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Everything posted by Mmartin
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What up LS-RP Fam, Since the announcement of feature freeze we've been grinding testing, bug fixing and final touchups. So far we've confirmed over 46 bugs to be fixed and another 24 are pending retesting after they've been addressed by the development team. As it is, we face another 7 critical, 28 major and 73 minor bugs. While we'll try to address as many as we can, the main pre-release focus is on the critical & major ones. Despite a bunch of bugs being found recently as testing ramped up, I'm happy to say we're fixing them much faster than finding new ones — that's good! We also reached out to our Early Supporters who have access to the test server to gather their feedback and first impressions. We've compiled a list of low effort high impact improvements we'll sprinkle in between the bug fixes. Those include importing character appearance from Menyoo, adding more keybind alternatives to commands and vice versa, various UI improvements to make life easier and more. While it's hard to quantify because each bug is different, I'd say we're about halfway through the testing and data filling process. I'd like to remind you that if you'd like to follow our progress more closely, the #test-git channel on Discord is just the place for that, as you'll see changes as they get merged to the main codebase. LS-RP Trailer Remastered If you've been around long enough I'm sure you remember the legendary trailer posted in 2011. To get everyone in the mood we remastered the video with the current game mode. Big thanks to danielswe for directing the remaster, Xanakin for putting the clips together, and everyone from staff & early supporters who participated in the recording. Enjoy!
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Hey all, If you've been following along on Discord you've probably seen the great amount of progress we've been able to accomplish lately. I'm happy to say that after overcoming more hurdles than I was ready for, we're now done with feature development for the release. Over the last month especially, we've been pushing hard to bring the last necessary features through the finish line. We decided to include more than initially planned because we felt like the server just couldn't launch without them. As much as all you really need to roleplay is a little more than /me, /do and IC chat; we're determined to start with a foundation that allows us to build the next big thing in the GTA V RP scene. As of tonight, we're starting the feature freeze and enter the very last phase of development, the final testing. During this phase we'll focus on fixing the bugs we caught along the way, and any new ones that come up from the recently introduced features. We currently stand at 7 critical and 18 major bugs that we have to deal with before launch. Like I mentioned, this number may grow a bit before it all falls near zero. To help us accomplish this, we've appointed @jack as our head of quality assurance and recently took @Duco on board into the development team; welcome! They, along with the rest of the development & staff team have been very helpful in that final push just ahead of the finish line. Since we'll go full ham on re-testing everything now, we should have a clear picture about the amount of work we still need to do to fix & prepare everything and should have a release date ready very soon. I want to thank you all once again for the incredible patience you've had while we create something we can honestly be proud of. Our test server has been open to the early supporters for a few weeks now and it's been incredible to see dozens of players ingame on the gamemode that I've played solo or with just a few staff members for what feels like forever now. If you are an early supporter and haven't joined the test server yet you should; it's a lot of fun and I can't wait for it to be open to everyone. In an effort to increase transparency, we also made the #test-git channel on Discord available for everyone a while back. You can see real time changes being pushed to our codebases there and see what's being worked on. So if you haven't yet, join our Discord for updates as soon as changes happen. See you all IG soon!
