<?xml version="1.0"?>
<rss version="2.0"><channel><title>Development Latest Topics</title><link>https://forum.eclipse-rp.net/forum/209-development/</link><description>Development Latest Topics</description><language>en</language><item><title>ECLIPSE ROLEPLAY - Clothing Update (July 28th 2024)</title><link>https://forum.eclipse-rp.net/topic/160125-eclipse-roleplay-clothing-update-july-28th-2024/</link><description><![CDATA[<p style="text-align:center">
	<img alt="eNkTYO4.png" data-ratio="42.20" height="211" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	Dear Eclipse Community,<br>
	<br>
	Finally, the long-awaited clothing update is here! The clothing update was developed in a joint effort by the modder and development teams:
</p>

<ul>
	<li>
		The modder team was responsible for the custom clothing: asset acquisition, modelling, texturing, and setting up the file structures. They built the actual DLC archives needed to load the custom clothing into the game (this includes both faction and civilian models).<br>
		 
	</li>
	<li>
		The development team had to integrate the new custom clothing (and also a large number of missing base game clothes) into the server. The clothing update required a partial rework and patching of the old clothing system. New improved data structures, clothing-related graphic interfaces and scripts had to be developed.<br>
		 
	</li>
	<li>
		Our awesome staff team helped test the update and volunteered as data collectors. It is not the first time when our staff team members aid us in the development process. An additional dozen pairs of hands can make extremely difficult and time-consuming tasks more achievable.
	</li>
</ul>

<p>
	The development process had a fairly high degree of complexity. It is much easier to start working on a new script and, once finished, integrate it into the server rather than to change and update an old and really large system. Changes to the old clothing system have a ripple effect across other parts of the server because so many other scripts and systems depend on clothing. The new system had to be made in a specific way to support future clothing additions (custom and base game).<br>
	<br>
	Furthermore, it did not help that clothing has an extremely large amount of data associated with it. Part of it had to be manually reviewed to ensure the best player experience (ex., selecting undershirts and torsos, removing invalid or bugged items, setting up the prices and availability, etc.). The update required a fair amount of time and effort to properly setup the top, undershirt, and torso combinations. In many cases, GTA Online uses pre-built outfits while ECRP tries to be more flexible and allows players to build their own outfits of fully individual pieces; therefore, data that could have been extracted automatically from the game files was often incorrect and could not meet our needs. Finally, data conversion tools had to be written and tested multiple times in an attempt to preserve as much of the old clothing and hair already owned by players as is feasible (it may not be perfect, but the test cases had good results).<br>
	<br>
	Unfortunately, some planned features (quality of life changes, additional content) had to be cut out to allow us to release the update sooner rather than later, but the most difficult part of the work, the necessary foundation and other important parts of the clothing update, have already been laid out and done. On the bright side, more clothing related updates are on their way and the latest update is definitely not the final state of our clothing system.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Clothing Stores</b></span></font><br>
	<strong>A new look, hundreds of clothes, and additional features!</strong>
</p>

<p>
	The new clothing store UI enables players to build an entire outfit before making the final purchase (similar to vehicle/weapon customization). It has categories with total clothing numbers; you can see the ids, the exact number of models and textures, names and prices of individual items, even attributes like weight and other useful information. There is a lot of new clothing; the undershirt selection has also expanded and is more straightforward. In addition, you can now purchase a variety of gloves and even select different colors.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="51745" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.png.2e44a503975b354c24b54bc311609ff8.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51745" data-ratio="56.30" data-unique="nhafc7903" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.thumb.png.336eb0a2c998f00f6400196c695988ba.png"></a><br>
	<br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="51746" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.png.5cb7cbd1876714ddf1cd601cb0aa3142.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51746" data-ratio="56.30" data-unique="a1j8xrnnd" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.thumb.png.f45179f703724fa210d88378ed149daa.png"></a><br>
	<br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="51747" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.png.b4c4ce38802268275cd140e309fc9b47.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51747" data-ratio="56.30" data-unique="4df46slww" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.thumb.png.1cf3bf1a26eab9e57941617acb2071da.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Hairstyles</b></span></font><br>
	<strong>Hundreds of new hairstyles!</strong>
</p>

<p>
	Around 200-300 new hairstyles have been added to the server (a few models are from the base game). However, there is a downside to using custom hairstyles. Custom models do not work that well with hats and masks; some custom hairstyles have really long hair and may require more effort to combine them with other clothes (GTA V was not designed with long hair in mind). There are ideas to make a command to tie your hair; there is also an option to make extra models to account for the hats; regardless, this issue requires further research. Furthermore, the barbershop continues to use the old UI, but the development of a barbershop update is planned to begin after we are satisfied with the state of clothing. The planned update would include a brand new barbershop UI, additional hair textures, makeup, and facial hair.
</p>

<p>
	<img alt="image.png?ex=66a8cafc&amp;is=66a7797c&amp;hm=707" data-ratio="75.08" width="999" src="https://cdn.discordapp.com/attachments/716682793626632215/1267440004406313041/image.png?ex=66a8cafc&amp;is=66a7797c&amp;hm=707f66b3f53aa5da12df3689b2f9a9fa842ff46ca3b12ea604b65f1a5b1011a8&amp;="><br>
	<br>
	<font color="#3498db"><span style="font-size:18px"><b>Faction Uniforms</b></span></font><br>
	<strong>Factions can now build their own uniforms with the help of the clothing customizer!</strong>
</p>

<p>
	Factions now have the ability to create their own outfits. This provides the much needed flexibility as faction leaders no longer need to wait for the developers to make the requested changes. The clothing customizer combined with the new custom clothing creates significantly more opportunities and variety. However, we do expect faction leaders to ensure that the faction uniforms are used in a professional, immersive and realistic manner. Special clothing items like kevlar should not be over-used without cause. There should be immediate in-character circumstances to justify putting on armor, however, more flexibility can be extended to law enforcement officers because their profession is inherently more dangerous.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="51750" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.png.dc02bc5b0afb0dc229fd8193ae70ebd8.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51750" data-ratio="56.30" data-unique="qo0gq45sr" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.thumb.png.060bf82137ed8fb1d3f8c6dbeffcbcb3.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Job Uniforms</b></span></font><br>
	<strong>Freelance jobs have not been forgotten!</strong>
</p>

<p>
	Freelance jobs have also had their uniforms updated. It is a lot more realistic, immersive, and satisfying to work while wearing the most appropriate outfit for the job. Since drug crafting can also be considered a job of sorts, additional Hazmat Suit colours are now available at Humane Labs! Do not forget about our beloved Bolingbroke Penitentiary residents who may notice a slight change in their appearance too!
</p>

<p>
	<img alt="clothes.png?ex=66a8d9f7&amp;is=66a78877&amp;hm=6" data-ratio="50.40" width="1000" src="https://cdn.discordapp.com/attachments/628544652131172363/1267456087976841290/clothes.png?ex=66a8d9f7&amp;is=66a78877&amp;hm=62dc4b6f32ed6740513ff9df2acebbf41842d56e2b74bb225c02c337fc504add&amp;=">
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Clothing Configuration</b></span></font><br>
	<b>Top, undershirt &amp; torso combinations.</b>
</p>

<p>
	It is more of a development tool than a feature, but it affects everyone who is not running around the world naked. The clothing configuration UI enables our senior staff members and developers to make changes to the undershirt and torso selection. It can be done on the fly without any need to restart the server. Because there is a large amount of data and many different combinations, some tops may, on occasion, still have a torso that does not perfectly match your selected top, or gloves may not be displayed. These undershirt and torso issues will be gradually resolved as time passes with the help of this tool.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="51751" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.png.182cea8a0974095628f2e0be9fa4778b.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51751" data-ratio="56.30" data-unique="hwo5blj8q" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.thumb.png.5b52b107d22ddc9d1b8e3467e576755b.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Clothing Inventory</b></span></font><br>
	<b>New clothing item images, icons and some changes.</b>
</p>

<p>
	Clothing items now have new images and icons which should help to distinguish the different clothing items from the others. Small blueish and reddish icons at the top-right corner indicate the designated player model (either male or female). Unlike before the update, players can no longer equip clothing items of the opposite sex. It is not feasible to do it any other way, because males can't equip a dress anyway, instead they would be equipped by a random male clothing item. In short, it is a GTA V limitation where each player model has it's own clothes and the only way to make it work would be to replicate the models (double download size) and adjust their models and textures to male/female body proportions (huge amount of work). Furthermore, there are the clothing item images themselves and we have around 20,000-25,000 of them, however, to fully cover all the base game and custom DLC clothes we would need another 20,000-25,000 images, so instead, players will often see transparent placeholders where an image is unavailable. If we are able to streamline the image creation process and enlist the help of our community, we could fill in the gaps ourselves (this is currently pending research). Finally, we have the clothing item names that were extracted from the GTA V files (including custom clothing), however, not all base game items have names, so instead players may notice such items being named a sequence of numbers. All nameless items will have descriptive names assigned in the near future.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="51752" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.png.350699d73eea93dcb3deb37e2c0b2c2f.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="51752" data-ratio="56.30" data-unique="jvf6h981l" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2024_07/image.thumb.png.0140d9940ddba9602a2dd90722d5ea8f.png"></a>
</p>
]]></description><guid isPermaLink="false">160125</guid><pubDate>Sun, 28 Jul 2024 12:52:53 +0000</pubDate></item><item><title>ECLIPSE ROLEPLAY - Casino Update (February 4th, 2024)</title><link>https://forum.eclipse-rp.net/topic/151620-eclipse-roleplay-casino-update-february-4th-2024/</link><description><![CDATA[<p style="text-align:center">
	<img alt="eNkTYO4.png" data-ratio="42.20" height="211" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	Dear Eclipse Community,<br>
	<br>
	Proudly announcing an update that has been anticipated for a long time, the Diamond Casino finally opens its doors! This new update brings many things to the casino including table games, slot machines, and the lucky wheel; all housed inside our new custom casino MLO.
</p>

<p style="text-align: center;">
	<img alt="eKJjHY2.png" class="ipsImage" src="https://i.imgur.com/eKJjHY2.png">
</p>

<p>
	<strong><span style="font-size:18px;"><span style="color:#3498db;">Chips</span></span></strong><br>
	In the casino, instead of using cash you’ll be using Casino Chips! The conversion rate for Casino Chips is 1:1, so 1 Casino Chip = $1 Eclipse Buck. You can buy your chips with cash at the cage in the main room on the gambling floor. When you cash in, of course, the Diamond Casino needs to take a small bit to pay the bills. When cashing in your chips, a 3% tax will be taken from the total but don’t worry, you can buy them back and win more later on!
</p>

<p style="text-align: center;">
	<img alt="I39E4rF.png" class="ipsImage" src="https://i.imgur.com/I39E4rF.png"><br>
	<img alt="UaPRiNu.png" class="ipsImage" src="https://i.imgur.com/UaPRiNu.png">
</p>

<p>
	<strong><span style="font-size:18px;"><span style="color:#3498db;">Slot Machines</span></span></strong>
</p>

<p>
	We’re happy to finally show off and release the new slot machines, the script being completely different from what you may be used to if you partook in playing slot machines at Tequilala in the past. With seven (7) new machines available to use, the possibilities of spinning to win are endless!
</p>

<p style="text-align: center;">
	<img alt="XUdLvVP.png" class="ipsImage" src="https://i.imgur.com/XUdLvVP.png"><br>
	<img alt="FRPZaN9.png" class="ipsImage" src="https://i.imgur.com/FRPZaN9.png">
</p>

