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Mmartin

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Blog Entries posted by Mmartin

  1. Mmartin
    Hey everyone,
     
    June 16th (2023)
    is when we want to go live. Here's a summary from today's Community Meeting detailing how we'll get there. 
     
    We're finishing the last bits of work and fixing what's remaining of our release-blocking bugs. Over the last week, we fixed 24 bugs and we've 2 blocking remaining, both of which are simple to fix, we just haven't gotten around to them with the amount of work yet.
     
    The Communications Team ran a survey recently and among other things, it's clear that three things are of the utmost importance to the player base. Transparency & communication, character customization and a fair staff team & roleplay quality. We've done our best to hit these three points in the weeks and days leading up to the announcement. With establishment of the Communications Team, I'm happy to see positive feedback on the first point, Sal has done an amazing job so far bridging the gap that was forming between the leadership and the community. We've implemented some last minute, yet very important script changes to allow for further character customization as well; not limited to a more open-ended clothing system, more granular character customization, Menyoo imports and so on.
     
     The release timeline is as follows:
    Finish remaining bugfixes and script work until 31st of May. Code freeze 31st of May, or 1st of June, depends on how things go. Jun 1st - Jun 6th, Production deployment and setting up the main server. Jun 1st - Jun 6th, Along w/ prod setup; Fixing custom mods to comply with latest R* & RageMP policies. Jun 7th, Pre-release & Production Testing. We'll open up the main server to Premium members and staff, to make sure everything is working as it should. Apply hotfixes as needed and finish setting up whatever is left over that needs completing. Jun 16th, Release Date.  
    While some of these dates may change by a day or two, we're set to release on June 16th 2023. More information on the pre-release opening will come as we approach that date.
     
    In the meantime, here's a quick update from our sub teams and what they're working on:
     
    Sub-teams Updates
    Aside from the Development and script situation, many of our sub-teams are actively working towards ensuring that the launch goes as smoothly as possible. These include: 
    Modding Team: Still updating branded textures. Mapping: New Head of Mapping assigned: Duco. Legal Factions: Additions to FD roster. Company Management: Awaiting launch. Property Management: Rental properties being set up. Player Support: Wiki population continues. Faction Team: Contrabrand and Prison schemes approved.  
    Communications Update
    We talked through some of the survey results and actions being taken as a result, including:
    Communications Team established  Menyoo importation added Character customisation options added Recruitment focuses prioritised for specific factions Ensuring Visions for the server as a whole match with everyone's expectation Speaking to Team leaders to feed back relevant findings from the survey Continue surveying for overall sentiment  
    Feature Showcase & Demonstration
    This week we gave community members an exclusive look at the Trucking system - we'll be uploading the video to our YouTube channel a bit later in the week. 
     
    Once again I want to thank everyone for their patience and support. This is it baby, we're in the final stretch. 
     
    See you IG soon,
    Martin
    on behalf of the LS-RP Team
     
     
  2. Mmartin
    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_
     
     
  3. Mmartin

    General
    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
     
  4. Mmartin

    General
    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
     
     
     
  5. Mmartin
    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.
     
  6. Mmartin

    General
    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
     
  7. Mmartin

    General
    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
     
  8. Mmartin

    Community Updates
    Hey all,
     
    The server's economy is very important to us. You know this because we've been talking about "trying to get it right" for a while now. This article should give you a brief overview of the system we will have in place, and some changes being made today.
     
    Our goals with the server economy are:
    - In-game prices should reflect real life prices
    - People should not get rich quick
    - Grinding shouldn't give players major advantage
    - Money is a tool to facilitate roleplay
    - Players should have access to assets without a stockpile of cash
     
    Mission Rewards
     
    Our initial formula to set paychecks was that if a player spends 7 hours working in-game, they should earn an equivalent of a week's pay for the same job IRL. For example if a lawn mower makes $673/wk IRL, player doing the job should earn $673/7hr, or $96/hr. This formula is flawed because it's linear and gives advantage to players who can spend more time doing the script job.
     
    Our solution to that are tapered paychecks. Effective today, you'll earn more money per mission initially, but the more you work, the less you earn. After 2 hours, it will be borderline not worth it to continue working just for the money. The IRL weekly pay equivalent is still split between 7 hours, with each reward being exponentially lower. This limit is reset every 8 hours, after which you'll earn the full amount again. Here's a real-life example of how this formula works:
     

     
    There are several advantages to tapered paychecks:
    - They allow players with less time to spend in-game to earn money without grinding, and doesn't put more active people into an immediate advantage.
    - They allow players to focus on roleplay and not sacrifice a significant portion of their ingame time to earning money just to get by.
    - They will take strain off of the job script at launch.
     
    People who enjoy doing the jobs could see this change in a negative light because of the diminishing returns. Alternative rewards, such as the CDL XP will still be applied as before. We will look for other alternative rewards for the other missions. That being said, the tapering paychecks will also serve a good purpose by forcing people off of script jobs to RP.
     