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Hey everyone, I'd like to update you on what's been going on the last few weeks. We've resumed development in a limited capacity after I had to take some time off due to personal issues and boy we've got a lot to talk about. As promised, it's July 13th so we're bringing you more information on the release timeline. When does LS-RP come out? Given the scope of remaining work & testing, we're currently targeting to release in August. Vast majority of features are either finished or in final stages of development. All features will be re-tested in the coming weeks in case our latest work messed with anything made previously. Concrete date will be given at least 7 days prior to release. This is to ensure that in case we encounter an abnormal amount of hiccups, we don't have to postpone. I know you'd rather a number to look forward to, but I'm sure you'd rather not have to see another delay announcement. I know I don't want to write one. Where are the snippets? The hype we had built for the February release date was something that'll be hard to replicate. Or at least so I thought until we hit a record number of attendees on our first staff meeting back (over 50 at one point!). Some of the activities such as development streams will be left out for the time being to maximize productivity; however as a part of our release campaign to build up interest and hype again we'll be posting a new snippet every day — Starting today. Some snippets, such as today's one, will be accompanied by a short description to give you more insight into our thought process. So join us on Discord at discord.gg/ls-rp so you don't miss any of them. Patreon As of July, we've paused our Patreon billing cycle. We've raised enough funds to get us off the ground and any further funding will have to be secured through a product/credit purchase in our web store, after we launch. As a token of appreciation and an apology for the extended delay, we'll also be adding 20% credits on top to every patron who supported us (example; 10 EUR tier * 6 months = 120 EUR * 120% = 144 EUR worth of credits). In conclusion, the next few weeks will be us wrapping up, merging finished features into the main codebase and getting ready for the big day. Once again thank you for your patience, feedback and enthusiasm. Hope you're enjoying summertime; see you around on Discord Martin
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Hello, As I mentioned on Discord already, due to reasons out of our control we are unable to release on the 24th as originally planned. This is due to real life circumstances and an attempted break-in into my apartment because of which I had to spend the last week and some change making sure my family and I are safe. Although I've gotten some of my time back to focus on the finalizing work I would've been doing, I'm still not 100% back and won't be for the next few days as it's an evolving situation & ongoing police investigation. Can't say this pleases me, since we were going to be able to make it on the 24th but shit happens. Server will come out very soon. We'll post 24 hours in advance once we're ready so you can adjust your schedule. During the time I've been dealing with this mess, the rest of the team was hard at work getting what they can ready & tested. Huge shout-out dev team, leads & the entire staff team. Shoutout to our Discord too which is growing RAPIDLY - love to see all the activity there. You'll see things rolling out this week, such as faction threads being open, new features on the UCP, & other parts of the server before the game server itself opens. Thank you for understanding & your continued support — appreciate you all. It'll be worth it in the long run and I know you know. - Martin
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Hello, As of this moment, registrations and character applications are open for everyone for up to three characters. Head over to https://ucp.ls-rp.com/ and create a character. The character creation server remains locked for our Patreon supporters until the 20th of February, when it becomes available for everyone. Please be patient with us tonight in case there's any issues — we'll try to iron them out as soon as we can. Also, everyone gets to take a quiz to get a refresher on our rules and general RP etiquette! Please note we don't currently offer a path to account recovery. If you've lost access to an account you've had in the past, we aren't able to help you. You can try resetting your password, or making a new account. See ya IG soon, - Martin
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ban pedophilia rp from the server??
Mmartin replied to holaa.'s topic in General Discussions Archive
This was unfortunate wording and pedo RP was never allowed. That being said, after consideration, we've decided to edit this archaic rule and disallow any of the actions mentioned in the rule, without exception or permissions. Acts of sexual violence and dangerous or illegal paraphilias are not something we're going to facilitate in the community, even as "roleplay". Punishment for breach of this rule is ban.- 33 replies
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Hey all, To give factions the ability to house their faction members in certain areas, the Faction Team has decided to allow factions to apply for faction complexes. These faction complexes will consist of a few apartments and will help with providing more environmental roleplay for the faction. Each faction has the ability to choose between getting 6 to 8 apartments for their complex. In order to improve the housing market, the Faction Team is offering factions a possibility to establish themselves within certain areas by creating a faction complex. This will ensure that faction members are provided the necessary housing for them to do their roleplay. For individuals, renting options will be available at launch; and a separate scheme will be announced for businesses. How to determine how many apartments you can get? The faction that is applying has to exist for a minimum of a week, and needs to consist of at least 12 core members. See below list to see how many members you need for the amount of apartments you can apply for in your complex. 6 apartments: 12 members 7 apartments: 14 members 8 apartments: 16 members A faction can apply for a maximum of 8 apartments. GUIDELINES By submitting an application, you agree to the rules surrounding the scheme, and accept potential removal from the scheme following any breach of the following agreements: Name-changing in any form is not allowed and will result in removal. You have to notify the Head of Schemes before namechanging. Administrative punishment (admin jail or ban), depending on severity and situation. Abusing the furniture limits within the complex for your own benefit. Poor roleplay surrounding the faction complexes. Lying in the selection application. Creating secret compartment/rooms or designing the interior in a way to give you a benefit during shootouts. Faction owner rents the complex out to non-faction members. Other faction team decision. Faction is shut down. Inactivity. REQUIREMENTS Before applying for the scheme, please ensure you meet the requirements. Not meeting the requirements will result in an instant denial. You must be part of a faction. You must be the leader of said faction. You must have experience in/around illegal factions. You must have a good standing in the community. Your faction must have a minimum of 12 members. Your faction thread must be up for a minimum of one week. APPLICATION Send your application to the Head of Schemes @DDaniels Message subject: [COMPLEX] Faction Name This article was prepared by the Faction Team.