<p>
	To change your bet amount, you can press <strong>left-shift</strong> to raise it, and <strong>backslash (\)</strong> to lower it. To spin, you press <strong>left-click</strong>.
</p>

<p>
	<strong><span style="font-size:18px;"><span style="color:#3498db;">Poker</span></span></strong>
</p>

<p>
	We're thrilled to announce a complete overhaul in our poker script from fixing gameplay issues to introducing innovative UI improvements, as well as catering to players of all stakes with a variety of table sizes. 
</p>

<p style="text-align: center;">
	<img class="ipsImage" alt="kFfMeNM.png" src="https://i.imgur.com/kFfMeNM.png">
</p>

<p style="text-align: center;">
	<img class="ipsImage" alt="GNT7MrG.png" src="https://i.imgur.com/GNT7MrG.png">
</p>

<p>
	<strong><span style="font-size:18px;"><span style="color:#3498db;">Black Jack</span></span></strong>
</p>

<p>
	Blackjack is one of the games we’re the most excited to have included in this release; this game has been requested and talked about for ages, and it’s finally here for you to play! With 3 different table types for Black Jack, you can play for a small amount of money at the low or medium-stake tables or go for the big win at the high-stakes tables.
</p>

<p style="text-align: center;">
	<img alt="oUtZM9B.png" class="ipsImage" src="https://i.imgur.com/oUtZM9B.png">
</p>

<p>
	To bet, you press <strong>Enter</strong> upon joining the table and enter your bet. Each table has its own minimum bet, so make sure you pick the right table for your budget!<br>
	When it’s your turn, you press <strong>Enter</strong> to hit, and <strong>Backspace</strong> to stand.<br>
	If you get two of the same card, you can press <strong>Shift+S</strong> to split.<br>
	If you’re feeling lucky, press <strong>Shift+D</strong> to double your bet, but be wary, if you double you can’t hit anymore!
</p>

<p>
	<strong><span style="color:#3498db;"><span style="font-size:18px;">Roulette</span></span></strong>
</p>

<p>
	Roulette has also been introduced to the casino, if you have a lucky number, this is the game for you to put its luck to the test! Similar to Poker and Black Jack, the Roulette wheels also have a Low/Medium/High Stake option.
</p>

<p style="text-align: center;">
	<img alt="lbIeXmZ.png" class="ipsImage" src="https://i.imgur.com/lbIeXmZ.png">
</p>

<p>
	To bet, press <strong>G</strong> to change your camera view. It will allow you to look around the multiple betting options.<br>
	Press <strong>Shift</strong> to raise your bet size and <strong>Ctrl</strong> to lower it.<br>
	Clicking your <strong>Left Mouse Button</strong> will place a bet.<br>
	Clicking <strong>Right Mouse Button</strong> will remove a bet.
</p>

<p>
	<strong><span style="font-size:18px;"><span style="color:#3498db;">Lucky Wheel</span></span></strong>
</p>

<p>
	With the lucky wheel, there are 19 different possible prizes (in chips) that you can win, all the way from 2000 chips to 5x the chips you spent to spin! Unfortunately, you can’t win the car, but if you get lucky enough you can land on the mystery prize for something very cool!
</p>

<p style="text-align: center;">
	<img alt="Z56e0PK.png" class="ipsImage" src="https://i.imgur.com/Z56e0PK.png">
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">151620</guid><pubDate>Sun, 04 Feb 2024 14:22:21 +0000</pubDate></item><item><title>ECLIPSE ROLEPLAY - Modder Team Update (December 31st, 2023)</title><link>https://forum.eclipse-rp.net/topic/149705-eclipse-roleplay-modder-team-update-december-31st-2023/</link><description><![CDATA[<p style="text-align:center;">
	<img data-ratio="42.20" width="1000" alt="A4Q6TmfqYZBSAAAAAElFTkSuQmCC.png?ex=6746" src="https://cdn.discordapp.com/attachments/778244380506587177/1182332378652364870/A4Q6TmfqYZBSAAAAAElFTkSuQmCC.png?ex=67468815&amp;is=67453695&amp;hm=37818c9573f626e99e7f20368f8886ee0493415e2c6741ac9a097ad1345a664e&amp;">
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;"><strong>Dear Eclipse Community</strong>,</span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">This is the first development blog that is from the modification team here at Eclipse and it is intended to brief you on some of what has changed, how it's changed and an insight into why it has changed. The main goal of the modification team is to supplement the development updates with a more-personal roleplay experience that is unique to our server and community. </span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">Previously, you will have seen that with the last map update in March, as well as vehicle updates and previously our clothes. It is what that in mind, this update focuses on the first of our planned map updates.</span>
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong><span style="background-color:rgb(35,35,35);">Restructuring</span></strong></span></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We have undertaken a restructure of our how are modifications are installed on the server and that will unfortunately dictate that you will likely have to redownload the server files when you next play. </span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">The main reason for this is that it will allow us moving forward to modify projects individually. Currently, updating some of our maps might come with a 300mb download, all for the sake of updating an individual map. While 300mb is not a large file, when you factor in the size of our player base, it's begins to add up. </span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">This is a more progressive way of working and will stand us in good stead for the future.</span>
</p>

<p>
	<span style="color:#3498db;"><strong><span style="font-size:18px;"><span style="background-color:rgb(35,35,35);">Phased Updates</span></span></strong></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">This first release contains what we consider to be required map changes. We determined these to either be updates to maps that are essential updates to our current roleplay environment or global map updates which don't affect anyone specifically, with the exception of a few key faction locations.</span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">These global map updates include the Map Fixes (<a href="https://www.gta5-mods.com/maps/map-fixes" rel="external nofollow">https://www.gta5-mods.com/maps/map-fixes</a>) and Fixes and Improvements (<a href="https://www.gta5-mods.com/misc/fixes-improvements" rel="external nofollow">https://www.gta5-mods.com/misc/fixes-improvements</a>) from creator Alex106 as well as updates to the Forests of San Andreas (<a href="https://www.gta5-mods.com/maps/forests-of-san-andreas-revised" rel="external nofollow">https://www.gta5-mods.com/maps/forests-of-san-andreas-revised</a>) and GTA:V Remastered (<a href="https://www.gta5-mods.com/maps/gta-v-remastered-enhanced" rel="external nofollow">https://www.gta5-mods.com/maps/gta-v-remastered-enhanced</a>) from Larcius.</span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">Additionally, we have worked on cleaning up player properties to allowing for better access by removing frozen doors or gates as well as other objects that obstructured access, allowing for deployment of outdoor gates and doors of the players choosing and within their control.</span>
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong><span style="background-color:rgb(35,35,35);">Basegame Clothing</span></strong></span></span>
</p>

<p>
	As a precursor to our future clothing update, we have also added a number of additional textures to some of the base-game clothing where there were simply black and white checkered textures. We understand you will be looking forward to the clothing update and we'll have more details about that in another release soon.
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong><span style="background-color:rgb(35,35,35);">Updated Locations</span></strong></span></span>
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">Bolingbroke Prison</span></strong></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We have made our largest update to the Prison Interior since it was implemented several years ago. This includes a re-work of the prison yard, adding a helipad for medical and prisoner transport as well as segmenting the yard into lockable sections. </span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We have altered the lighting in the cell block to make it easier to see during all times of the day, we have added benches to allow for prisoners to sit, removed bunk beds to allow prisoners to roleplay sleeping as well as fixed the broken cell area.</span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We have also committed to a certain level of personalisation for the DOC faction and the prison as a whole will feel more like Eclipse's prison than just an MLO we bought.</span>
</p>

<p style="text-align:center;">
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;"><img alt="EnUTKYl.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/EnUTKYl.png"> <img alt="3p4bMFQ.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/3p4bMFQ.png"></span>
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">Pillbox Hospital</span></strong></span>
</p>

<p>
	We have also made some changes to how Pillbox loads, to hopefully improve performance in and around that MLO. Previously, the interior map was loading however we have taken steps to correctly hide certain rooms of the hospital from being loaded until needed.
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">Paleto Sheriff Station and Police Parking Garages</span></strong></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">The Paleto Bay Sheriffs Station has been updated with a new, personalised MLO. This not only mores more use of the ground floor but additionally, also adds a second floor for the Sheriffs' Department to use. Sticking with LSSD, we have also added another location at Sandy Shores which replaced the existing station and hospital with a brand new station.</span>
</p>

<p style="text-align:center;">
	<img alt="BesfUUg.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/BesfUUg.png"> <img alt="1j7dLLX.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/1j7dLLX.png">
</p>

<p>
	For the LSPD, we have added an interior at Vinewood Police Station which covers all the levels of the exterior building. The same creator made both the Paleto Bay Sheriffs Station and Vinewood. Both Sandy and Vinewood have been added as secondary locations, to give those factions more scope to role-play in.
</p>

<p style="text-align:center;">
	<img alt="RnwnwqU.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/RnwnwqU.png">
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We've updated some visuals and also installed parking at Mission Row and made changes to how certain rooms within Mission Row load, to hopefully improve performance around such a busy area.</span>
</p>

<p style="text-align:center;">
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;"><img alt="oBORQLR.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/oBORQLR.png"> </span><img alt="NrZYnrT.png" data-ratio="50.00" width="500" src="https://i.imgur.com/NrZYnrT.png">
</p>

<p>
	<em><span style="background-color:#232323;color:#bfbfbf;font-size:14px;">Plus, that pesky invisible wall at Mission Row has now been removed.</span></em>
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">Mechanic Garages for Los Santos Customs and Bayview</span></strong></span>
</p>

<p>
	<span style="background-color:rgb(35,35,35);">We have made updates to the Los Santos Customs MLO, recolouring the inside as well as personalising it to the faction's specification with a front desk and bay numbers amongst other details. We are aware that it is an area where people experience some performance loss and we'll monitor that to see if we need to change things up further, beyond this.</span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">Bayview has had a update to it's current map, adding a (currently unscripted) car wash as well as additional branding for Bayview. However, there is something else <strong>quite special</strong> planned regarding this, in a future, upcoming update.</span>
</p>

<p style="text-align:center;">
	<img alt="image.png.1f72ce1bc778bed8c742988668af1cc6.png" data-fileid="44828" data-ratio="50.00" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_04/image.png.1f72ce1bc778bed8c742988668af1cc6.png"> <img alt="image.png" class="ipsImage" data-fileid="44829" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_04/image.png.f4bc2211730af6e5e21e960976c0d0a6.png">
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">Weazel News</span></strong></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">Weazel News has had it's interior updated with personalisation for the faction, as well as the implementation of garages for the faction to use as well. </span>
</p>

<p style="text-align:center;">
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;"><img alt="8QafHae.png" class="ipsImage" data-ratio="50.00" height="250" width="500" src="https://i.imgur.com/8QafHae.png"> </span><img alt="jp0Hc7B.png" data-ratio="50.00" width="500" src="https://i.imgur.com/jp0Hc7B.png">
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">Downtown Cab Company</span></strong></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We have updated the DCC Headquarters in Vinewood, now with exterior walls instead of fences, new text, a faster gate, a side gate, plenty of flowers and also fixed the broken mirror in the bathroom.</span>
</p>

<p style="text-align:center;">
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;"><img alt="04.png" class="ipsImage" data-fileid="47412" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_09/04.png.9a1142b3432e59b13338c92036719f5e.png"> <img alt="05.png" class="ipsImage" data-fileid="47413" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_09/05.png.ee7ea35c004cd43c14a7677cb3fd86c4.png"></span>
</p>