    These changes of course apply to faction paychecks as well. Along with a hourly pay, each rank has an assigned "Reward Cycle Limit".
     
    tl;dr: Rewards will go up, but taper off over time. Like XP in CS:GO.
     
    Vehicle Prices
     
    Many of you rightfully pointed out that the vehicle prices we set at pre-release were incorrect. The differences in prices are too significant one way or another to correct for this manually, so we've opted to refund all vehicles. Shortly after this message is posted, all of the following will be refunded: Vehicle purchase (/buy), vehicle down-payments, loan interest payments, loan principal payments, vehicle number plate changes (credits). All vehicles will be detached from their characters, and all loans will be marked as paid. These loans will later be deleted from the database, to not skew the statistics and your character's credit, once that's a thing.
     
    We apologize for the inconvenience, however this is an expected part of the pre-release.  You can see the detailed list of vehicle changes here. In addition, we also lowered the interest rate on all vehicles to 5%. This, in combination with faster earnings from the tapered paychecks should give you more purchasing power.
     
    Other Updates
     
    Besides that, we're working on a plan to support both active and passive roleplay based companies with favorable loans and grants. This is a careful process as we don't wish to inflate the economy by injecting it with unreasonable amount of cash, so bear with us as we finalize the proposal. A separate scheme is cooked up for factions.
     
    We've adjusted the way trucking is paid based on the CDL Level you currently have. Lower levels earn less, higher levels earn more. Lower levels have a lower reward cycle limit, higher levels have the limit raised higher. We've also added more trucking routes, more loading bays, larger containers for the mules, and support for vans. We will be making CDLs bound to character ID instead of character name soon. People who've purchased their CDL twice will have their XP merged.
     
    To continue monitor and adjust the course of the economy, we'll be establishing an Economy Team. This team will be led by people with background in economics and finance. They will have access to the tools necessary to monitor the flow of money on the server, and work with development to cover blind spots.
     
    It's important to remember the economy will be tweaked further. This is not its final form, just first significant change.
     

     
     
     
  9. Mmartin

    General
    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.
  10. Mmartin
    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
     
     
  11. Mmartin

    General
    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
  12. Mmartin

    General
    Hello,
     
    Big news today. Never thought I'd be announcing this in a million years, but here goes. Due to popular demand, we'll be re-opening our San Andreas Multiplayer server. Normally, I wouldn't consider this decision because all of our primary focus goes into developing our RageMP game mode, however due to things being a bit quiet lately we've concluded that it won't do us any harm run both servers side by side for the time being.
     
    We'll be releasing the SA-MP server in pretty much the same state as it was last turned off in 2021. We won't be deleting any characters or assets. We'll have to do some database cleanup at least, but it'll be very minimal.
     
    This of course opens a whole new sets of challenges, both personal and technical. I'll try to answer some of the more pertinent ones right off the bat, and the rest will be clarified as we go:
    We'll continue to use this forum and create new sections that are necessary. The old forums will remain available as an archive as they are now. Staff members will be staff on both game servers. Reinstatements into the staff team will be available, even for members who only want to play on SA-MP. We don't want to set any expectations in regards of longevity of the SA-MP server. If there's reasonable interest in it, players want to play it, and it'll support itself financially, this can be more than a limited time experiment "nostalgic blast from the past". Most legal factions will, at least for the time being, remain with shared boards and leadership across both game modes. Reinstatements will be possible, even for players who only want to join on SA-MP. Technicalities of this implementation will be made available later on. Factions will be fully supported by the IFT.  
    We're also going to facilitate some form of asset transfer (cash) from SA-MP to V. This will of course have its restrictions to avoid just massively flooding the RageMP server with hundreds of millions; however with our pending economy overhaul on RageMP, assets will be much easier to come by regardless.
     
    As far as the timeline goes, the main technical challenge why we can't just turn it on now is that some functionality on the SA-MP server heavily relied on the old UCP (spawn change, skin change, etc). We need to re-add this functionality to our current UCP, and adjust our infrastructure to support the new (old?) server. There's also a bunch of small tidbits that aren't compatible with our current database structure (bans and such) that we need to adapt. This won't take too long, but given our track record with release dates, I'll save it for when we really know. But since I can't help it, my current estimate is 3-6 weeks from now we should be open for business!
     
    Keep in mind that some of the information above may change, if it does, you'll know.
     
    I'm sure you're wondering what exactly this means for our RageMP server. The way I see it, opening the SA-MP server up will help us with our current goal to reach the players we've left behind one way or another throughout months since launch. We hope that by engaging players in our community and platform, we'll be able to show you all the incredible progress we've made on both our game mode and process since launching last year. Our primary development focus will remain on RageMP and improving on the already great game mode we've created for you. We've a new defined set of priorities that we want to follow, and most of our focus will be going towards customization, ease of access to assets and features with a non-restrictive economy, and support for illegal factions. Check our Roadmap to see what we're working on right now as a part of 2.0 update, which includes long-awaited features such as Burglary, Social Media, Blackjack (yes, I know), further character customization and more. We're on a good track here, with both Burglary and Blackjack going into testing next week.
     