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Here's off the top of my head: - We'll try to follow IRL prices 1:1, in some cases cents may be used for immersion (gas prices etc), but all payments are always rounded so we don't have to deal with decimals. - We're trying to tune the jobs for players to be able to make the same amount of $ in 6-8 hours that they'd make in a week IRL - We're going with a loan script (mortgage, vehicle financing) to allow players own property even before saving up tens/hundreds of thousands of $$$ - We've tools in place to monitor all the cashflow to make sure there isn't an obscene amount of money going into the server from anywhere - We'll finetune prices in the first weeks and reserve the right to take someone's cash if there was an oversight on our side (more on that later) - System is bank/card focused and cash will be rare, we want it to be used for casual payments or illegal RP mainly. Economy's one thing we really wanna get right so we'll keep a close eye on it.
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Hey everyone, We're now just a little over two weeks before our scheduled release and new features are getting added into our game mode left and right. There's still a lot of work remaining and we're going full steam ahead, though I can really tell it's all slowly coming together. Allow me to give you a few updates on the upcoming two weeks so you know what to expect. Character Applications Everyone will be able to submit a character application starting February 14th. Until then the applications remain locked for our Patrons only. We anticipate a large amount of applications, so if you want to be 100% sure yours gets handled in time for the release, I suggest you submit it before the 14th. Similar story goes for the character creation server, which will become available to the public on February 20th. You will be able to customize your character however many times you wish before the server launch. After launch, you won't be able to alter an existing character appearance - just set it once and it's done. Staff Reinstatements We've decided on all staff reinstatements submitted and will be announcing & processing them on February 14th along with public character applications. Development Updates Due to the sheer amount of updates that are happening recently and how close we are to release, I won't bore you with paragraphs; here's some screenshots instead. Etc. If you've been keeping up with #snippets on our Discord, you've probably seen some of these already. On a personal note ... Today also marks a special occasion for me personally — it's exactly ten years since I got accepted into LS-RP and started roleplaying. It's been a wild ride and what excites me the most is that it's nowhere near over. The opposite actually, we're inching closer and closer to the next chapter for the community and I can already tell it's going to be awesome. The sheer amount of energy, effort and dedication from everyone starts to show and despite any hurdles we may encounter during launch, I'm certain we've got something great on our hands. Anyway, I'll save the speech for later; just wanted to thank you for keeping me entertained for the past ten years, and letting me create cool shit for you to enjoy for most of them. Stay posted & Keep in touch - Mm https://discord.gg/ls-rp https://www.patreon.com/lsrpcom https://twitter.com/lsrp_official/ https://www.youtube.com/c/LosSantosRoleplay https://twitch.tv/mmartin_
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Bring back samp lsrp for the love of god
Mmartin replied to Cazinoo's topic in General Discussions Archive
after the exam season is over mmaybe -
The goal is for different types of ammo to be more useful in different situations (ie against armor, vehicles etc). Even if there's no difference initially, it's a great avenue to expand the system in the future, for any ammo type.
