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ImperiumXVII

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Blog Entries posted by ImperiumXVII

  1. ImperiumXVII

    Development Updates
    Another Sunday, another update. This one isn't exactly filled with features, but there are some pretty nice and noticeable changes for you to explore. I am also happy to report that we have ironed out the bugs found in our custom presets (such as /bareswitch removing the floor...) and are ready to push these custom interiors to our live server. And let me say - some of these are genuinely top quality work. I forgot I was in a custom mapped interior (yes, done with /furniture) in a few of the new interiors!
     
    In addition, every new interior has a /bareswitch alternative, so if you don't like the mapping but want the layout, you can fit your own mapping in!
     
    Thanks to our Mapping Team members that made this possible: @lavakeule @ryz0skii @PlayerX @Chester Campbell @.Scarecrow @Lindsie @Trewen @Hanky
     
    Anyway, here's the weather:
    - Added randomisation to fist damage (now does between 4 and 7 damage) to make fist fights last longer - Added /fontsize and font size to /settings - Added hotkey-based vehicle interaction - Added phone notification sounds - Added better sync for trunks, doors and bonnets - Added a phone notification when the short-term weather changes - Added the tapered reward amount to /mission for truckers - Fixed an issue with gun bans - Fixed an issue where /hire would check your own player-owned company slots, not the target player's - Fixed an issue where /bareswitch only worked in properties you do NOT have permission to manage  
    There are some smaller fixes that were just one-liners, but I'm ashamed to say I didn't keep track of those ones!
     


     
    You can bring up the interaction key by holding ALT near a vehicle, or bring up the interaction menu with U
     
    Be aware, though. If you leave your windows rolled down, someone can reach in and unlock the car!
     
    Connection Issues
    As far as I've been able to see, our connection issues are largely resolved! There are one or two people I've seen that cannot connect no matter what, and it seems to me like this is potentially an issue with their specific ISP, rather than the server at this point. Never fear, though, as we can manually tweak our network settings per player now, meaning that anybody encountering these issues can be saved!
     
    Illegal Roleplay Features
    It's not really a massive secret that our updates recently have not been geared towards illegal roleplayers, and that the drug system is largely not very thrilling. I want to assure you that our priority now is generating cash as an illegal roleplayer. @matical has pumped out some great discussions (relating to a feature that has been asked for since SA-MP, something to do with houses) with the Faction Team, and @Mitcholodolo has been grinding out some great ideas to make the Darknet drugs trade more interesting for people that both do and don't have access to the system. I have also been gathering feedback about forensics (which will, of course, include gloves...) and how to tailor it to be fair for everyone involved in a crime.
     
    A third point
    Honestly, I forgot what this third point was. I should really plan this out better. I'll probably update this post and include this point in the next post when I remember...
     
     A third point 
    I actually remembered this about 2 minutes before posting this update, so I thought I'd just edit it in now. I've left the original draft above for a glimpse in how I work when I write up drafts of these posts... Anyway, the third point.
     
    We will be beginning to evict players that have not spent at least 4 hours in the last 7 days on a character that owns a property in order to free up some space for other players. Premium members are exempt from this activity requirement. What this means is if you have 2 characters, and rent a house on both, you must play for 4 hours in 7 days' time on both characters to retain your house on both characters. If you play 30 hours a week on character 1, and 2 hours a week on character 2, character 2 will lose their house.
     
    Lastly, we've seen a return to our playerbase since the last update that introduced the connection fixes. Where we were hovering around 20 players, we're now back up to the mid-80s at the same time. I am excited for our rise once more now that desperate people that need us to fail have been stopped in their tracks!
     
    Here are some images of an exclusive event you probably didn't get invited to as you're not part of one of our great illegal factions! Thanks to @SCANDALOUZ for the mapping and planning of this event!
     
     
     
    Dancin_dancin.mp4
     
  2. ImperiumXVII

    Development Updates
    Good evening!! Dos Santos covered most things I wanted to cover in his November update, so I'll just drop the changelog here.
     
    - Added graffiti - Added new prison/parole system - Added /co for company chat - Added BetaCoins for Darknet users - Added /togphone to turn phone on/off - Added GPS system (/gps, /savegps) - Added temperature to HUD - Added compass direction to HUD - Added government and civilian vehicles - Added mapping for courts - Added mapping for DA's office - Added mapping for LSPD - Added Go-Kart track on Vespucci Beach - Added the ability to rebind the ALT key for interactions - Added the ability for Testers to toggle name colour - Added the ability to equip clothing items on duty - Fixed some animations looping that shouldn't - Fixed some vehicles showing NULL as the name on the HUD - Fixed vehicle/furniture inventories not loading - Fixed not being able to remove mask in /clothes - Fixed some interiors constantly raining - Fixed melee damage - Fixed shotgun damage - Fixed not being able to transfer cash from a company account to your own account - Changed winter temperatures to be more mild and less extreme - Changed the range of /shoutto  
    And a message from @java:
     
  3. ImperiumXVII

    Development Updates
    Hello my friends and happy diwali to those that observe it. This is just going to be a place to store the changelogs for 1.6.1 and 1.6.2 as they may have been missed on Discord in #changelogs!
     