    All of this was announced earlier today on our Community Meeting. I believe that essentially stopping doing these after launch was unfortunate, however hindsight is 20/20 and with the constant chaos going on, it was easy to forget why they were so important. You can expect these to return on a semi-regular, roughly bi-weekly basis. 
     
    I'd like to close this post by pleading to those who left our community because they were unhappy with the direction, or features we launched with. Now that the chaos of initial months are over, we're steady building on the solid foundation we laid out. Over the months, we've released many great features such as Graffiti, Pets, Purchasing properties, Drug packages, Cinematic mode, Startshift, Turf map, Facial expressions, thousands of clothing, animation and furniture mods, Second hand car dealerships, Spawning multiple cars at once,  Hair ties, Paintball, Modshop, new Makeup script, Scratch off lottery, and many, many more. We've fixed hundreds of bugs and hosted around 40 official events.
     
    And we're going to keep doing that and more. Our sole motivation for doing so, and keeping on even when times are tough and the player base isn't what we'd have hoped it to be, is that we want to bring you, the community, a fun place to play. So consider (re-)joining a faction or creating a one, or joining the staff team. If you believe you can make LS-RP better, reach out to me directly and if it's in the best interest of the server, I'm sure we'll find a way for you to be involved. If you've unresolved grievances that stop you from returning, reach out to me directly as well. I'm here to hear you out.
     
    Martin
    on behalf of LS-RP Leadership
     
  13. Mmartin

    General
    Hello,
     
    we're bringing out yet another update from our workshop tonight, which includes two new features. One is the first feature in our Gambling update series - a scratch off script. You can now buy scratch off tickets in gas stations around the city and win prizes up to 10 mil.  
     
    Second important part of this update is a complete remake of our makeup script. You can now use /makeup anywhere to edit your look, and also save and load makeup presets. 
     
    [Game Update 1.9.3] - Added scratch off ticket script - Added new makeup script - Added ability to buy multiple items of the same type from stores at once - Maintenance work on the script  
    I'd like to also remind everyone there's a rally event hosted in-game tonight at 10 PM server-time with cash prizes totaling $60,000, so come join us for a chance to win.
     
    We're also hosting a community meeting tomorrow at 9 PM server-time on Discord, where we plan to announce important changes to our community and clarify on the future of what's going to happen with LS-RP going forward.
     
     
  14. Mmartin

    General
    Hello,
     
    Today we bring you yet another game update which includes two new features: nails and pointing. It also addresses a few inconsistencies and bugs, the whole changelog is below.
     
    [Game Update 1.9.4] - Added /nails - Added pointing system (B) - Added /vest to toggle body armor / vest - Removed default stance after shooting a weapon or fistfighting - Removed collision detection for cinematic camera  

     
    In other exciting news, so far it looks like we're on track to release 2.0 next week. This update will include Blackjack, Burglary system, and some other heavy hitters like IG Social media. For the SA-MP crowd, we've also been hard at work getting everything set up for the release of the SA-MP server. Work has begun on process, reinstating staff members to provide support to players on the server, and some of the initial necessary UCP changes. 

     
    If you're interested in what's going on, make sure to join our Discord server at discord.gg/ls-rp, where we'll be hosting another community meeting soon to keep you update on our progress with both SA-MP and RageMP.
     
    Kind regards,
    Martin 
  15. Mmartin

    General
    Hey everyone,
     
    Welcome to our community site. As you're probably aware, we recently closed down our SA-MP server to shift our focus entirely on the transition to RageMP. We're working on getting this site nice and ready for you to keep up with all the latest news from both script and community development. Please bare with us as we try new things out before we settle on something we're all satisfied with.
     
    Account Registration
    We're happy to know that a bunch of you already want to make an account on here to reserve your name. Registrations will be open for everyone soon, we're working on a system where you can authorize the use of your username if you've had it on our previous community forum. In other words, if you had an account on the old forums, only you will be able to use that name on this new site.
     
    Stay tuned as we post more updates in the coming days!
     
    Kind regards,
    Martin
  16. Mmartin
    Hey everyone,
     
    I'm happy to announce that we've relaunched faceinvader.net, our LS-RP:V (RageMP Universe) In Character social media website. Currently it's available to access through your browser, but as of 2.0 which is coming later this week, you'll be able to access it in-game as well. Please have a look at the faceinvader rules before making an account. @badhbh has been appointed as the Head of our IGSM Team and will be responsible for running the moderation team on the sites.
     