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First! Good job Kane
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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.
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Hey all, This is the first post I'm making in 2022 so I'd wish you a happy new year and all that, but I feel we're all over that already given it's the 20th. That being said, there's no doubt 2022 will be the year of LS-RP. To kick the showcase off for the year, I'd like to show you what I've been working on for the past few days on and off - the ATM feature. The video is pretty self explanatory so I'll skip right to the chase. We created a part of this system LIVE on Twitch. If you'd like to see more development streams, let me know in the replies; also let me know which feature you'd like to see being developed! (Visual ones, such as the ATM interface are easier to do live). I'll try to bring you more updates in the form of posts and videos in the coming days as we finalize some cool features; in the meantime you can check out #snippets on Discord for the odd tease here and there. Thank you all for the continued support, whether it's here on forums, Discord, my DM's, or directly on Patreon. Let me know what you'd like to see next. Yours truly, Martin
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LS-RP:V Release Date (emotional) (shocking)
Mmartin commented on Mmartin's blog entry in Announcements
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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 Staff
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Hello everyone, As we enter December (already?? time flies when you're having fun), I'm eager to share some of the development and general progress updates. The last few weeks were once again very productive and even though there's still a lot of work and polish to be done, we're inching closer to an MVP every day. One of the major achievements over the last two months was that we were able to put together a final list of features for release, including detailed blueprints of how these features will work. This allows us to focus on development only as an overwhelming majority of the brainstorming is already done. If everything goes according to plan, we should be ready to announce a concrete release date within a week. The release date depends on how many issues we encounter during testing, how busy I'll be with work and how smoothly our final infrastructure deployment goes. Let me highlight some of the features we've worked on recently to hopefully satisfy your hunger for the new LS-RP. Drug System One of the most difficult systems for me to approach was the drug system. Every drug on the server will be unique in the effects it provides. These effects are divided into three categories - Visual, Positive and Negative. It's almost an art to find a way to balance the three aspects of each drug, while keeping them unique and desirable. We're launching with a handful of drugs only, but we already have plans for the near future to expand the system with more and more substances. Visual Effects Some of the drugs will have visual effects that affect the player's graphics and camera. With every drug, visual effects start as barely noticeable to mild for small and regular doses. The effects get more pronounced and wonky the more high you get, so it's up to you how much of the visual experience you want. Positive & Negative Effects While no drug will make you a superhuman, some of them tie into the damage system to give you an edge one way or another. The type and-or scale of the effect is different for each drug. It's worth noting that it also depends on the dose you take, in case of overdoing it, you might be overwhelmed by the negative effects more than helped by the positive ones. This paragraph is intentionally vague to encourage exploration after launch Other interesting aspects of the system include an overdose script, which is different for alcohol, stimulants and opiates. Make sure to keep a Narcan handy! MDC The MDC on LS-RP was light years ahead of any other SA-MP server and we're aiming to achieve the same on GTA V as well. The UI is a simulated old Windows-like OS, complete with a window management system, process system and different programs for Legal tasks. The MDC will be available to the PD, SD, FD and GOV to handle their duties. We aim to move as much game-related functionality and record keeping into the game, instead of using external tools. In Conclusion Once again I'd like to say that your support and patience has been great. It's rewarding to see the interest and hype surrounding this project and I can't wait to jump in game with all of you to Roleplay in Los Santos again. Big thanks to everyone on our Discord and forums for keeping the community active, and everyone on Patreon for making the launch of this project possible. Exciting stuff, can't wait to show you everything else we've been cooking up If you'd like to join us on Discord, come over at https://discord.gg/ls-rp - check out the #snippets channel for exclusive content! If you'd like to support the project, please consider a pledge on our Patreon, over at https://patreon.com/lsrpcom Kind regards, Martin
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Just a note to all the players who like to mod their own clothing out there: We hear you. We'll try to find a way where you can set custom drawables locally without affecting other players. If we can make it work so you can change your stuff without other people being glitched out, we'll 100% do that.