    Minor Update 1.6.1
    - Added /shirt /undershirt /pants /facemask /gloves - Added gloves and names for all masks (not all gloves are named correctly yet) - Added more optimisations for graffiti and furniture rendering - Added incorrect spelling for colour (color, by Kane) - Fixed an issue where you could not use capital letters in commands - Fixed an issue with some government vehicles - Changed legal code system on the MDC to allow for more codes  
    Minor Update 1.6.2
    - Added permission for companies to use company chat - Added ability to use /mic as a company member - Added ability to use /setstation without an entertainment permit (illegally) - Added health cap override effects to PCP and Lean (lean will give up to +40 health cap, PCP will give +20 in addition to the +30 from oxycodone and +15 from paracetamol) - Fixed an issue with inventory space (1g drug is 100 items, as 1 drug item is 0.01g for example, hence no room) - Fixed bugs with object selector - Fixed vehicle modshop overwriting existing mods - Fixed inventory being removed when released from prison - Changed graffiti to always be loaded rather than load in when streamed in (reduces lag/crashes) - Changed health cap reset from 2 hours to 1 hour  
    There's not much of an announcement to go with this, just wanted to keep you informed. The update will come within the next hour or so!
  4. ImperiumXVII

    Development Updates
    Hello, it's me, I was wondering if after all these weeks you'd like an update post?
     
    First and foremost: 
    - Added vehicle mod shop to add spoilers, roll cages, etc. to your vehicle in a mechanic area - Added medical fees for using /acceptdeath if you are level 3+ - Added loadout options for government type factions - Added drug effects: cocaine reduces recoil and meth reduces incoming damage (more to come) - Added a cost for using /heal at a hospital - Added animations when using your cellphone - Added a 40% buff to lawnmower pay - Added a 50% buff to garbageman pay - Added setup for new trucking routes to be created - Added ability for Company Team to create private hospitals - Added /v tow and /canceltow - Added cruise control - Added rebinding horn key for emergency vehicles - Added a fix for trucking routes disappearing over time - Fixed /fixsiren - Fixed automatically equipping a weapon when exiting a vehicle if it had modifications - Changed tapering to reset every 4 hours instead of 8 hours - Removed vanity plates as an option from the DMV - still accessible via UCP Premium Central  
    This has been a while in the making, I know, but I hope it's worth the wait! There was a lot to consider this update, and test, and re-test, as some of our changes this update were potentially game changers - drugs increasing your health & recoil especially, as that has ramifications on the upcoming weed growing script and the current drug economy!
     
    We have all been hard at work on major features right now, which, in hindsight, meant the small features and quality of life additions got neglected. That's a scheduling mistake on our part, especially as we moved over to a new project management tool, and it's something we've now rectified for the future. Hopefully Dos Santos' recent post alleviated some fears that we had all buggered off!
     

     
    We've heard a lot of feedback recently, especially regarding tapering. I want to assure everybody that tapering is working as expected and is benefitting the majority of players that can only play for a few hours a day. The intention is that you log ingame and you only have to work for 3 hours to get a majority of your expected pay, and that the remaining 5 hours of potential work time in the cycle is spent roleplaying and not worrying about grinding for cash, and this is working as intended. The unintended side effect of this is people do not see a reason to be ingame after the first 3 hours or so as they believe their pay is nerfed after this point - I want to stress that this is not the case, as without the tapering system a player's pay would be a flat rate of $100 or so, rather than starting out high and lowering over time, meaning much more grinding is required.
     
    Regardless, we have taken on board the feedback and have halved the amount of time required for tapering to be reset, which means now your time will be reset in 4 hours, not 8. This applies to everything that is tapered, from trucking, to fishing, to faction paychecks. If your cyclical pay is $850 (as it is for trucking, for example), you will now be able to make $850 in 4 hours instead of $850 in 8 hours, or $1700 in 8 hours.
     
    And in addition, both the garbageman and lawnmower jobs have seen a considerable buff in rewards, with garbage man now +50% more profitable and lawnmower 40% more profitable per square, and an additional 75% more profitable for a good job (every square cut).
     