    The site offers variety of features besides making friends and posts. It allows you to post events, sell items on a market place, post and search for job offerings and much more. Explore it yourself and have fun.
     
    We're in the process of setting up an equivalent IC social media site for our returning SA-MP server as well. For news about that and more SA-MP related topics, please tune in to our Community Meeting held on Discord this Sunday, 9 PM Server-Time (CEST).
     
    As with any new service, please allow us some time to finetune the site and work out the bits and pieces.
     
    Preview of how faceinvader looks like in-game (2.0)
     

     
    Example of a job offer on faceinvader
     

     
    Kind regards,
    Martin
  17. Mmartin

    General
    Hey all,
     
    As another week went by we're back to give you an update on what we've been up to. The week was very productive in terms of infrastructure setup, but we've also got some visual things to show so let's get into it.
     
    Community
    Last Wednesday we opened our community forums to all of our Patreon supporters. We're slowly getting the forum, and the entire community suite into a state where we feel happy inviting everyone soon (October 1st) - it looks better every day. Out of nowhere, our Discord actually reached Level 3 boost thanks to your support, which is just great to see. We've also recruited a few new members into our Faction, Modding and Mapping teams; this puts us into a position where we now have an expert for every area of the server that we could think of. Overall the activity's been amazing and I'm very thrilled to see all of us working towards a common goal.
     
    Development
    Although the main focus of this week's game mode development was bug fixing, small features and improvements as we take a deep breath before diving into yet another advanced feature after Inventory, there's still some progress to show as far as new features go. We've had the idea of an In Character internet for a while and the prototype's been done for months now, but we pretty much finished the feature this week. Our goal is to have an enclosed, In Character internet which integrates into many of our script features. Not only that, but companies, factions, businesses or even individuals will be able to create a website to reach their audience better. See for yourself:
     
     
    On the other front of Development, the Modding Team has been working hard to create and collect mods to use on the server. The main focus this week have been liveries for IC agencies and assets for a wide spectrum of players (leo, illegal, prison). A discussion has been started in the Mapping Team, in collaboration with the SD and Faction Team as to how we want to make the prison work.
     
    Factions
    The Faction Team Council has agreed upon and presented a schedule for the Faction Team to work through over the course of the next 4 weeks, this consists of:
    Rules of Engagement & Faction Reports Distribution Schemes & Turf Map Official Illegal Factions & Illegal Systems Faction Properties & Leasing  
    The team is currently focusing on week 1 and has started reviewing the current Rules of Engagement, as well as the way Faction Reports are handled. With the Rules of Engagement being LS-RP's core function for the Illegal Roleplaying scene, members within the faction team are consulting and editing what they deem would fit LS-RP's GTA:V server.
     
    At the end of each week, the Faction Team will be holding a meeting to provide a general overview and agree on what should be implemented. You can expect a more detailed post after conclusions have been made. 
     
    Legal Faction Boards
    We successfully set up all legal factions with their new forums. The structure isn't all that different from what we've had previously on lsgov, but before setting them up we polled all legal faction leaders to see what challenges they faced with the previous setup, so we can improve in these areas. We've taken steps to make sure the new forums can be easily maintained, the software is always up-to-date and faction leaders have access to uploading custom content (ranks/images) without the assistance of a Developer.
     
    I hope this post gives you some insight on what's currently going on. We've some exciting projects in our sights for the next week, so don't forget to check back as we announce these. If you aren't a member of our Discord, come chat with us and check out cool snippets before they hit the website or YouTube.
     
    https://discord.gg/ls-rp
     
    Kind regards,
    Mmartin
    on behalf the LS-RP Staff
  18. Mmartin

    General
    Hey all,
     
    We've been hard at work this past week and I'd like to show you some of the progress we've made. From the development perspective, we brainstormed and created one of the core features for our RageMP gamemode - the Inventory System. All items (with a couple exceptions) will be in one centralized inventory instead of having your character's belongings scattered across different systems and commands. You'll be able to access your weapons, drugs, accessories and more in a simple, user-friendly UI. In-fact, instead of reading about it, have a look at the preview we made.
     