<p>
	<span style="color:#ffffff;"><strong><span style="background-color:rgb(35,35,35);font-size:14px;">City Hall</span></strong></span>
</p>

<p>
	<span style="background-color:#232323;color:#bfbfbf;font-size:14px;">We have removed a significant number of the Bollards around the City Hall, added in some additional water fountains, and updated the helipad.</span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">149705</guid><pubDate>Mon, 27 Nov 2023 05:02:50 +0000</pubDate></item><item><title>ECLIPSE ROLEPLAY - Drug Update (December 21st, 2023)</title><link>https://forum.eclipse-rp.net/topic/150329-eclipse-roleplay-drug-update-december-21st-2023/</link><description><![CDATA[<p style="text-align:center">
	<img alt="eNkTYO4.png" data-ratio="42.20" height="211" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	Dear Eclipse Community,<br>
	<br>
	As requested at our last community meeting, we have added some practical drug effects in hopes to make the drug items actually useful beyond holding a turf and earning money. Hopefully, the drug effect update will create some demand and revive player to player illegal trade. Note that this update does not make any changes to old drug features such as visual effects or addiction.<br>
	<br>
	In this update there 4 new HUD icons that represent the player's stress, agility, strength and endurance. In order to maintain the HUD as clean as possible, the new icons are only visible whenever their represented values are not equal to 100% (default). In addition, you might notice some new indicators for wellness, recovery, hunger and thirst (arrows up, arrows down or pause) to indicate if something is affecting their values in one way or the other.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="48772" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_12/image.png.5b5624c49d7604dcc889831d3aaef234.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="48772" data-ratio="11.70" data-unique="0fme43rxo" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_12/image.thumb.png.4fbe2697ccb0ddddbbc00c4792c9185c.png"></a>
</p>

<p>
	Currently, the only way to influence these 4 new values is to consume drugs, but that may change in future updates as the system is fairly flexible and could be applied to alcohol, cigarettes, physical exercise, injury etc.. All drugs have different combinations of effects with different potency and duration. Recreational drugs are more likely to excel in calming your character and reduce stress while synthetic drugs are more likely to make your character faster and stronger, but may also damage your wellness.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Wellness</b></span></font><br>
	<strong>No reduction from Cannabis and Psilocybin Mushrooms, maximum reduction from Heroin</strong>
</p>

<p>
	Wellness represents your character's overall physical health and fitness. It determines the maximum amount of health and the maximum sprinting distance. Eating expired or inappropriate foods, using most drugs, getting injured and dying will cause wellness to drop. Maintaining a nutritious diet, eating and drinking will increase it slowly over time. In this update we have added wellness penalties for using drugs and also increased injury and death penalties. It should work to deter the frequent use of powerful combat related drugs.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Recovery</b></span></font><br>
	<strong>Cannabis and Psilocybin Mushrooms speed up the recovery rate</strong>
</p>

<p>
	Recovery is basically a timer that is applied after injury or death. It prevents the player from jumping and running, as well as stops their wellness from increasing until fully recovered. No significant changes had been made here, however, <strong>Cannabis </strong>and <strong>Psilocybin Mushrooms </strong>now helps to speed up the recovery timer.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Health Regeneration</b></span></font><br>
	<strong>All drugs to some extent (can be either much lower or much higher than painkillers)</strong>
</p>

<p>
	All drugs affect the health regeneration rate for a few minutes. None of them provide instant health boosts. Be aware that most of the drugs lower wellness that determines the maximum health, so loss of health may occur when consuming drugs at 100% wellness and health.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Hunger</b></span></font><br>
	<strong>Cannabis, Psilocybin Mushrooms, Methamphetamine, LSD, Ecstasy</strong>
</p>

<p>
	Some drugs will cause you to lose appetite, so your hunger will be either halted or slowed down for the duration of the effect.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Thirst</b></span></font><br>
	<strong>Heroin, Methadone</strong>
</p>

<p>
	Some drugs will cause you to become more thirsty, so your thirst will deplete at an increased rate.
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Stress</b></span></font><br>
	<strong>Cannabis, Psilocybin Mushrooms, LSD</strong>
</p>

<p>
	Lower stress helps your character to perform tasks that require precision and focus, such as picklocking doors and safes, hotwiring vehicles, disarming alarms and CCTV, grabbing cash, making less noise while sneaking, locking doors and more. It either makes the action timers go faster or makes the action timer green zones larger that reduces the chance of failure.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Agility</b></span></font><br>
	<strong>Cocaine, Crack, Methamphetamine, Ecstasy, Steroids</strong>
</p>

<p>
	Higher agility makes your character run, sprint and swim faster. It also has a similar effect to stress on tasks that are simple and require speed more than focus, such as grabbing cash, making less noise while sneaking, cleaning spills, cleaning fingerprints, entering doors, dismantling equipment.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Strength</b></span></font><br>
	<strong>Cocaine, Crack, Methamphetamine, Steroids</strong>
</p>

<p>
	Higher strength enables your character to carry more weight and reduces weapon recoil. It also has a similar effect to stress and speed on tasks that require handling equipment or objects that are heavy, such as drilling doors, loading cargo, mining, oil extraction, smashing items, opening crates with a crowbar, carrying bodies, disassembling vehicle parts.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Endurance</b></span></font><br>
	<strong>Cocaine, Crack, Cannabis, Psilocybin Mushrooms, Heroin</strong>
</p>

<p>
	Higher endurance dampens pain perception and reduces the damage done to your character's health by firearms. In the future we plan to make a custom damage system for melee weapons that would enable us to increase player melee damage when their strength is high and dampen it when their endurance is high.
</p>
]]></description><guid isPermaLink="false">150329</guid><pubDate>Thu, 21 Dec 2023 14:21:02 +0000</pubDate></item><item><title>ECLIPSE ROLEPLAY - Development Update (October 28th, 2023)</title><link>https://forum.eclipse-rp.net/topic/148884-eclipse-roleplay-development-update-october-28th-2023/</link><description><![CDATA[<p>
	 
</p>

<p style="text-align:center">
	<img alt="eNkTYO4.png" data-ratio="42.20" height="211" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	Dear Eclipse Community,<br>
	<br>
	Since the beginning of autumn, our development team has been working on improving the development process in order to make it more efficient and to improve the speed at which new content can be delivered. This includes regular developer meetings to discuss planned features and progress on ongoing work; new software and technologies, such as swapping to a more efficient git repository; using Docker for testing in a production environment and for speedier deployment of new server versions to the live host; the use of new server management tools and dashboards; exploration of making some of our non-critical services, such as the Discord bot, open source for anyone to contribute to; and much more! The next part may not be that relevant to an average player, but it is still important and needs to be done, and it takes a fair amount of time too. Server maintenance, software and package updates, and code refactoring had also been made just recently to keep us up to date and up to standard. It not only helps us with the development process but also makes our systems faster, more secure, and easier to work with.<br>
	<br>
	<font color="#3498db"><span style="font-size:18px"><b>Faction Management UI</b></span></font>
</p>

<p>
	Faction vehicle and weapon permissions have been moved from the F4 menu (faction menu) to the new faction management menu that can be accessed from faction lockers or parking lots. The UI enables faction leaders to create multiple customization variants of the same vehicle or weapon model and authorize their faction branches and groups to use those specific variants. Faction leaders can then assign a custom title and description to make it easier for their members to differentiate between the customizations. It is planned to further expand the faction management UI with the addition of customizable uniforms and loadout presets (equipment + uniform in a single click).
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="47950" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.png.77a180ec2299bb23b3d2da9ff83af2c8.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="47950" data-ratio="56.30" data-unique="3wh1vs8jo" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.thumb.png.302b5c36dac876bed55a063a5bba4339.png"></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="47952" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.png.c4f091abb91ed1a651d388eaef8dacdd.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="47952" data-ratio="56.30" data-unique="nncw1nmhh" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.thumb.png.0a6116b2ec9e3deed33b9e48f394bb01.png"></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="47953" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.png.4f889e7e4b107495ef7ed6062d893d69.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="47953" data-ratio="56.30" data-unique="neecokzrs" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.thumb.png.42b06139735c34515805476d8471b37d.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Vehicle Customizer UI</b></span></font>
</p>

<p>
	The vehicle customizer is an updated version of /ModView that can be easily loaded into any other UI. It can be potentially used in future updates that may require a vehicle preview and customization options, such as dealerships, vehicle markets, credit store, criminal mechanics (for armor and bulletproof tires), etc.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="47954" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.png.1af70ed6c02a72368c9e482cdbbf4e1e.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="47954" data-ratio="56.30" data-unique="1gui4ba39" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.thumb.png.b2c6f596836db5445fe4c647f35f69a0.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Weapon Customizer UI</b></span></font>
</p>

<p>
	The weapon customizer is similar to the vehicle customizer and can also be easily loaded into any other UI. It enables faction members, civilians, and criminals to customize their existing weapons.<br>
	<br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="48101" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_11/image.png.301cab804fa0221ebc9f16722396f564.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="48101" data-ratio="56.30" data-unique="ulrqy330v" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_11/image.thumb.png.3bd46921e2678488b60a9ec8115ec264.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Faction GPS Blips</b></span></font>
</p>

<p>
	Added more variety of faction GPS blip sprites for different types of vehicles (ex.: civilian cars, emergency cars, boats, helicopters, planes, motorcycles, bicycles, blimps, SUV, tanks, etc.)
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="47955" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.png.77b120fc4da7e65ebff2d1644002c635.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="47955" data-ratio="56.30" data-unique="yqmr9pc03" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_10/image.thumb.png.ab389448ee3fd8f1c656c1c0e4427ff1.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size:18px"><b>Criminal Shipments</b></span></font>
</p>

<p>
	AP, HP, and FMJ ammunition, as well as the relevant ammo mods, have been added to criminal shipment packages!
</p>

<ul>
	<li>
		Armor-piercing (AP) rounds deal normal damage to armored players and a bit of bonus penetration damage to the target's health, however, these rounds deal reduced damage against unarmored players.
	</li>
	<li>
		Hollow-point (HP) rounds deal increased damage against unarmored players but do less damage to armored targets.
	</li>
	<li>
		FMJ rounds deal increased damage to vehicles and can penetrate bullet-resistant glass; however, they do reduced damage to players.
	</li>
</ul>
]]></description><guid isPermaLink="false">148884</guid><pubDate>Sat, 28 Oct 2023 18:17:42 +0000</pubDate></item><item><title>ECLIPSE ROLEPLAY - Changelog (August 8th, 2023)</title><link>https://forum.eclipse-rp.net/topic/146514-eclipse-roleplay-changelog-august-8th-2023/</link><description><![CDATA[<p style="text-align: center;">
	<img alt="ECRP logo.png" data-fileid="4630" data-ratio="50.00" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png">
</p>

<p style="text-align: center;">
	<strong><span style="color:#3498db;">ECLIPSE ROLEPLAY - Changelog</span><br>
	July 19th to August 8th, 2023</strong>
</p>