    Another much requested feature (and one of the most reported for services) is /v tow - you can now tow your vehicle. Another player interacting with your car has the ability to cancel the tow with /canceltow, in case they are roleplaying around it, or are trying to break in and steal it. Another vehicle addition is finally the addition of cruise control! This will be added to both dealerships and mechanics shortly.
     

     
    Medical bills have reared their ugly heads, but in an entirely fair way. If somebody kills you, you will not be penalised as we feel this opens the door for players to maliciously deduct $800 from you without roleplay. No, only if you /acceptdeath will you be liable for costs, and only if you are level 3 or above. This is to encourage roleplaying with the Los Santos Fire Department or any private hospitals the state may soon decide to sell! /heal will also now cost money to prevent people from running into a fire station, using the command, and running back out like nothing happened.
     
    And as for the drug effects, they were balanced quite well from testing - you can see a reduction of up to 50% recoil and incoming damage, but you need to be really messed up to get to that point, on a level where your own shooting skills are probably going to be quite messed up. It's up to you to find a sweet spot!
     
    Closing out, we have some more changes coming within the next week and are going to try committing to a weekly update cycle again as we had before - there's no reason we should be waiting about a month between updates again.
     
     
     

     
    Edit 01:06
    Something I forgot to add on the original post was the following 2 tables!
     
    Top 24 Richest Companies
    table { font-family: Roboto; color: white; border: medium solid black; border-collapse: collapse; width: 100%; } table img { width: 100px; height: auto; } th { border: thin solid black; padding: 4px; background-color: #0000aa44; text-align: center; } td { border: thin solid black; padding: 4px; text-align: center; } .odd { background: #fff3; } tr { background: #fff1; } Company Employees Morozov Enterprises, LLC 11 LitUp, LLC 13 Lacroix Capital Ventures 13 Foreman Consulting, Inc. 4 Blursed, LLC 5 Fast Lane Entertainment, LLC 23 Autohub Logistics, LLC 27 Regal Limited, LLC 8 Roux Capital Group, LLC 11 Blueland Enterprise , LLC 7 W&F Patriotic Fund, LLC 3 Lost Socks Laundromat, LLC 1 Caine's Automotive Industries, LLC 2 Star Security Systems , LLC 3 Rawlins Estates, LLC 3 Valentine Estates, LLC 6 Mosley Estates, LLC 1 The Outsider's, LLC 3 HRMC Food & Beverages, LLC 14 Digital Den Sinner Street, LLC 3 Outcasts, LLC 3 Mirror Park Beverages , LLC 10 San Andreas Network, LLC 2 LD Organics, LLC 2  
    Top 24 Richest People
    Person Net Worth Natasha_Valentine 331,554 Kristijan_Zivanovic 204,392 Jonathan_Accardo 203,346 Damian_Mosley 138,367 Yuri_Mikhailov 132,367 Buck_Oakley 116,089 Jerry_Roux 105,015 Kamar_Mackey 91,466 Tony_Gunter 84,859 Amberly_Hammond 80,492 Aiden_Anderson 78,880 Dario_Martez 78,780 Gabriella_Leone 77,865 Yuri_Morozov 76,568 Winslow_Aphelion 69,467 Robert_McClane 67,562 Matthew_Krauel 67,531 Shen_Li 65,513 Michael_Thomson 64,589 Radomir_Zivanovic 64,245 Brandon_Green 61,463 Vanessa_Garcia 60,943 Michael_Hill 59,895 Dean_Cracchiolo 58,708
  5. ImperiumXVII

    Development Updates
    Good morning gang!! Not much filler to add to this one, just that we're working on some stuff... As you may have seen in #snippets, the prison overhaul is full steam ahead - the more specific details haven't been fully ironed out yet, but we're looking at effectively capping prison time to 4 hours/240 minutes (down from 15 hours/900 minutes) and bringing sentences up to be measured in hours and days. The way this will work is as follows:
     
    You are arrested You get prisoned for 72 hours for kidnapping, with parole available after 90 minutes You must stay in-game and in prison for 90 minutes, then you are eligible to do /paroleme You will be released, but if you do /time you will see that you are still serving your sentence for the full 72 hours You must remain on good behaviour for the whole 72 hours - if you die, you will respawn in prison. If you are arrested, you will go back to prison DCR parole officers will be watching you as well for these 72 hours - if you commit a crime, you will go back to prison If you are remanded back into prison for violating parole, you will lose the ability to /paroleme again, meaning you need to negotiate a second parole term with DCR staff. They may say no and force you to serve the entire sentence depending on what caused you to be remanded back in custody again You do not have to use /paroleme or /releaseme when your time is up - you can stay in prison indefinitely  
    The other major update on the horizon is the long-awaited graffiti script. Yes, it has taken ages, that's my fault entirely. I did the backend part of it and lost all my ideas on how to do the player-facing side of it, so @java took that on and the snippet he shared in the staff chat already looks amazing.
     