     
    Factions
    During the last week we also held a few staff-wide sessions to discuss the shape of both legal and illegal factions on the server. We went over a lot, so I'll only go over the few most important points:
    We will start the server with the following legal factions: Police Department, Sheriff's Department, Fire Department, DOJ (courts), GOV (city & state). PD and SD will have a lot of shared responsibility, with the prison and rescue tasks falling under SD's jurisdiction. We will have the same structure for LSGOV boards as we did on SA-MP. We acknowledged some issues the previous lsgov forums were facing and found ways to address them. We will use a phpbb theme which is regularly updated and maintained, so we can easily upgrade our phpbb version as they get released. Faction leaders will be able to upload custom content for ranks, avatars and such themselves. Two factor verification will be enforced on users with sensitive access. Reinstatements into legal factions will open on the day of server's launch. Factions have a deadline of 14 days after the server's launch to open recruitment. The Legal Faction Council will consist of the Head of Legal Factions (IC Governor) and the Leadership. HOLF will serve as a liaison between Legal Faction Leaders and the Leadership.  
    For the illegal side, we mainly focused on figuring out the flow of weapons on the server. We went over everything from how the weapons get into the server to the hands of suppliers all the way to the end user. We came up with a system where a Supplier will be able to fill out a OOC form with a list of weapons they want to buy, and pay for them with IC cash and OOC points.
    Supplier can either be a faction, or an individual. Official factions will have the best rates and most points to spend on weapons. Unofficial factions and individuals will be more limited. This is designed to encourage building relationships with larger suppliers if you want cheaper weapons, but doesn't restrict you if you aren't on good terms with anyone. We also try to get rid of the need of OOC connections to acquire weapons. Legal weapons will be harder to acquire and hard limits will be put in place to avoid stockpiling and sale of legal weapons.  Simple forensics will be available for the police to investigate crimes. Players won't be able to park their cars if there's too many weapons in them. This is done to get rid of the stash car meta.  
    I'll make sure to post more information once the weapon system is actually created, as some things are still subject to change. These systems are designed by dozens of people with years of experience in all aspects of roleplay and we actively try to get ideas from people of different backgrounds.
     
    Release Date
    At this stage we're unable to fulfill our original self imposed deadline for release of "Summer 2021". This is due to a series of reasons, but they all boil down to the fact that we don't want to release something we feel wouldn't have the standards we're trying to achieve. We're working hard to deliver a server which shake the RageMP scene to the core, and we can only do that with a rock-solid foundation. That being said, we're currently aiming to release in Q4 of 2021. Unless we encounter major roadblocks, we should all see each other in-game this year.
     
    Registrations
    We're getting our new community suite ready so you can join as soon as possible. We've had many messages from you about creating faction threads early, reserving your names, etcetera. We hear you and we'll open the registration on the following dates:
    15th of September for our supporters on Patreon (thank you!) 1st of October for everyone  
    I hope this update gave you some clarity regarding what we're working on right now. Improving communication with our player base is something we're continuously trying to improve - I'll try to do these updates at least once a week to keep you all in the loop. In the mean time, if you'd like teasers while they're still hot, make sure you join our Discord server. We're posting stuff that's work-in-progress in #snippets now and then.
     
    Thanks for reading,
    Martin
  19. Mmartin

    General
    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
     
  20. Mmartin
    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
  21. Mmartin
    Hello,
     
    I've got some exciting news for you today — from all angles! We're releasing the Major Update 2.0 for our RageMP server and have some news on the timeline and remaining work for relaunching our SA-MP server.
     
    RageMP Major Update 2.0
     
    The 2.0 update has been in the works for quite a while and as the stars aligned, it includes several sought after features once again. It includes bangers such as Burglary System, Blackjack, In-Game Social Media, Character Export to Menyoo, and other features and fixes. The full changelog is as follows:
     
    [Major Update 2.0] - Adds Blackjack - Adds Burglary features - Adds /addcontact [phone number] [contact name] as a shortcut to add contacts - Adds /delcontact [contact name] as a shortcut to delete contacts - Adds /faceinvader (aliased /fi) to access Faceinvader while in-game - Adds the ability to export appearances into Menyoo XML format via the UCP - Adds placing items (such as weapons) inside of properties - Adds a non emergency hotline (991) - Adds ability to toggle furniture item collisions - Fixes certain appearance features' opacity not loading correctly - Changed the DMV practical test to automatically set /limiter - Changed the DMV knowledge test to increase the timer from 5 minutes to 10 minutes - Changed the DMV knowledge test to remove the long fade transitions - Changed the UCP character application process to only be necessary for your first character  
    Blackjack
    It is now possible to play blackjack on any furniture item of the 'ch_prop_casino_blackjack_01a' model. You don't need to be in a casino to play it, all you need is a property which you can furnish, or access to one. You can manage the settings of the table with /bjtable. The table settings also support a "Practice mode", which lets you play without deducting your money at all, making the game available to you even if you're strapped for IG cash. Make sure to enable the table and put some money in the till so you're able to play.
     

     
    The game supports up to 4 players + an NPC dealer. Hitting, standing, splitting, doubling and surrendering are all supported. If you're unsure how to play, or want to check the table's rules / settings, you can view the rules via the "Info" option when approaching a seat, or by clicking the rule book icon in the Blackjack UI. 
     
    Quick note, we haven't added crowbars and lockpicks to the stores yet to give players a chance to upgrade their home security systems. 
     