<pre class="ipsCode" id="ips_uid_2993_4">[Action Timers] Fixed an issue with /RemoveFDO not working for admins from anywhere on the map;
[Admin] Fixed the /aduty command causing weapon customizations to disappear;
[AFK Script] Players will now be logged out instead of being kicked;
[AFK] Fixed an issue that caused the AFK logout screen to keep restarting;
[AFK] Closing the logout screen will restart the AFK timer;
[Bullets] Made bullet casing piles collisionless;
[Commands] Prevented staff members from spawning cosmetic weapon components;
[Commands] Disabled the spawning of UNARMED as a weapon;
[Credit Store] Finished the credit weapon skin component functionality;
[Credit Store] Some UI improvements for displaying weapon skins;
[Credits] Fixed the credit store weapon skin preview error;
[Death] Made the death in car animation more reliable;
[Death] Updated the death reason messages;
[DLC] Fixed the vehicle model collisions of the Scout and the Taxi Moonbeam;
[DLC] Added/Updated SED vehicle liveries for Caracara, Kamacho, Scout and TARV;
[DLC] Fixed certain custom DLC clips not being loaded;
[DLC] Fixed all DLC special ammunition clips;
[DLC] Miscellaneous custom clip component DLC fixes;
[Factions] Faction weapons will no longer exceed the maximum amount of ammo (certain items have high weight due to excessive ammo);
[Factions] Fixed the F4 menu not working for faction members without admin/owner permissions;
[Factions] Fixed an issue that caused too many weapons to show on the character's back;
[Gun Stores] Added minimum trucker payment check;
[Gun Stores] Set minimum store prices to import prices;
[Gun Stores] Added successful stock import order notification;
[Gun Stores] Added the minimum trucker payment on display;
[Gun Stores] Added a button to reset the current stock import order;
[Gun Stores] Fixed guns not being counted in the price and not being imported;
[Gun Stores] Fixed not being able to set the import price to 0 (not for sale);
[Gun Stores] Made gun purchase restriction messages more clear;
[Gun Stores] The trucker order cargo capacity will now depend on the total weight of the ordered items;
[Gun Stores] Fixed a bug that prevented purchasing weapons if the gun store had no tint color stock;
[Gun Stores] Fixed a few UI crash cases (screen stuck at preview);
[Gun Stores] Fixed the preview not being turned off in some cases;
[Hunting] Gutting now works with Switchblades and Machetes;
[Inventory] Fixed most inventory items being shown as the default bag image;
[Inventory] Fixed most inventory items being shown with incorrect or generic names and weights;
[Inventory] Fixed the weight of the prison stamp item;
[Laws] Fixed the penal code not loading when exceeding the data limit;
[Licences] Completely removed the weapon permit from the /PoliceDesk to simplify licensing;
[Licences] Firearms licence will show all authorized weapons;
[Licences] /AuthorizeWeapon will no longer work on weapons that can't be purchased from a gun store;
[Prison] Fixed the maximum prison sentence upper limit when trying to extend the sentence;
[Shipments] Enabled adding/updating/removing shipment packages without a server restart;
[Truckers] Fixed gun store trucker orders showing incorrect cargo values.
[Truckers] Set the minimum gun store cargo to around 5 minutes.
[Vehicles] Added more new vehicles to the server (all 815 are present + 20 custom vehicles);
[Vehicles] Added the Police, Police Unmarked, Sheriff and EMS Buffalo STX vehicles;
[VIP] Added a new VIP perk that reduces food and water intake by 50%;
[Weapons] Added missing inventory icons of some new weapons;
[Weapons] Added all missing weapon inventory icons;
[Weapons] Added custom flashlight synchronization (gun flashlights included);
[Weapons] Added a "Check" option to weapon component and ammunition items to check the compatible weapons;
[Weapons] Fixed weapon items not having most of the inventory actions;
[Weapons] Fixed the error messages when shooting at another player with special rounds;
[Weapons] Fixed the weapon swapping animations;
[Weapons] The inventory item "Hand Over" script will now spawn weapons with their customizations;
[Weapons] Fixed a bug that caused weapon customizations to temporarily disappear when toggling /aduty;
[Weapons] Fixed a bug that caused ammunition loss;
[Weapons] Ammunition hash will now be provided by the server instead of the client;
[Weapons] Ammunition resynchronization fixes;
[Weapons] Made the hand flashlight toggleable and applied the gun flashlight fixes to it;
[Weapons] Fixed stungun position on the characater's body;
[Weapons] Fixed the weapon component stacking/splitting issues;
[Weapons] Fixed not being able to equip a parachute;
[Weapons] Stackable weapon components will now be used one unit at a time;
[Weapons] Returned the "Check Serial" action message back to the chatbox;
[Weapons] Enabled weapon customization support for faction duty weapon (still requires a menu);
[Weapons] Fixed the player damage logs and /MyWounds command;
[Weapons] Added more information when trying to use a weapon ammo item with no compatible weapons;
[Weapons] Changed weapon related models to load on demand instead of everything on player connnect;
[Weapons] Re-worked the weapon look script, improved reliability in showing the correct gear;
[Weapons] Re-applied the flashlight synchronization script to the new weapon look script;
[Weapons] Potential server crash fix related to the weapon look script;
[Weapons] Added a check to weapon object creation to see if the entity has actually spawned;
[Weapons] Fixed some weapon names showing as 0 in the panel damage logs;
[Weapons] Moved flashlight synchronization into it's own class and file;
[Weapons] Fixed weapon liveries not being instantly applied in gun store weapon previews;
[Weapons] Fixed weapon look objects lingering on in some instances;
[Weapons] Additional checks and optimization;
[Weapons] Changed the shotgun ammunition naming according to GTA V;
[Weapons] Fixed the recoil script not detecting aiming when "Toggle Aim" is used;
[Weapons] Improved the reliability of the instant stealth kill fix (knife kill, pistol melee kill, etc.);</pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">146514</guid><pubDate>Tue, 08 Aug 2023 15:13:37 +0000</pubDate></item><item><title>ECLIPSE ROLEPLAY - Gun Update (July 19th, 2023)</title><link>https://forum.eclipse-rp.net/topic/146473-eclipse-roleplay-gun-update-july-19th-2023/</link><description><![CDATA[<p style="text-align:center">
	<img alt="eNkTYO4.png" data-ratio="42.20" height="211" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	Dear Eclipse Community,<br>
	<br>
	The long-awaited gun update is finally out! I do hope that all of you enjoy the changes and the new content. Initially, I had only planned to release a quick update that only included the addition of a few new guns that got introduced by some newer GTA V updates, but then I proceeded to change some scripts here and some other ones elsewhere, and before I knew it, a simple update had grown into a major one with many of the outdated features getting an upgrade and a bunch of new ones being added. Nevertheless, I had hoped to release the gun update much sooner, as I had already made good progress by November 2022. However, my entire progress on the gun update had to be delayed by a lengthy 6 months due to personal reasons and important events happening in my life during that period. At the time, I could only perform minor updates, fixes, and server maintenance. Luckily, everything that had been holding me back got resolved by late spring. I finally had enough time to devote to the development of the server, and I had been extremely eager to finish the update. I had to work long hours to make the gun update playable as soon as possible. I got really tired in the process, but now I am satisfied as the effort has paid off. However, due to rushing the update, some planned features are still in development and should be released in August. Let us have a look at what has been done already.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Gun Store UI</b></span></font>
</p>

<p>
	The gun store UI has been completely overhauled and now uses a similar style to the style of the vehicle customization menu. It provides much more detailed and accurate information on each firearm. It also includes customization and ammunition options, so the player can customize their new weapon and buy ammunition before completing the purchasing process.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="46480" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.png.f8d919fd3c979f19e8c63a2967baadd4.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="46480" data-ratio="56.30" data-unique="w2pj2vjk4" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.thumb.png.6c67ca97ca65321a8531e018b14a0e90.png"></a>
</p>

<p>
	Gun store owners will also notice new or upgraded business management features, such as business and business money logs, manager permissions, finance management, or just being able to build and review one single order that includes multiple different items before finalizing and sending the import order to the truckers. Gun stores can now order any amount of ammunition and other small items rather than being forced to order them in stacks. As a result, the trucker cargo capacity for gun store import orders has been readjusted, so the capacity is dependent on the total inventory weight of the ordered items instead of being based purely on the item count.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="46524" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.png.dac216bcd763e4ac59cd9c93e26008e5.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="46524" data-ratio="56.30" data-unique="l86sbcjrm" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.thumb.png.e7156f382b57925942d9a84ec7cdcef8.png"></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="46525" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.png.f36ce2cfc570ad6514245ecbeb46b293.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="46525" data-ratio="56.30" data-unique="fsthel5ia" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.thumb.png.b8b6140c6dffea87f9c648e19ea9fdf4.png"></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="46526" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.png.173350ffc0f076ca29b65cec4383c988.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="46526" data-ratio="56.30" data-unique="7v4a959gs" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.thumb.png.a23a734adcf99e54e859cc95c6bb8646.png"></a>
</p>

<p>
	<strong>P.S.</strong> Gun stores are the only businesses that I had ever made myself a very long time ago, so they got a lot of love in this update.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>New Available Weapons</b></span></font>
</p>

<p>
	Civilians, police officers, and criminals now have access to new weapons that can be obtained from gun stores, legal faction lockers, or illegal shipments. The most notable additions include pump shotguns, revolvers, and Mk II firearms. New pistols, rifles, MGs, SMGs, and shotguns can also be obtained from illegal shipments. Prices of said items got updated to better reflect their performance and DPS, and gun store prices have also been lowered to match those of criminals (gun store owners still pay taxes, so their merchandise is still more expensive).
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Weapon Customization</b></span></font>
</p>

<p>
	Prior to the gun update, our scripts had supported just a few weapon components (attachments). After the gun update, all GTA V weapon components have become supported. In addition, our modder team has created new specialized ammunition magazines for "non-Mk II" firearms. Finally, players can now also purchase and apply cosmetic upgrades to their weapons, such as, tint colors, liveries, and skins.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="46521" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.png.c82c7ec8314d80d37f2f2158e06cc807.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="46521" data-ratio="56.30" data-unique="i4xpaowb5" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.thumb.png.dc8b77380b708881ac1228ed714d5bc1.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Ammunition &amp; Special Types</b></span></font>
</p>

<p>
	Before the update, each gun had its own unique ammunition. As more new weapons and ammunition types have been made available, I have also decided to assign a caliber (or ammunition type) for each gun, and then I have merged all old ammunition items according to the caliber of their respective weapon. This enables players to use the same ammunition for multiple compatible guns and also makes the inventory easier to manage.
</p>

<p>
	Furthermore, I have implemented special ammunition types, such as Tracer, AP, HP and FMJ rounds (incendiary and explosive rounds are supported, however, they are unavailable to mortals due to balance issues). Note that these rounds require an ammo mod clip component.
</p>

<ul>
	<li>
		Tracer rounds are cosmetic and add bright tracers (trails) to your shots (the tracer color depends on the weapon's tint color);
	</li>
	<li>
		Armor-piercing rounds deal normal damage to armored players and a bit of bonus penetration damage to the target's health, however, these rounds deal reduced damage against unarmored players.
	</li>
	<li>
		Hollow-point rounds deal increased damage against unarmored players but do less damage to armored targets.
	</li>
	<li>
		FMJ rounds deal increased damage to vehicles and can penetrate bullet-resistant glass; however, they do reduced damage to players.
	</li>
</ul>

<p>
	These special rounds are intentionally designed to be situational (being both bad and good in certain situations), so players may want to have 2 or more guns with different special ammunition types in their loadout if they want to use them efficiently.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Inventory Item Indicators</b></span></font>
</p>