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Hello, We're still hard at work and today I'd like to give you a few development updates so you can see what we've been cooking up. Before anything though - I KNOW! You want to see some of that juicy illegal faction action. Drogas, gats, theft, all of that. Well sorry but not today. The Faction Team + some other members of our team have been hard at work preparing a thought-through bullet proof scheme to give our illegal scene the attention it deserves. LS-RP prides itself on being home to the most legendary factions of any online Roleplay community and we want to be sure we're doing things right before we start parading them around. So shoutout to all of you and I promise I'll show you some stuff you're going to love soonTM For the time being, let's talk about our clothing system. Which is your favorite hoodie? Is it Drawable 92, texture 12? Or Drawable 200, texture 0? You know... the yellow looking o-- forget about it. Forget about sliders and arrow buttons to click through every clothing item out there. Highlights The system is entirely integrated and you will never have to think about an undershirt again. If a shirt has an undershirt counterpart, the system detects it and uses it. There are no concepts of "undershirts" visible to the player. You can see a preview of any clothing item in your inventory, or in a store - without even trying it on. Some items have alternative states (hoodies with hoods on, unzipped jackets, etc). You can switch between those & the system will match your perfect undershirt for it. Just make sure it's compatible, or you'll be walking about with your belly button out. Clothing items are inventory item entities, which means you can store them in furniture (drawers, closets). They can be placed in bags, given to other players, stolen, etc. Different stores will hold different types of clothing items. Don't go looking for a fancy suit in Sub Urban. We're adding custom models for clothing. We aren't decided yet whether to use IRL brands or not. Let me know what you think about that. TL;DR, show me the video Besides that, there's still a lot of work going on behind the scenes. We're preparing electronics stores, character applications (which should open soon for our Patreon supporters), Kane's cooking up a great damage & death system and much more. It's been great to see the community engagement since we've opened the forums up. Love seeing new and old faces around. Thanks for all the support, can't wait for you all to play! Kind regards, Mmartin
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Hey all, As we announced earlier this month, we're opening up the Community Forums to everyone tonight! We did our best to set up all boards that are necessary for now, if you feel like something's missing then you can share your thoughts in the General Discussion topic on forum improvements. We did stress-test the forum, but nothing really compares to real-life traffic, so please bare with us in case of any issues, we'll resolve them as soon as we can. Character Applications I'm sure you're wondering if you're going to be able to create a character before the server launch and the answer is - yes of course! We're already working on a new and improved application system. The applications are set to launch in advance before the server opens for you to get your character ready. In order to not overwhelm our team with handling applications, we're going to open Early Access Applications on the 19th of October, for everyone who's a "Early Supporter #2" or higher tier on Patreon at the time of submitting their application. This perk is also a replacement for the Community Forum Early Access perk, which becomes invalid tonight. We don't currently have a date for when the applications open for everyone, but I'll make sure to let you know in advance. Kind regards, Martin
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- I've added a description for the country field. It could be made into a select element yes, I can do that at some point. (Btw, where'd you like the flag to show? For now it only shows on the Team page) - I've added a Foreign section; staff members & insiders can apply to add & mod a language - I've added a few more sections into the Showcase forum We'll have a look at the other ideas later.
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Hello, We're currently in the process of setting up Foreign sections for players who also speak another language besides English. In order to do that, we need at least one person to actively moderate each section. If you'd like to see a new section for your language, you can apply to become a Foreign Moderator. Requirements to become a Foreign Moderator: - Have to currently hold the Staff Member or Insider role (subject to change in the future as the team grows) - Have time to actively moderate the section If you'd like to open a new section or become a moderator of an existing one, please send me your Letter of Interest over PM, please title it "Foreign Moderation".