    You can read more about this feature in its documentation here: 
     
     
    Burglary System
    An important part of roleplaying is finally getting the attention it needs. Gone are the days when you forgot if you locked your property's door or you feared that anybody could just break into your apartment and steal your hard-earned drugs & cash. With the new Burglary & Property Security system, we're offering opportunities for legal and illegal roleplayers alike.
     
    You can read more about this feature here: 
     
     
    SA-MP Relaunch Milestones
    With our 2.0 release out of the way, our major point of focus for the upcoming weeks will be preparing the SA-MP server for launch. We added a SA-MP section to our roadmap which you can find here: SA-MP Roadmap · LS-RP Roadmap (github.com).
     
    We're currently targeting three milestones:
    - Staff release: Open the server for the staff team to begin testing its integration to our current systems. We estimate this milestone to be completed in less than one week from now.
    - Pre-release: Open the server for our valued donators who've the premium membership activated. During this phase we'll give our infrastructure a rigorous test and finish work which is necessary for the release. We estimate this milestone to be completed in 1-2 weeks from now.
    - Release: Open the server for everyone. We estimate this milestone to be completed in 2-3 weeks from now.
     
    We offer the aforementioned estimates in good faith and are working hard to meet them, or even deliver earlier. If anything changes or we encounter any hiccups along the way, we'll be sure to inform you ahead of time and explain what's happening.
     
    In the last two weeks, we've done a lot of work behind the scenes ranging from preparing our infrastructure, migrating processes and consulting our teams on how to make the relaunch go as well as it can. Some core takeaways are:
     
    Focus
    Key focus for all teams will be in-game activity and providing support for business openings and factions, so everyone has the tools they need to roleplay. If you own a business on SA-MP and are planning to open, contact Commerce & Estates. Business auctions will take place after the first two weeks, assessing business activity. Community engagement will be focusing on promotion of both the SA-MP and RageMP server (graphics, videos, ads). Events team will be focusing on an initial launch event, and aiming for one event per week. Our eventual goal is to host two events every week, one for the RageMP server, one for the SA-MP server. 
     
    Official Factions
    Factions which were official from one year prior to closure of the SA-MP server will be able to apply for an official faction status.
     
    Schemes
    Illegal faction schemes will work slightly differently, more info to be released in a few days. We are assessing the current situation of stockpiled weapons and such.
     
    In other news, we've closed both tester applications and staff reinstatements. Both are now being reviewed and we thank everyone who's applied, the results will be revealed by the end of the month. We want to make sure that come release, we're equipped to handle supporting both servers.
     
    This and much more was premiered today on Discord during our Community Meeting. Join our Discord community to stay at the forefront of breaking news and updates from your friendly neighborhood roleplay server.
     
    Love,
    Martin
     
     
     
     
     
     
     
     
  22. Mmartin

    Development Updates
    Hello,
     
    Today we're releasing our first Major Update 1.1. Let me share some thoughts on the features that are implemented, how the development process will change going forward, and what our immediate next plans are.
     
    We've listened to your feedback on forums, Discord, game, and basically anywhere you were willing to share it. I now understand just how important customization and the access to roleplay opportunities is important to our community and the updates from here on will reflect that. 
     
    The full changelog is:
    - Added Tattoos - Added Makeup - Added business entrance rewards - Added loan extra payments & option to repay loan - Added another motorcycle and bicycle dealership with more showroom slots - Added ~1500 new furniture items - Added ~250 new hair styles - Added /confiscate for pd sd - Added LSFD siren, pager - Added auto cancelling inactive missions - Added Social Security payments even after level 3 (every 2.5 hrs instead of every 1 hour) - Added LSSD West Vinewood Station - Changes to the LSPD Traffic Station - Changes to the LSFD Faction Vehicles & Stations - Enabled weapon stores [setup may be pending] - Re-enabled reset appearance on UCP - Fixed dealership showroom vehicles not respawning - Fixed /localtime 0 - Disabled /extras for non-admin  
    Tattoos
    Perhaps one of the most important missing pieces of character customization were tattoos. We decided to split the tattoo feature into three releases, with the base script starting today. You can find several tattoo shops around the map and use /tattoo to configure your appearance. The system allows you to specify 6 levels of opacity for each tattoo, it can be as transparent or as opaque as you want it to be. As with many things in the gamemode, we aim to create consequences for your character's actions. To remove a tattoo, you need to attend a laser removal session to decrease the opacity of the tattoo until it's completely gone. The lower the initial opacity, the faster it is to remove.
     

     
    This baseline tattoo script is released with the native tattoo set. We've reached out to Factions and are compiling a pack for faction-oriented tattoo, to give every type of a faction enough variation to represent their character accurately. If you'd like to be a part of this, please reach out to DDaniels. Custom tattoos are currently very high on our priority list and we already started working on them. In the third phase of the tattoo system roll out, we want to add faction/company specific tattoos and allow players to create their own tattoo parlors, to give unique tattoos to other players.
     