<p>
	I needed to name all these new items and special ammunition types, but the texts were just too long. To reduce the amount of text in the inventory, I have added indicator icons to weapon, component, and ammunition items to help players identify which weapons have components on them and what kind of special ammunition type an inventory item is associated with.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="46531" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.png.7eb9840a13cb851a4e507383bd265ea0.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="46531" data-ratio="56.30" data-unique="abl7tha3m" width="1000" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2023_08/image.thumb.png.07dc8dca260570b08c505a46f371c065.png"></a>
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Firearm Damage</b></span></font>
</p>

<p>
	All firearms now use our custom damage system. This new damage system has allowed us to nerf and introduce previously overpowered firearms, such as revolvers. The damage output is calculated taking multiple factors into account. This includes the weapon itself, the type of ammunition used, the body area hit (3 categories: head, torso, limbs), the distance to the target, whether the target has armor, etc.. You can expect different guns to be affected differently by these factors. For example, rifles and snipers are far better at retaining their damage output at greater distances than say MGs, SMGs, or pistols, while shotguns are powerful at close range but have extremely low effective range and low maximum range overall.
</p>

<p>
	<font color="#3498db"><span style="font-size: 18px;"><b>Firearm Licensing</b></span></font>
</p>

<p>
	Firearms used to have two licences (one called a weapon permit and the other one a firearm's licence), which I always found confusing. I have removed the weapon permit entirely. In order to purchase guns from a gun store, players now only need to apply for a firearm's licence at their local police station. A police officer can now scriptly specify (authorize) the exact gun models that can be purchased by the player.
</p>
]]></description><guid isPermaLink="false">146473</guid><pubDate>Mon, 07 Aug 2023 15:12:48 +0000</pubDate></item><item><title>[2023-02-11] ECLIPSE Roleplay - House Robberies</title><link>https://forum.eclipse-rp.net/topic/140744-2023-02-11-eclipse-roleplay-house-robberies/</link><description><![CDATA[<p style="text-align: center;">
	<img alt="eNkTYO4.png" class="ipsImage" data-ratio="42.20" height="211" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	Dear Eclipse Community,
</p>

<p>
	Throughout the last few months, we’ve inquired with some of our criminal players in the community as well as other consultants about what would work best for this update, and after a few months of work towards this update, we are happy to announce that the house robbery update is now live! Below will contain some details on what comes with the update, as well as information on how the ‘job’ works.
</p>

<p>
	<br>
	<em><span style="font-size:18px;"><strong><span style="color:#3498db;">1. Purchasing a Contract</span></strong></span></em>
</p>

<p>
	To get the job you must first find the NPC that offers the job for players to take. Once you do, you will have different options to pick from ranging from a <span style="color:#3498db;"><strong>low-income</strong></span> house to a <span style="color:#3498db;"><strong>high-income</strong></span> house at varying prices depending on which option you pick. Higher-income houses come at a higher cost but may contain more items, and a lower-income house will yield fewer items than a high/medium-income house would.
</p>

<p style="text-align: center;">
	<img alt="TVJmOR3.png" class="ipsImage" data-ratio="57.80" height="500" width="865" src="https://i.imgur.com/TVJmOR3.png">
</p>

<p>
	<span style="font-size:18px;"><em><strong><span style="color:#3498db;">2. Locating the House</span></strong></em></span>
</p>

<p>
	Once you take the job, you will get a blip placed on your GPS at the location of the robbery. It can be seen and marked with a red skull blip on your GPS, and there will be a waypoint set automatically on your map so you know where to go.
</p>

<p style="text-align: center;">
	<img alt="bcUT7gN.png" class="ipsImage" data-ratio="80.57" height="365" width="453" src="https://i.imgur.com/bcUT7gN.png">
</p>

<p>
	<em><span style="color:#3498db;"><strong><span style="font-size:18px;">3. Breaking into the House</span></strong></span></em>
</p>

<p>
	As you get to the house, you will be able to begin the robbery. Once approaching the house you will need to picklock the door to enter. On top of that, you will need to bring a couple of different tools to help them break into poor ol’ Andy’s home as there are various types of containers that can be searched/looted within each house including cabinets and safes.
</p>

<p>
	<img alt="PgvTUPS.png" class="ipsImage" data-ratio="73.62" height="734" style="text-align: center; background-color: rgb( var(--theme-area_background_reset) ); color: rgb( var(--theme-text_color) ); font-size: var(--post--font-size);" width="997" src="https://i.imgur.com/PgvTUPS.png">
</p>

<p>
	<span style="color:#3498db;"><em><strong><span style="font-size:18px;">4. Navigating the House</span></strong></em></span>
</p>

<p>
	After entering the house, a small UI will show up with a “<span style="color:#3498db;">noise meter</span>” in the middle-bottom of your screen that will go up or down depending on the amount of noise you make via movement or talking (text or voice). The more people, <span style="color:#3498db;"><strong>the louder</strong></span>. <strong>Stealth mode</strong> is encouraged! This key bind can be found in the GTA in-game settings area, under key binds.
</p>

<p style="text-align: center;">
	<img alt="5B7i9YM.png" class="ipsImage" data-ratio="71.12" height="426" width="599" src="https://i.imgur.com/5B7i9YM.png">
</p>

<p>
	 
</p>

<p>
	If you move too quickly there’s also the chance that you will raise the noise level and fall over, but if you’re quick enough you can prevent falling by completing the minigame. If you fail, you will be on the ground for a few seconds to recover, and it’s quite loud, so be careful when moving around inside! 
</p>

<p>
	 
</p>

<p style="text-align: center;">
	<img alt="admSu16.png" class="ipsImage" data-ratio="96.35" height="712" width="739" src="https://i.imgur.com/admSu16.png">
</p>

<p style="text-align: center;">
	<img alt="yloCIED.png" class="ipsImage" data-ratio="67.97" height="537" width="790" src="https://i.imgur.com/yloCIED.png">
</p>

<p>
	<span style="color:#3498db;"><em><strong><span style="font-size:18px;">5. Robbing the House</span></strong></em></span>
</p>

<p>
	As you navigate through the house there will be multiple items laid out around the house for you to interact with. This can range from cabinets, grabbable items, and safes - all of which can contain <span style="color:#3498db;"><strong>packed cash</strong></span>, <strong><span style="color:#3498db;">furniture items</span></strong>, or other items that can be sold at the <strong><span style="color:#3498db;">Pawn Shop</span></strong> or that you might want to keep.
</p>

<p style="text-align: center;">
	<img alt="h38xelM.png" class="ipsImage" data-ratio="64.50" height="573" width="1000" src="https://i.imgur.com/h38xelM.png">
</p>

<p>
	<em><strong><span style="color:#3498db;"><span style="font-size:18px;">6. Law Enforcement Involvement</span></span></strong></em>
</p>

<p>
	For our law enforcement folk - with this update, there are also opportunities for you as well. If a player who is robbing a house gets too loud, Andy will wake up and make a 911 call for units to come and help him make sure that his house is safe and secure. Once units arrive at the house to make sure everything is ok, they can use the world interaction menu on the door entrance to clean up the scene as shown in step three in the image attached.
</p>
]]></description><guid isPermaLink="false">140744</guid><pubDate>Sat, 11 Feb 2023 04:57:36 +0000</pubDate></item><item><title>Game Changelog</title><link>https://forum.eclipse-rp.net/topic/37267-game-changelog/</link><description><![CDATA[
<p style="text-align: center;">
	<img alt="ECRP logo.png" data-fileid="4630" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png">
</p>

<p style="text-align: center;">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Changelog (Starting from 2020-05-10)</strong></span>
</p>

<p style="text-align: center;">
	 
</p>
]]></description><guid isPermaLink="false">37267</guid><pubDate>Sun, 10 May 2020 09:34:50 +0000</pubDate></item><item><title>[2022-04-27] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/110783-2022-04-27-eclipse-roleplay/</link><description><![CDATA[<p style="text-align:center">
	<img alt="eNkTYO4.png" data-ratio="42.20" width="1000" src="https://i.imgur.com/eNkTYO4.png">
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db"><strong>Dear Eclipse Community,</strong></span>
</p>

<p>
	It has been a long time since we wrote a development blog, instead, we have been updating our game changelog thread after each update. I decided that it would be nice to bring these development blogs back. So in this development blog, the main focus will be on the rework of chop shops, as well as many other changes to the game.
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>1. Chopshop Rework</strong></span></span>
</p>

<p>
	I think it is fair to say that the new chop shop system is an experiment, it will require a lot of balancing to make it work as intended, however, once polished, it will provide lots of interesting RP and interactions for all criminals, police, and civilians.
</p>

<p>
	This system, unlike the old one, has player interaction as its focus, whether it's interaction with the stolen vehicle itself or other players, and it aims to benefit criminals of all tiers. This new system will be dynamic and run by official factions; which will also allow for natural gang conflict to grow as the profit levels will be dependent on the number of chop shops that are active, and how many players visit them. <br>
	<br>
	<span style="color:#2ecc71;"><strong><em><span style="font-size:16px;">Tool Chest, for the Factions</span></em></strong></span>
</p>

<p>
	The new chop shop system will revolve around the tool chest item. This is a new placeable item that will be made available to official criminal factions and will be obtained via the criminal import system, and the area in which the tool chest is placed will define the chopshop area. 
</p>

<ul>
	<li>
		Each criminal faction will be allowed to set up a maximum of 2 tool chests at the same time on the map. 
	</li>
	<li>
		Once a Tool Chest has been placed down, a buildable area around it will be defined in which the various new furniture items (see below) will be placed. 
	</li>
	<li>
		Tool Chests are the heart of the chop shop and it'll be in the controlling faction's interest to protect it because it will be dismantlable by anyone, however, the process is going to be tedious and lengthy and will first require that all furniture is removed. 
	</li>
</ul>

<p>
	<span style="color:#2ecc71;"><span style="font-size:16px;"><strong><em>New Furniture Items, for the Factions</em></strong></span></span>
</p>

<p>
	In order for a player to be able to dismantle parts of a vehicle or chop it entirely, there are 3 new furniture items introduced which the controlling faction has to place down within the Tool Chest area. 
</p>

<ul>
	<li>
		<strong>Car Lift</strong> - This furniture item will allow a vehicle to be raised off the ground. This will provide players access to all its wheels and doors, to either dismantle or put them back on.
	</li>
	<li>
		<strong>Car Jack </strong>- This furniture item functions similar to the Car Lift but is a more budget version. It'll allow players access to one side of the vehicle at a time, making the process slower, but cheaper. 
	</li>
	<li>
		<strong>Engine Hoist</strong> - This furniture item allows the player to remove or add an engine. The vehicle needs to be positioned properly next to the engine hoist, and the bonnet of the vehicle needs to be either open or removed. 
	</li>
</ul>

<p style="text-align: center;">
	<img alt="9rrJ3te.png" data-ratio="65.80" width="1000" src="https://i.imgur.com/9rrJ3te.png">
</p>

<p>
	<span style="color:#2ecc71;"><span style="font-size: 16px;"><b><i>The Chopping System, for the Players</i></b></span></span>
</p>

<p>
	Unlike the old system, this new system introduces several parts to a vehicle with which the player themselves have to interact with during the chopping process. However, this also introduces group play, as several players can work on the same vehicle to make the process go faster. In addition, the new system will also give players the option of selling less for less monetary gains or to risk it, and fully dismantle a vehicle for more monetary gains. 
</p>