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Hello, Since we're opening the forum up to the general public shortly, we're wondering which sections are missing that should be added. Bare in mind we only want to add forums that make sense right now, so Player Reports / Bug Reports / Suggestions etc wouldn't make sense until the launch. Thanks!
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Hey all, Yet another week has gone by and we're excited to share our progress. There's been a lot done behind the scenes, so if you're a fan of fancy visuals this one might not be for you but they're very important updates nonetheless. Development You've probably already seen the major feature preview of Radio Systems of the week. What the video doesn't highlight as much is the progress on the backend of our inventory system. We've completed scripting interactive items, placing items from your inventory into the world and a bunch of setup code that'll enable us to have a feature-rich, scalable and powerful inventory down the line. The Radio feature also showcased the first result of the collaboration between the Modding team and Devs, where objects made by @Mario were put into the main gamemode and integrated into the Inventory and Radio systems. Going on, @Kane created a Notes app for the phone (Link to Discord snippet) and a couple small improvements to the gamemode code. We've also built up our infrastructure more, some of our static game content is now hosted on a CDN for faster and more reliable and streamlined delivery. With that in mind, we've also welcomed two developers into our team - @Drew and @Smally whose sole focus for the time being will be web development and development of standalone applications. This should accelerate our development significantly. Under the umbrella of the Development Team, we've established a Designer Team to help us create fitting bits of graphic for our forums and some aspect of the gamemode. The founding members of the team are @Will, @elgreco and Rr Exciting news ahead is that we're targeting to launch the community forums for the general public on October 1st if everything goes according to a plan. If you'd like to make an account before, you can by becoming one of our Early Supporters over at Patreon. This gets you some more cool perks depending on the tier and directly supports the development of the server. Factions The Faction Team continues with its efforts in providing an ideal rule set for the server to abide by - this week, the topic revolved around Distribution Schemes and Turf Maps. The Turf Map has always played a major role alongside the Rules of Engagement to provide factions with a form of establishment and to create a roleplaying environment for their faction through properties, businesses, garages, complexes, etc. Many suggestions were made such as: • Do Organized Crime Groups really need turf? • Should we consider taking a different dynamic with Turf Maps? • Should Factions be forced into war if they plan on expanding on already owned turf? With Distribution Schemes (Weapon & Drugs), the Faction Team noticed that throughout the last couple of years on LS:RP there was an overall lack of diversity. Factions had no real need to interact amongst each other as there was nothing that they couldn’t acquire by themselves. To tackle this, we aim to introduce some exclusivity to what weapons and drugs some factions may acquire in the future. The Faction Team does plan on introducing a new scheme which they’re very excited about. White Collar Crimes/Fraud Scheme, which will entail skimming, fake IDs, use of scam sites, and possibly more. A lot has been addressed and a lot more will be discussed in the upcoming weeks regarding Distribution Schemes and Turf Maps and we are yet to have anything set in stone. - Writeup by @Ten Legal Factions The Los Santos City Government faction is looking for new ideas and suggestions to bring more interaction and involvement between the government and the community, as well as more interesting and immersive roleplay. We're open to all sorts of ideas, blue sky thinking is appreciated as well. If you have any suggestions, please PM @Maxim The Sheriff's Department has detailed their plan for reinstatements into the faction: The Police department has detailed their plan for reinstatements as well: - Writeup by @Imperium A lot of productive discussion happened overall within the staff team just this week. We've some exciting stuff planned for both script and community development in the coming weeks, so make sure you don't miss our updates. The best way to stay close to the action is to join our Discord for the quick-bits, or to follow us on Twitter and YouTube, to immediately see major previews as we release them. Kind regards, Martin Cover photo credits: u/Mr-Habanero on Reddit
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