    These are the fonts available to use for graffiti:

     
    If you want to see any more, feel free to send me links to the fonts!
     
    And on the UCP, we've now enabled chatlog sharing:
     

     
    You can choose to share with every admin, or a specific admin by using @username (e.g. @ImperiumXVII)
     
    Anyway, here's the changelog for this update:
    - Added the ability for players to share chatlogs on the UCP to use as supporting evidence in reports - Added character count in the text bar when typing - Added over 100 construction objects for government public works - Added blacklist to disable specific vehicle mods (like landmines) - Added /lowto and /shoutto - Added a way for admins to open/close businesses without needing a business owner online - Added interiors defaulting to sunny weather to avoid rain clipping - Added the ability to /localweather to rain if it is also raining in the real world - Added inventories to company and faction vehicles - Added 13 nicotine vapes - Added 7 new drugs - Lean - Peyote - PCP - Ketamine - Ecstasy (MDMA) - LSD - Nitrous Oxide (balloons) - Fixes to vehicle modshop - Fixed /pm colour being wrong for admins on duty - Fixed /v tow working on impounded cars - Fixed /setvolume not working in houses - Changed /chat to /sayto  
  6. ImperiumXVII

    Development Updates
    Hello again from another update post!

    First off, some colours have changed! To better help you distinguish who is responsible for what, we have changed some of our staff rank colours. This will help players, and staff, figure out who to approach for their problem.
     
    For example, management has been changed to orange (the colour of the R in the LSRP logo) to separate them from Lead Admins and Senior Lead Admins as the former generally does not perform basic administratrion like the latter does. Senior Admins are in a darker green to denote their seniority, and Trainee Admins are separated from the Tester colour to make them stand out more whilst still making it clear they're not full admins.
     
    Here's our changelog: 
    - Added new vehicles to pdm.com - Added new vehicles to spawn in the showrooms of both car and motorcycle dealerships - Added over 2000 different variations of clothing available in stores - Added the ability to be in multiple player-owned companies via the Premium Central panel on the UCP - Added the ability for Company Team members to set a business to a custom amount of furniture items - Added auto low effect on /dice and /rnumber for gamblers - Added the ability to /selectroadblock to select a roadblock with the mouse - Added /l back as an alias for /low - Added more furniture item previews - Added better anticheat detection for cheated weapons (they no longer do damage)  
     
    Connection Issues
    These connection issues have been a pain for all of us but I'm happy to say that we have been testing a fix and believe we have a solution that should work. I can't go into specifics, but we have once again configured our network (as we have been doing every day...) and I am sure that we're going to see better days from this update onwards. Massive thanks to @Duco for taking the time to develop this! 
     
    You may see 'loading server resources' for longer than usual but this is expected - it will only take long once and after that should load instantly like it normally does.
  7. ImperiumXVII
    Hello,
     
    Just another quality of life update - we are still working on our upcoming features and will be releasing them within the next week, if all goes to plan! Without prattling on, here's the changelog:
     
    - Added San Andreas State Prison mapping changes - Added Department of Corrections and Rehabilitation vehicles and uniforms - Added commands for legal factions to bandage other players - Added the ability for administrators to change native doors - Added logs for weapon license grants and revocations to better track changes - Added spawn protection when entering an interior that has a freeze time (invincibility) - Added pressing Y to unfreeze when entering an interior - Added a warning for everyone in the property when a player uses /resetpos - Added better damage reduction detection for SWAT duty - Added an optional tag to parameters in /offerpaint - Added /cad in a company property with the correct permissions - Fixed an issue where /offerpaint would not show the correct price if offering pearlescent paint - Fixed an issue where using a gauze on a nearby person would not work - Fixed an issue where being shot in the chest would cause bleeding if wearing armour - Fixed an issue where admin-refunded weapons showed as being registered to the admin The company permission required to post ads inside a company property is this one here:
     

     
     
    Our planned major update this week didn't come through as we've begun working on multiple projects this week, including this sneak peek:
     

     
    This past week we have had a few things pop up from our assorted teams and groups, here's a quick recap:
     
    LSRP Economy Team feedback survey Solo Schemes - an alternative to faction schemes, allowing solo players to take part in different roleplay LSRP Faction Team feedback survey  
    You may have also seen that we have added a new #los-santos-news channel on Discord. If you fancy yourself a reporter, get in touch with the Company Team who can get you access to post there!
     
    And finally, with this update we have brought the Department of Corrections and Rehabilitation faction in-game to coincide with the Faction Team's Prison Scheme - we hope to bring new life to prison roleplay on our server and aim to cater to any need a player could ask for!
     

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