<ul>
	<li>
		In order to fully chop a vehicle, all of its parts need to be removed first. This system introduces the following parts that can be dismantled/added to vehicles: (1) Wheels, (2) Doors, (3) Trunk, (4) Bonnet, (5) Engine. 
	</li>
	<li>
		Once a vehicle has been stripped of the aforementioned parts, the player will then be able to scrap the vehicle and be given an item called "Vehicle Scrap".
	</li>
	<li>
		All of the items obtained from the chopping of a vehicle can be sold to a criminal mechanic NPC, with the engine and vehicle scrap providing the largest monetary payout. 
	</li>
	<li>
		To cover your tracks, players will also be able to clean the area of vehicle rubble, which will also be required if the controlling faction wants to move their chop or if a player wants to try and steal the Tool Chest. 
	</li>
</ul>

<p>
	The player will need to make sure that they have the following 3 tools in their inventory if they intend to fully chop and then scrap a vehicle:
</p>

<ol>
	<li>
		<em><strong>Consaw</strong></em> - This item can be purchased by any player at any of the criminal mechanic NPCs. It is used to cut a vehicle into scrap metal pieces once the vehicle has been stripped of all its parts.
	</li>
	<li>
		<em><strong>Lug Wrench</strong></em> - This item can be purchased at any General Store and it is used to either remove or add wheels from/to a vehicle. 
	</li>
	<li>
		<em><strong>Wrench</strong></em> - This item can be purchased at any General Store and it is used to either remove or add the doors and engine from/to a vehicle. 
	</li>
</ol>

<p>
	<img alt="o8Du0v6.png" data-ratio="58.70" width="1000" src="https://i.imgur.com/o8Du0v6.png">
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>2. NPC Vehicles</strong></span></span>
</p>

<p>
	We've recognized the lack of vehicles available for criminals to steal, so we're introducing a system that will dynamically spawn NPC vehicles around the map of various classes. This will not only work hand in hand with the reworked chopshop system but will also make it safer for civilians to park personal vehicles in the public to make the environment more lively. 
</p>

<ul>
	<li>
		Spawned vehicles will not be owned by anyone and will by default be reported stolen if run in the MDC by an officer/deputy. 
	</li>
	<li>
		Players will be able to find vehicles or various classes, from low-end to high-end. The more expensive a vehicle is, the more security features it will present, so we implore players to plan their thefts of high-end vehicles carefully and that they are ready to make a getaway. 
	</li>
	<li>
		Spawned vehicles will provide players with higher rewards than a player-owned vehicle and will also be easier to steal.
	</li>
	<li>
		In order to make the vehicles more natural, the spawned vehicles will have various modifications to make them appear like regular player-owned vehicles. The process by which these modifications are applied is based on already existing vehicles by players, it will simply copy onto the spawned vehicle. 
	</li>
</ul>

<p>
	Similar to our recent roadworker job and where the incidents are dynamic and set up by Admin Staff, so will these vehicles be. Admin Staff will be able to dynamically change the type of vehicles and where they spawn, so the vehicle types and locations will constantly change.
</p>

<p>
	<span style="font-size:18px;"><span style="color:#3498db;"><strong>3. Quick Action</strong></span></span>
</p>

<p>
	To follow the theme of car thefts and the focus on interaction, we have also implemented a new quick action system. This system is similar to the action timers we have now, but instead of relying solely on a random aspect, it will now require interaction and players will have to play a small minigame which will determine their success. This new quick action system requires a player to press the SPACE button whenever a moving blue line around the circle enters a green zone. 
</p>

<p>
	Similar to the chopshop system, this is an experimental feature and may see balance changes in the future. However, it's the beginning of future changes, as we plan to implement this system in various aspects of the game to make roleplay more interactive and fluent overall. 
</p>

<p>
	<img alt="vHv0ndB.png" data-ratio="29.80" width="1000" src="https://i.imgur.com/vHv0ndB.png">
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>4. Introducing Hotwiring</strong></span></span>
</p>

<p>
	We've now also introduced an additional step in stealing vehicles. Unlike before, where you magically received keys to a vehicle, you will now actually be required to hotwire to start a vehicle if you do not have script keys to it. 
</p>

<ul>
	<li>
		Players will require 1 out of the 2 new items introduced for this hotwiring system, either (1) Screwdriver or (2) Hotwire Kit. 
	</li>
	<li>
		The screwdrivers will be easily accessible, they will be cheap and legal to possess similar to bobby pins, and they can be purchased from General Stores. The downside is that it will be harder to hotwire the vehicle with a screwdriver, and for some vehicles, it will be impossible.
	</li>
	<li>
		Hotwire Kits are in some cases mandatory depending on the vehicle, but will also make it easier to hotwire than the screwdriver. 
	</li>
	<li>
		The difficulty of hotwiring will depend on a vehicle's value, so the more valuable the vehicle is, the more difficult the quick action series will become. 
	</li>
	<li>
		Players will want to drive extra carefully with a hotwired vehicle as if it stalls, it will need to be hotwired again. 
	</li>
</ul>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>5. Weapon Changes</strong></span></span>
</p>

<p>
	After additional internal discussions among staff members and the criminal community, we are making additional changes to weapon damage. Damage buff for all pistols will be reduced to 20% instead of 50%, while heavy pistols will have their buff completely removed (same as pistol 50).
</p>

<p>
	Horizontal recoil has been decreased, this will make rifles more viable close to mid-range while still making shooting a whole clip long-range difficult.
</p>

<p>
	We have also introduced inventory icons for all weapon items. we hope this will make inventory management easier, especially in stressful situations.
</p>

<p>
	<img data-ratio="66.76" width="710" alt="unknown.png" src="https://cdn.discordapp.com/attachments/229240178441584645/967040599897305138/unknown.png">
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>6. Pushing vehicles</strong></span></span>
</p>

<p>
	With this update, we are also introducing the ability to push vehicles. Players will be able to push all vehicles if their size is reasonable. There are also several restrictions like not being able to push locked vehicles and so on, this is to prevent potential abuse.
</p>

<p>
	 
</p>

<p>
	<img data-ratio="75.08" width="999" alt="unknown.png" src="https://cdn.discordapp.com/attachments/366209577055944715/967723009450311700/unknown.png">
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>7. Drug Labs</strong></span></span>
</p>

<p>
	We understand that the community is anxiously waiting for the promising Drug Update, but as this is a big project that will need to be completed and then tested for potential changes and bug fixes, we'll look at improving the current system that we do have. 
</p>

<ul>
	<li>
		In the last update, we introduced a small variation in heat increase for drug tables. Currently, heat increase can vary by 20% in total. It can either be 10% lower or 10% higher. However, we are now reducing this to either 5% lower or higher.
	</li>
	<li>
		We are also introducing an additional reduction to crafting time in static labs. Moreover, we will also add additional tables to these static labs. These two changes we hope will make cooking at static labs more viable.
	</li>
</ul>

<p>
	We will continue our review of the current drug labs and find various ways to make them more viable.
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>8. Other Miscellaneous Changes</strong></span></span>
</p>

<ul>
	<li>
		We have implemented vehicle dirt sync. This means vehicle will get dirtier the more you use it. This variable will save and sync to other players. To clean a vehicle currently, a player will have to bring the vehicle to a mechanic shop for visual repair service.
	</li>
	<li>
		Players will now be able to carry items in vehicles if they are passengers (carrying items for drivers is disabled)
	</li>
	<li>
		Trunk volume for sports vehicles will be increased to 50 (the old value is 20).
	</li>
	<li>
		Fleeca Bank's money per pack has been increased to 3500 (the old value is 2000)
	</li>
	<li>
		Fleeca Locker's picklock timer has been decreased to 20seconds (the old value is 30 seconds)
	</li>
	<li>
		Pick locking vehicle will destroy a bobby pin only if a player fails.
	</li>
	<li>
		Packed money will now expire in 3 days (the old value is 1 day)
	</li>
	<li>
		Road workers will only have one vehicle available to use, the vetir. This is to revisit the focus of the road workers' job, which was interaction, as we noticed a trend of players bringing their own utility truck and/or personal vehicle to job sites, which resulted in disruption of roleplay and overcrowding. 
	</li>
</ul>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>9. Final remarks</strong></span></span>
</p>

<p>
	These are all changes for this update. We hope that this update will provide improvements to mainly criminal but also to civilian and law enforcement roleplay. Expect various balancing changes in regards to this update and keep us updated with your feedback.
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:18px;"><strong>10. Full Changelog</strong></span></span>
</p>

<blockquote class="ipsQuote" data-gramm="false" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<p>
			[Vehicles] Added ability to remove doors<br>
			[Vehicles] Reworked tires sync<br>
			[Vehicles] Added ability to remove wheels<br>
			[QuickAction] Added quick action events functionality<br>
			[StaticCars] Added static (non player owned) car spawning functionallity aimed at criminal content (stealing -&gt; chop shopping)<br>
			[Items] Added vehicle parts items (Bonnet, Wheel, Door, Engine, Trunk lid)<br>
			[Items] Added various tools (car jack, consaw, engine hoist, hotwire kit, lug wrench, wrench, screwdriver, car lift)<br>
			[Static Labs] Increased timer reduction from 2x to 3x<br>
			[Vehicle] Increase trunk size of Sports class vehicles to 50 (old value 20)<br>
			[Weapons] Added inventory icons for all weapons<br>
			[Vehicle] Added ability to push vehicles<br>
			[Medics] Only pillbox and paleto hospitals are enabled<br>
			[Vehicle] Added hotwire script<br>
			[Fleeca] Decreased locker timer to 20 seconds (old value 30seconds)<br>
			[Fleeca] Increased money per pack to 3500 (old value 2000)<br>
			[Vehicle] Added dirt sync (it is now saveable as well)<br>
			[Fleeca] Added label messages for grabbing cash and putting it carried storage inventory<br>
			[ChopShop] Implemented reworked chopshop functionality<br>
			[Item] Created vehicle scrap metal item, gained after fully chop shopping a vehicle<br>
			[ChopShop] Vehicle wreck will spawn after vehicle is fully chop shopped<br>
			[Carried Items] Passengers will be able to carry a bag or briefcase when vehicle is moving<br>
			[Mechanics] Introduced part repairs option<br>
			[Furniture] Modified edit functionality<br>
			[ChopShop] Introducing dismantling functionality<br>
			[Recoil] Reduced recoil<br>
			[Items] Added missing icons<br>
			[ChopShop] Added selling vehicle parts to mechanic<br>
			[Picklocking] Changed action timer to quick action system
		</p>
	</div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">110783</guid><pubDate>Tue, 26 Apr 2022 19:43:53 +0000</pubDate></item><item><title>[2.6.0] [2020-04-21] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/35734-260-2020-04-21-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="ECRP logo.png" data-fileid="4630" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.6.0</strong></span>
</p>

<p>
	<span style="color:#3498db"><strong>Dear Eclipse Community,</strong></span>
</p>

<p>
	After lots of time spent behind the scenes working on this update, we are proud to announce the <em><strong>2.6.0 Development Update</strong></em>. In this update, you'll see a focus on various improvements in civilian activities, rework of the GPS system, UI changes, an overhaul of the drug manufacturing process and many different quality of life changes. Without further ado, please find a summary of changes below:-
</p>

<p>
	 
</p>

<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>1. Introducing - New Civilian Jobs</strong></em>
</p>

<p>
	We've introduced four new freelance jobs: toll booth operator, lumberjack, oil mining and PostOP delivery driver. We hope that the first two jobs will bring more visitors to Paleto Bay.
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>1.1. Toll booth operator</strong></span></span>
</p>

<p>
	<a href="https://i.imgur.com/u8Yg7IT.jpg" rel="external nofollow" target="_blank"><img alt="u8Yg7IT.jpg" data-ratio="54.50" height="545" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/u8Yg7IT.jpg"></a>
</p>

