but rather a "gut feeling". - We've added new things to the scope for release. Those things were usually features which we deemed essential but forgot about them early on; or were only made aware of them now. - We spent a lot of time focusing on detail and polish of existing features. - Personal and professional obligations of the team, although this one was kept to a surprising minimum during Q4. After hours of deliberation, we chose option 2. We've taken several steps to make sure this is the last date we give you. We wanted to work towards a concrete date instead of a vague time range ("summer", "q4"). - As mentioned previously, we made an itemized of all remaining features and activities until we're release-ready. - We've added a estimate in hours to every remaining item or activity. - We're accounting for a % of risk dedicated to fixing bugs and unforeseen difficulties. This risk is currently set to 10%. - We've created metrics to monitor whether we're ahead of, or behind schedule. This allows us to play with the scope and reevaluate our current assignments if we're falling behind schedule. Based on these steps and metrics, we came up with the official release date of LS-RP:V on February 24th, 2022. Community Involvement With the release being postponed by just a bit over month and a half, we're looking for ways to keep the community engaged with what we're doing. Here's some milestones you can look forward to in the near future: - Character Customization made available ahead of launch, first for Patrons and later for the general public. - Character Applications made available ahead of launch to the general public. - Staff Reinstatements opening ahead to get ready for launch. The concrete dates of each will be announced separately at one point or another; but we're aiming to release the character customization server this week. There's a few more things we've up our sleeves to keep the community engaged, but I don't want to announce them just yet as they're not as thought through as the rest. If you have any ideas yourself, my inbox is always open. Progress Update I'll try to include a progress update where it makes sense when I write these posts. This should give you the idea of where we are in terms of the schedule and how much work is remaining in different parts of the code. Here's the current status: I've been on a mission to be as transparent as reasonably possible during the development of LS-RP:V. I had a lot to learn from the SA-MP days and I sincerely hope that the information we give you is keeping you excited during the wait; whether it's snippets, blog posts or just random talks on Discord. It's hard at times as we don't want to give away too much for several reasons. Sharing this progress update is yet another step in trying to balance out communication, element of surprise and competitive advantage. Closing Statement I understand any and all feelings of frustration at the announcement today. It's not fun news, but at the same time it's good news. It allows us to work on delivering what we've initially set out to make. I'd like to express my gratitude to the entire staff team who has been actively engaging in improving the server's features and standing behind the project the whole time; to the patrons who keep our infrastructure bills on time and to the community for believing in the project. Thank you for being understanding. If you'd like to be closer to the action, consider joining our discord at https://discord.gg/ls-rp, where we post snippets of our work. Kind regards and happy holiday season, Mmartin on behalf of LS-RP Staff1 point
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Hi all, As most of you are aware, the Faction Team has been working hard on establishing the core illegal script systems along with guidelines and rules surrounding illegal roleplay. This blog post will provide an update on what the Faction Team has been working on, along with how the illegal roleplay scene will play out when we launch the server. Faction Tier System The Faction Team has re-developed the faction tier system and this will provide factions with specific perks and rewards as they move through the tiers towards official. A lot of brainstorming has gone into this system and is based off issues we encountered during the SA-MP server. Unofficial (eligible to apply for any scheme after 1 month of being open) Verified (attained after being open for 3 months and having a successful application) Official (determined after a minimum of 3 months whilst being Verified) Drug Scheme The Faction Team has decided on taking a completely new approach to the Drug System/Scheme and have suggested that instead of giving drugs directly to the players, we will provide them with both the utilities and ingredients needed to manufacture the drugs. Players can still receive drugs from Faction Team in cases that certain drugs aren't able to be manufactured currently. You may apply to join the Drug Scheme once you have been open for 1 month. Weapon Scheme Unofficial Factions will be able to apply to the Weapon Scheme after 1 month of being open - applicants will be reviewed on a case-by-case basis and are not guaranteed admittance into the scheme. The amount of weapons and ammo given is something exclusive to members of the scheme and is based on faction size and status (unofficial, verified or official). The 1 month period will begin from the day the server launches and having a faction thread for more than a month pre-launch doesn't make you eligible. Join a Scheme Pre-Launch In order to have an effective drug and weapon system in place from day 1 on the server. We're looking to introduce some members to these schemes pre-launch. This means you won't have to wait the original month (stated above) but you'll be required to have exceptional illegal roleplay experience and a good-standing history in the community to reserve yourself a spot. Requirements for the pre-launch scheme: Only factions will be able to apply. You must have a minimum of 10 faction members. Must be the leader of the faction that is applying. Must have experience in/around illegal factions. Must have a good standing in the community The Weapon & Drug Scheme will be open for applications from the time of this blog post (22nd January 2022). Applications will close on the 24th February 2022. You can apply to join the pre-launch scheme by following this link. Thanks for reading, Baker1 point
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Mine is slang for bullshit. Anyone who's seen band of brothers probably saw Captain Sobel telling one of his guys this.1 point
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You just download the PSD and then open the PSD in Photoshop. Should load right up.1 point
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Pretty much the same way as sa-mp. Brutally wounded or Knocked out (=> Brutally Wounded) and then Dead. Some differences: - Bleed out system if you're shot and don't heal - You can wake up from being knocked out after a TBD amount of minutes. - Once you're fully dead, someone can search you and see what items you lost on death. We plan on adding corpses / coroner post-launch.1 point
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Text based, thank God haha in my opinion, voice RolePlay is sooooo cringe , and I simply can’t take any of the scenes seriously 😂1 point
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You make some good points, though I still disagree. It's against the rules for criminal RPers to use voice chat, and imo it should be, but it should also be the same for LEO RPers. Yes, the leaders of LEO factions say that they heavily moderate VOIP, but all I've seen is the opposite in my several years of playing, so I'm sure you can understand my scepticism. I've observed LEO RPers actively calling for backup while literally standing in the middle of the street shooting at somebody, which shouldn't be considered cool in my opinion, I was even in a situation some time ago where an officer that was shot down continued calling for backup even after he was death screened, the only reason I found out that he was doing so was because he recorded it and reported me for whatever reason, which is why I'm sceptical when I'm told that VOIP is heavily moderated. It's easy to say that it's heavily moderated, but it's hard to really prove that. Police aren't supermen, even if they have 'gadgets' at their disposal. If you're actively being fired at by multiple thugs, you're likely gonna be in a state of panic, I doubt you'd be able to reach for your radio and calmly broadcast your location all while shooting back and reversing your car in the process, your aim is gonna be staying alive and not catching a bullet to the forehead.1 point
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