    Other Customization
    Besides tattoo, we've also added over 250 new hairstyles and over 1500 new furniture items. We've finally populated and enabled our makeup script - you can find a few beauty stores around the map marked by a blip of lips. The initiative of course doesn't end here and we're looking at adding more clothing items and accessories next.
     
    Economy
    We put a lot of thought and effort into our current economy system. We got some things right, but clearly we've missed the mark in some places. Here are some of the changes we've made in 1.1 to stimulate the economy:
    Social Security is extended past level 3. You will receive payments like before, except every 2 hours 30 minutes instead of every 1 hour of play time. Entrance Rewards for businesses. Your business can now be configured by Company Team to receive a cash reward for every unique visitor over a period of time. It's hard to extract the same profit from characters in-game as you can IRL, this system is meant to reflect realistic earnings a business would have. Our goal here is to promote RP and encourage players to set up businesses that are frequented by players. You can now make exceptional payments, or pay off any loans early with zero interest. All furniture items are temporarily free.
      The list does not end there. We're currently revisiting overall earnings once again, and will be increasing them in the near future. We won't be changing the economy model as a whole, but rather shortening the earnings cycle to allow everyone, regardless of their available time to earn more money.
     
    Release Cycle
    From here on, we'll focus on a more dynamic release cycle. We chose to bundle several highly requested features together for 1.1 and we won't be doing this for updates going forward. Instead of working on a single update for 2-3 weeks, we'll instead release features as they're ready. This will allow us to test faster and deploy more frequently.
     
    Player Retention
    The server roll out is currently going according to our predictions. After initial spike of interest, the numbers are starting to settle down and we're approaching a baseline for our community from where we can freely grow upwards. We do however understand that we could be doing much more for player retention. We've identified a few steps to take within the staff team and will be implementing them, if we haven't already, shortly.
     
    Thank you for all your extensive feedback. We value it and learn from it as we enter the new space that is GTA V. 
     
  23. Mmartin

    Development Updates
    Hello,
     
    We're back with yet another long awaited feature. As I advised on yesterday's post, we're adding Roadblocks to the game. All the legal factions were asked to provide a list of roadblocks they'd like to use and we added them to the system. The feature is available for GOV, PD, SD, FD and the events team for the time being. We plan to make it available to companies where it makes sense as well, for example construction companies. Spike strips aren't a part of this update but it's among the next few features coming, so you can look forward to that either this week, or early in the next one.
     
    We've also increased the pay for the flatbed mission by 2.5x, since it was heavily underpaid. You might notice that your trucking earnings aren't as high as they used to be; this is because we've introduced player owned companies with access to the mission scripts. You can now join an existing trucking company, or if you dare so create one. So watch out for job listings.
     


     
    Hope you enjoy & looking forward to deliver more.
     
    Thank you for playing,
    Martin
  24. Mmartin
    Hello,
     
    Today we're releasing our sixth version of the year - 1.8.3 - and it's still only January! I realized we haven't posted the last few changelogs here on forums so I'll use this post to update you on those as well. We'll talk briefly about some of the highlights of 1.8.3 and the Development Roadmap we put together early on in the month. Some of these have previously been announced on Discord's #announcements, #game-changelog and #snippets, so it may not all be news to you but for the sake of keeping the blog post comprehensive; so let's kick off by today's feature highlights writeup by danut:
     
    Cinematic Camera Mode
    Stepping your screenshot game has never been easier. Gone are the days when you were trying to place your mouse in the most awkward angles or try to get the best with what the native GTA V camera offered you. Now, with /cinematic you can tilt, twist, move and turn your camera at any imaginable angle so you can get that crisp screenshot for your faction's thread.

     
     
    Cash as Inventory Item (Cashpack)
    Another feature which we've implemented is the addition of /cashpack that allows players to create money inventory items out of the cash that they hold onto their person. This feature should enhance roleplay for illegal characters, keeping their dirty money outside their bank account and the government's greedy eyes.
     
    Development Roadmap
    Admittedly this has been in the works for longer than it should, but we finally found a way how to have a roadmap that is both transparent and realistically maintainable. We wanted to avoid releasing one just to stop updating it after a few updates and by integrating it into GitHub that we all use every day, it's just easy to keep up to date. You can find the roadmap by clicking "Roadmap" in the upper bar on the forums.
     
    The roadmap is grouped by release milestones. You can see the last one or two releases that are out at the top, so you can immediately see what's been implemented recently. Below that you have planned releases with what's being worked on in each. While this remains for everyone to see, please keep in mind the roadmap is still fluid and we can add & move things around. 
     
    In-Game Events
    For the past three weeks, we've had events every Saturday, courtesy of Events Team & the Govt. faction (shoutout Mouse!). We've hosted a fishing tournament, Mt. Chiliad Rally, and a trivia night. These events have proven to be a good boost to our weekend player-base, so we look forward to hosting even more of them.  
     