<p>
	Players can now work as a toll booth operator and earn money by enforcing the passage fee. Working as a toll booth operator is quite simple, you wait for a player to approach, let them pay the fee and then open the toll with /toggleBooth.
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>1.2. Lumberjack</strong></span></span>
</p>

<p>
	<a href="https://i.imgur.com/kYM6VzK.jpg" rel="external nofollow" target="_blank"><img alt="kYM6VzK.jpg" data-ratio="113.00" height="750" style="width: 400px; height: auto;" width="663" src="https://i.imgur.com/kYM6VzK.jpg"></a>
</p>

<p>
	Players are able to work as a Lumberjack, where they are expected to chop down trees. After a tree is chopped, you can pick up its log, branches and sell it at the lumberjack dropoff point. A hatchet is required for this job.
</p>

<p>
	<span style="color:#3498db"><span style="font-size:16px"><strong>1.3. Oil mining</strong></span></span>
</p>

<p>
	<a href="https://i.imgur.com/gj5T4mB.jpg" rel="external nofollow" target="_blank"><img alt="gj5T4mB.jpg" data-ratio="71.75" height="717" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/gj5T4mB.jpg"></a>
</p>

<p>
	To spice things up, we've added another mining job. This one, though, is not for mining ores - this is for mining oil. You are able to become an oil miner, and mine oil. You can sell said oil at the drop-off point. A pickaxe is required for this job.
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>1.4. PostOP delivery driver</strong></span></span>
</p>

<p>
	<span style="color:#3498db"><a href="https://i.imgur.com/M20p4xR.jpg" rel="external nofollow" target="_blank"><img alt="M20p4xR.jpg" data-ratio="63.75" height="638" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/M20p4xR.jpg"></a></span>
</p>

<p>
	With the addition of the new GPS &amp; mail system that we will cover shortly, we've added a new delivery driver job. Players can work as a delivery driver and send actual mail to other players' homes. It works similarly to the courier job for drivers.
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>2. Introducing - New GPS &amp; Mail System</strong></em>
</p>

<p>
	We've introduced a new system for GPS and mail. When before, the GPS only gave you the minimap, now you can use your GPS to set a waypoint to an address. For example, if I would like to go to my friend's house whose address is North Rockford Drive 2, I can now do /setgps 2 North Rockford Drive.
</p>

<p>
	In addition to the above, players can now send mail to each other via PostOP. There is a drop-off point next to the PostOP job where players can drop items they would like to send to other players and then input the /sendMail command. The mail will be delivered by actual players.
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>3. Introducing - Drug Manufacturing Overhaul</strong></em>
</p>

<p>
	Official Criminal Factions are able to order a drug stove from the laptop. This can be used to cook drugs inside a property, but it can also be placed outside. There is a chance that this stove can explode whilst cooking a drug, though, so be careful. When it explodes, the Fire Department and Police Department are notified of this as a fire erupts at the front door.
</p>

<p>
	<a href="https://i.imgur.com/cZEKhLP.jpg" rel="external nofollow" target="_blank"><img alt="cZEKhLP.jpg" data-ratio="56.25" height="562" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/cZEKhLP.jpg"></a>
</p>

<p>
	You are able to buy chemicals needed to create drugs from the Humane Labs Chemical store. These chemicals can be used at the existing static drub labs as well.
</p>

<p>
	 
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>4. Introducing - Authentication UI Changes &amp; /logout</strong></em>
</p>

<p>
	The authentication UI has been revamped to look more modest and have better usage. Players are able to choose to save their login details for the same computer to avoid typing in their password each time. Below are two screenshots of the new UI, but make sure to log on to see it for yourself:
</p>

<p>
	<a href="https://i.imgur.com/Kii1R75.jpg" rel="external nofollow" target="_blank"><img alt="Kii1R75.jpg" data-ratio="56.25" height="562" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/Kii1R75.jpg"></a>
</p>

<p>
	<a href="https://i.imgur.com/C5nsU8x.jpg" rel="external nofollow" target="_blank"><img alt="C5nsU8x.jpg" data-ratio="56.25" height="562" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/C5nsU8x.jpg"></a>
</p>

<p>
	We've also added a /logout command for ease of access, so players do not have to relaunch their game if they wish to switch characters. After typing in the command you are met with a screen that tells you when your logout attempt will go through.
</p>

<p>
	<a href="https://i.imgur.com/WJHqhjy.png" rel="external nofollow" target="_blank"><img alt="WJHqhjy.png" data-ratio="72.25" height="692" style="width: 400px; height: auto;" width="958" src="https://i.imgur.com/WJHqhjy.png"></a>
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>5. Introducing - Clothing Inventory</strong></em>
</p>

<p>
	This is a feature that has been asked for from the community for a while now and we're glad to say it has now been implemented. With our new clothing inventory, players can take off clothes from their inventory and vice versa. This also allows to use any undershirt with a proper top. We ask that players do not abuse this feature against other players, and that you only take somebody's clothes when it makes sense in the roleplay. Players abusing this feature will be punished for Non Roleplay.
</p>

<p>
	<a href="https://i.imgur.com/tieU6bD.png" rel="external nofollow" target="_blank"><img alt="tieU6bD.png" data-ratio="50.00" height="499" style="width: 400px; height: auto;" width="1000" src="https://i.imgur.com/tieU6bD.png"></a>
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>6. Introducing - Various changes</strong></em>
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>6.1. Animations</strong></span></span>
</p>

<p>
	We've introduced a large amount of new animations to the server to enhance roleplay opportunities. List of new animation names can be found in game by using /anim. 
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>6.2. Flatbed script</strong></span></span>
</p>

<p>
	Some of you who played here before RAGEMP might remember that we had a Flatbed script that allowed mechanics to tow vehicles (including bikes) onto the Flatbed. After we moved to RAGE, we were unable to bring that script across, but we're proud to say that we've now been able to re-implement it on RAGE.
</p>

<p>
	<a href="https://i.imgur.com/gdqvTgw.png" rel="external nofollow" target="_blank"><img alt="gdqvTgw.png" data-ratio="46.75" height="450" style="width: 400px; height: auto;" width="961" src="https://i.imgur.com/gdqvTgw.png"></a>
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>6.3. Speaker</strong></span></span>
</p>

<p>
	We disabled speakers a month ago due to issues with the way they worked at the time. We've now re-enabled them, and they are now based on YouTube song links. In addition to that, it has a new UI that shows what is being played and commands for the usage of the speaker.
</p>

<p>
	<a href="https://i.imgur.com/rtpsQFV.png" rel="external nofollow" target="_blank"><img alt="rtpsQFV.png" data-ratio="139.75" height="640" style="width: 400px; height: auto;" width="458" src="https://i.imgur.com/rtpsQFV.png"></a>
</p>

<p>
	<span style="color:#3498db"><span style="font-size:16px"><strong>6.4. Bolt cutters</strong></span></span>
</p>

<p>
	<a href="https://i.imgur.com/715XiFQ.png" rel="external nofollow" target="_blank"><img alt="715XiFQ.png" data-ratio="87.75" height="750" style="width: 400px; height: auto;" width="854" src="https://i.imgur.com/715XiFQ.png"></a>
</p>

<p>
	Players are now able to purchase bolt cutters from general stores. These can be used to cut the locks of furniture doors (gates, doors etc.) It works similarly to bobby pins - the bolt cutters can break. If you fail at cutting the lock, the owner of the property will be notified.
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>6.5. Pets</strong></span></span>
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong><a href="https://cdn.discordapp.com/attachments/322632020754825216/696693051229339738/unknown.png" rel="external nofollow" target="_blank"><img alt="unknown.png" data-ratio="96.00" height="576" style="width: 400px; height: auto;" width="600" src="https://cdn.discordapp.com/attachments/322632020754825216/696693051229339738/unknown.png"></a></strong></span></span>
</p>

<p>
	We've reintroduced pets to the server. Older players might remember that we had a pet shop where players could purchase cats, dogs etc. Exotic animals can be purchased with credits. If you owned a pet during our GT-MP days, you will still have the pet after you log in. You can spawn / despawn your pet with /pet.
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>6.6. Paleto Bay additions</strong></span></span>
</p>

<p>
	Two new general stores and a barber shop have been added to Paleto Bay. This is something that has been requested by the community for a while and we are happy to announce the addition of these services.
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong>6.7. Bayview has moved</strong></span></span>
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><strong><a href="https://i.imgur.com/qKXKB4G.png" rel="external nofollow" target="_blank"><img alt="qKXKB4G.png" data-ratio="42.00" height="382" style="width: 400px; height: auto;" width="911" src="https://i.imgur.com/qKXKB4G.png"></a></strong></span></span>
</p>

<p>
	We've decided to move Bayview to Paleto Bay. A big reason behind this is to encourage our players to roleplay in Paleto Bay more with less service limitations. We also felt that is a required change because the two mechanic factions were so close together.
</p>

<p>
	 
</p>

<hr>
<p style="text-align:center">
	<span style="font-size:20px"><strong><span style="color:#3498db">CHANGELOG:</span></strong></span>
</p>

<p style="text-align:center">
	 
</p>

<p>
	[Faction] Fixed faction data not loading<br>
	[Faction] Fixed parking/heli/locker labels<br>
	[Mechanic] Moved bayview to paleto<br>
	[Player] Fixed bug with dimension not saving when going through portals<br>
	[Faction] Lockers, Helipads, Parking is dimension dependant<br>
	[Drug] Added /dismantlelabs for everyone, it allows users to dismantle the drug tables<br>
	[Chat] Increased limit to 200chars<br>
	[Chat] Text now wraps correctly<br>
	[Items] Added boltcutter<br>
	[Houses] Entering property is now E, and managing it is Y<br>
	[Properties] Accessing doors is now keypress E instead of /accessdoor<br>
	[Animations] Added additional animations<br>
	[Death] Player will now spawn at the closest hospital<br>
	[Admins] /moveproperty authorization is now head admin instead of developer<br>
	[Vehicles] Reenabled inactive car deletion<br>
	[ActionTimers] Readjusted times<br>
	[Weapon Draw] Disabled CTRL + 0, when animations is playing<br>
	[Pointing] Disabled weapon invisibility<br>
	[Vehicle lock] Removed action timer<br>
	[Speakers] Reenabled speakers with youtube streaming<br>
	[Pets] Reenabled pets<br>
	[Localization] /reloadconvertions now will fetch the latest version directly from CrowdIn<br>
	[Government] Lowered government menu rank to HA from Developer<br>
	[Admins] /createproperty and /createwarehouse are now available for HA<br>
	[Refunds] Increased single refund limit to 100k<br>
	[Admins] Added /avehiclestats<br>
	[Hunting] Increased respawn rate<br>
	[Drugs] Disabled crafting shelves<br>
	[Laptop] Added support for furniture and materials for laptop imports<br>
	[Drugs] Added mineable drug materials in the mines<br>
	[Admin] Added /tpway to teleport to waypoint<br>
	[Job] Added oil extraction job<br>
	[Job] Added tollbooths<br>
	[Economy] Changed meat and ore dropoffs to add money to salary instead of bank<br>
	[GPS] Added /setgps [address]<br>
	[Drugs] Added humane labs store<br>
	[Portable Drug Labs] Added fire and explosion and smoke to property<br>
	[LSEMS] Added /extinguish command for firefighers<br>
	[Police] Changed police panic message to /melow
</p>