     

     
    Marketing Campaign
    As we approach the 1.9 and more importantly the 2.0 release, we're going to start a major marketing campaign. It's been a bit of a challenge to get off the ground, since we've struggled with keeping an active head of Community Engagement Team (formerly known as Communications Team) for months now - so if you've any real-world marketing experience and are keen to help out, please reach out via a forum PM. We expect to start this project soon however, so don't hold off on applying!   
     
    Complete changelog for 1.8.3
    - Added ability to pack cash into inventory items. (/cashpack) - Added cinematic camera mode. (/cinematic) - Added toggleable typing indicator. - Added toggleable facial talking animations. - Added livery change options for admins. - Added additional pet commands for admins. - Changed player list behavior to put local player at the top. - Fixed pet emotes.  
    Complete changelog for 1.8.2, released on January 14 (includes patches 1.8.2-P1 and 1.8.2-P2)
    - Added ability to change facial expressions - Added automatic closing doors on /lock - Added ability to refresh trucking missions - Added message showing total pay and company cut when completing a trucking route - Fixed tourniquet and bandage self not working - Fixed company log viewing - Fixed tabbed warning not showing correct time - Fixed weapon wheel not working in cars - Fixed weapon adjustment causing UI freezes - Fixed /setcar liveries not saving - Fixed custom liveries not setting (e.g. on the Buffalo STX) - Fixed pet emotes not always showing - Changed /cc to correctly hide chat depending on your chat size - Changed furniture mass selling so cannot be done with other players in the property - Changed trucking success message to show company cut - Changed payday notification to include company cut - Changed trucking pay bonuses to be fairer in relation to other jobs - Changed trucking cargo loading detection area to be more consistent PATCH 1 - Added missing HRMC tattoos - Fixed liveries being set incorrectly PATCH 2 - Fixed new trucking models showing Unknown Model - Fixed forklift forks not detecting properly - Fixed /vehiclecolors ID 139 (green) showing as blue incorrectly  
    Complete changelog for 1.8.1, released on January 5, including patch 1.8.1-P1 released on January 9
     
    - Added coloured blinking fuel indicator HUD elements and digital % display - stringer - Added /sellallfurniture - danut - Added ability to replace structural furniture - danut - Added ability to /helo in SD and FD helicopters - jack - Added a spend limit of $500 to company cards without an appropriate override permission - Imperium - Added rename option to furniture select menu - danut - Added more than 350 new furniture items for walls and floors - danut, Mouse & jack - Added phone animations - danut - Added Burger Shot building to Mirror Park - Imperium - Added a way to create fishing areas on the fly - Imperium - Added fishing spot to Mirror Park - Dos Santos - Added /vicinity - Addresses duplicating furniture not keeping the same tag - danut - Addresses g6speedo not being able to do ATM mission - Imperium - Fixed an occasional bug where some players would not receive a "your vehicle is ready" message from PDM - jack - Fixed invalid attachment bone data - jack - Fixed an issue where more than 4 weapons would not show up in the weapon wheel - jack - Fixed an issue where social security was not increased to 500 from 300 - Imperium - Fixed female clothing mod ID desync - jack - Fixed property stock groups not working - danut - Fixed G6 clothing mod texture issue - jack - Changed taxi and trucking contracts to no longer be paid by the government - Imperium - Changed flatbed load time to make it slightly quicker, and increases pay multiplier for flatbed mission rewards by 25% - stringer - Changed 'Government Contracts' to 'Contract Access' - Imperium - Changed fish prices to about +50% of current prices - Imperium - Changed PDM wait time from 2 hours to 1 hour (instant if premium) - stringer PATCH 1 - Fixed an issue where companies did not get profit from trucking - Fixed an issue where vans would not reliably be able to be loaded with a forklift - Fixed an issue with straps not aligning correctly for non-flatbed trucks - Changed weather to be more in line with a pacific state (not mirrored with Los Angeles however) - Changed reward multiplier from CDL level to use the truck's CDL level - Changed trucking payouts to check company balance  
    Thank you for your continued support
     
    Martin
  25. Mmartin

    Community Updates
    Hey all,
     
    Hope you're ready for a trip down memory lane because as of now, our legacy forums are available to be viewed again. They've been transformed into a read-only mode, you won't be able to make, or edit any posts or send messages. So head on to check out the history of LS-RP and grab whatever you were missing over the years.
     
    We've also made a thread in General Discussion to share cool finds.
     
    Please note that the forums come with zero warranty or support. If you can't log in, lost access, or anything similar, you're out of luck. We'll make sure they go back up should the forums crash, but we don't currently have any resources to provide any support at all. Also please keep in mind that the forums are over 10 years old, filled with data and running on outdated software. They will be slow, especially from the beginning as the cache populates. Big shoutout to @Ben who took the time to prepare the forum for release.
     
    Happy browsing! 
     
     
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