<p>
	[Admins] Changed on duty staff action timer to 500 miliseconds for all actions.<br>
	[Dealerships] Added a fund deposit menu option.<br>
	[Finance Companies] Added a /deleteloan command to remove active loans.<br>
	[Mechanics] Removed the /flipvehicle command from mechanics.<br>
	[Mechanics] Fixed the old flatbed truck functionality for mechanics.<br>
	[Speed Controller] Added a speed limit of 240 for all vehicles (except aircraft) and improved /cruise reliability.<br>
	[Stats] Set stamina, shooting, strength, stealth, flying, driving and lung capacity stats to maximum.<br>
	[Vehicles] Added custom vehicle lock synchronization.<br>
	[Vehicles] Changed vehicle health display from body health to engine health (actual health).
</p>

<p>
	Bug fixes:
</p>

<p>
	[Attachments] Fixed client-side weapon attachment synchronization (attachments used to be barely ever synchronized).<br>
	[Attachments] Fixed a bug that caused attachments to disappear after stripping ammo.<br>
	[Blockades] Fixed a bug that caused some faction vehicles to be excluded from the /blockcade command.<br>
	[Bobby Pins] Updated the lockpicking cancelationmessage to tell the player to use ESC instead of the legacy /stoplockpicking command.<br>
	[Doors] Fixed a bug that prevented the door state to synchronize on new area render.<br>
	[Dropoff Points] Fixed a bug that allowed players to drop-off drugs or meat from an alternate dimension.<br>
	[Engine] Fixed a bug that caused vehicle engines to stall if they've been frozen (affected DMV and bus driver job).<br>
	[Factions] Fixed a bug that prevented the /funi command from working when being a member of both the police and medics.<br>
	[Fine Tickets] Fixed a bug that allowed players to pay their fines to off-duty police officers.<br>
	[Fishing] Fixed a bug that allowed players to fish in custom interiors.<br>
	[General Stores] Updated text messages to refer to stores as general stores rather than fuelstations.<br>
	[Interiors] Fixed a bug that caused players to become invisible inside interiors.<br>
	[Islands] Fixed a bug that prevented objects from loading on island properties (if there were too many of them).<br>
	[Jail] Fixed a bug that caused players to be teleported from county jail to Los Santos once released.<br>
	[License] Updated the license list for the /takelicense command.<br>
	[License] Fixed a bug that allowed players to purchase guns with a revoked license.<br>
	[MDC] Fixed rename unit and backup buttons.<br>
	[Mechanics] Fixed a bug that prevented vehicle hood from opening by default during service.<br>
	[Mechanics] Fixed a bug that prevented the automated repairs from healing the vehicle (add put it on action timer).<br>
	[Parking] Fixed a bug that caused vehicles to show at Mors Insurance instead of Paleto parking lot.<br>
	[Phone] Fixed a bug that prevented certain characters from being displayed properly.<br>
	[Phone] Phone charging can be done at any area of a house rather than near the entrance.<br>
	[Pointing] Disabled the finger pointing feature while in animation or reloading.<br>
	[Pointing] Disabled pointing while aiming and vice-versa.<br>
	[Police] Fixed a bug that prevented the police boat from being counted as a faction work vehicle.<br>
	[Prison] Fixed a bug that prevented /ringprison from working in the main prison interior.<br>
	[Radio] Fixed a bug that allowed off-duty government faction members to see the dep radio chat.<br>
	[Sheriff] Fixed a bug that caused the detective branch to get LSPD uniforms.<br>
	[Taxi] Fixed a bug that prevented players from paying the taxi fare once they ran out of money.<br>
	[Vehicles] Fixed a bug that allowed players to instantly slow their vehicle by lowering the /cruise speed while cruise mode is active.<br>
	[Vehicles] Fixed a bug that allowed players to heal their vehicles by despawning and spawning their vehicles.<br>
	[Vehicles] Fixed a bug that caused player's stranger name be displayed instead of id when using the /eject command.<br>
	 
</p>

<p style="text-align:center">
	<strong>Thanks to <a contenteditable="false" data-ipshover="" data-ipshover-target="https://forum.eclipse-rp.net/profile/13418-serthon/?do=hovercard" data-mentionid="13418" href="https://forum.eclipse-rp.net/profile/13418-serthon/" id="ips_uid_2366_3" rel="">@Serthon</a> for help in writing this devblog and the whole staff team for testing the update!</strong>
</p>
]]></description><guid isPermaLink="false">35734</guid><pubDate>Tue, 21 Apr 2020 07:00:02 +0000</pubDate></item><item><title>[2.5.0] [2019-07-01] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/21877-250-2019-07-01-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="ECRP logo.png" data-fileid="4630" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.5.0</strong></span>
</p>

<p>
	<span style="color:#3498db"><strong>Dear Eclipse Community,</strong></span>
</p>

<p>
	After weeks of hard work, I am proud to announce the <em><strong>2.5.0 Development Update</strong></em>. In this update, you'll see a focus on various Quality of Life &amp; Finance additions. Without further ado;
</p>

<p>
	 
</p>

<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>1. Introducing - Action Timer</strong></em>
</p>

<p>
	We've added an action timer to most actions in the game. This prevents players from doing actions unrealistically fast and overall provides more immersion to the roleplay scenery.
</p>

<p>
	<img alt="Animated GIF" data-ratio="75.63" width="480" src="https://media.giphy.com/media/jSPeC7DbqcFHDftP0H/giphy.gif">
</p>

<p>
	 
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>2. Introducing - Recoil</strong></em>
</p>

<p>
	In order to make shooting more realistic, we've introduced recoil to shooting. Before this, you could shoot in a straight line, but hopefully with this addition shootouts will become more realistic and require more skill.
</p>

<p>
	 
</p>

<p>
	<img alt="Animated GIF" data-ratio="51.04" width="480" src="https://media.giphy.com/media/dv6zoODYATpsodQi8F/giphy.gif">
</p>

<p style="text-align:center">
	 
</p>

<p>
	<span style="font-size:10px">Left is controlled, right is uncontrolled</span>
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>3. Introducing - Financial UI &amp; Debt</strong></em>
</p>

<p>
	<strong><em><span style="color:#3498db">3.1. Wire Transfer</span></em></strong>
</p>

<p>
	We've introduced a way for players to transfer money directly with this new feature. You can now transfer money to anyone you wish from this UI.
</p>

<p>
	<img alt="nmrsvWs.png" data-ratio="41.29" height="398" width="964" src="https://i.imgur.com/nmrsvWs.png">
</p>

<p>
	<img alt="9tipjPc.png" data-ratio="7.36" height="54" width="734" src="https://i.imgur.com/9tipjPc.png">
</p>

<p>
	<strong><em><span style="color:#3498db">3.2. Salary</span></em></strong>
</p>

<p>
	Instead of just doing a command at the bank, you can now take your salary out from the financial UI under the Salary tab.
</p>

<p>
	<img alt="RvX9aq2.png" data-ratio="41.51" height="401" width="966" src="https://i.imgur.com/RvX9aq2.png">
</p>

<p>
	<em><strong><span style="color:#3498db">3.3. Debt</span></strong></em>
</p>

<p>
	Prior to this addition, there were no repercussions of being imprisoned for charges with heavy tickets if you had no money. After this update, players will go into debt if they do not have the money to pay back their fines.
</p>

<p>
	For example, if you go to prison with $0 in your bank account and your fines are $11,200, your total debt will be $11,200.
</p>

<p>
	<img alt="2N8PT6n.png" data-ratio="18.59" height="124" width="667" src="https://i.imgur.com/2N8PT6n.png">
</p>

<p>
	To pay your debt, you can go under the debt tab and choose how much you want to pay.
</p>

<p>
	<img alt="QwZKd0X.png" data-ratio="42.66" height="426" width="1000" src="https://i.imgur.com/QwZKd0X.png">
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>4. Introducing - Prison Currency &amp; Activities</strong></em>
</p>

<p>
	<strong><em><span style="color:#3498db">4.1. Prison Currency &amp; Store</span></em></strong>
</p>

<p>
	After being imprisoned, you receive 500 stamps (prison currency) by default. You can use these to buy items from the commissary. To earn stamps, you can spend your 500 stamps to buy a pickaxe and go mining ore in the yard. You can sell these ores for stamps next to the commissary.
</p>

<p>
	These stamps convert to pocket money after your release.
</p>

<p>
	<strong><em><span style="color:#3498db">4.2. Prison Activities</span></em></strong>
</p>

<p>
	This has been a topic for a longer period in the community - players wished for more activities in prison. We've heard your feedback and have introduced poker and mining into the prison. Poker won't be for money, but rather the prison currency, stamps. As mentioned in 4.1., players can earn stamps from mining.
</p>

<p>
	<img alt="v1U8gle.jpg" data-ratio="59.51" height="595" width="1000" src="https://i.imgur.com/v1U8gle.jpg">
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>5. Introducing - Map &amp; GPS</strong></em>
</p>

<p>
	In order to see the mini-map, you now must have the GPS item in your inventory. If you wish to see the map from the Esc menu, you have to have the Map item in your inventory. These items are purchasable from any general store.
</p>

<p>
	<img alt="giphy.gif" data-ratio="63.54" height="305" width="480" src="https://media.giphy.com/media/KeQafCV5TCED8fSjEm/giphy.gif">
</p>

<hr>
<p>
	<em style="background-color:#232323; color:#3498db; font-size:20px; text-align:start"><strong>6. Introducing - General Additions</strong></em>
</p>

<p>
	<em><strong><span style="color:#3498db">6.1. Pointing</span></strong></em>
</p>

<p>
	Some older players might remember our pointing system back in GT-MP that we had to get rid of after moving over to RAGE:MP, but we've now been able to add the function back!  You are now able to point your finger at any direction.
</p>

<p>
	<img alt="giphy.gif" data-ratio="125.65" height="480" width="382" src="https://media.giphy.com/media/giVwS140wnRaTCvA2v/giphy.gif">
</p>

<p>
	<strong><em><span style="color:#3498db">6.2. Mask Rework</span></em></strong>
</p>

<p>
	Previously, to toggle a mask on and off, you did /masktoggle. This has now changed - to take your mask off, you must do /masktoggle and to put it on, you have to equip it from your inventory.
</p>

<p>
	<strong><em><span style="color:#3498db">6.3. Minor Weazel News Addition</span></em></strong>
</p>

<p>
	Weazel News have been given two new commands; /weazelCamera and /weazelMicrophone. Hopefully with these new commands, Weazel News can bring in more immersive roleplay scenarios to the server.
</p>

<p>
	<img alt="unknown.png" data-ratio="72.28" height="579" width="801" src="https://cdn.discordapp.com/attachments/477383880400306176/593357712163733504/unknown.png">
</p>

<hr>
<p style="text-align:center">
	<strong><span style="color:#3498db"><span style="font-size:20px">RULE ADDITIONS</span></span></strong>
</p>

<p>
	We've added a new section the the rulebook, 16. Building. This section reflects on the realism of building and its limits. To get a clearer understanding of the rules, here is the quote of the new rules;
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents ipsClearfix">
		<meta charset="utf-8">
		<ul>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Structures must not block any publicly used roads or pathways. </span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Building is not allowed during the active rp situations.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Player may only build the structures on the property he has permissions to.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Structures may not be used to create any obscene shapes or forms.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Player placed structures may not block widely used entrances and exits.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Stashspot of houses must be accessible and not blocked by the player built structures.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
				<p dir="ltr">
					<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">All player built structures must be realistic and follow the rules of real world physics.</span></b></span>
				</p>

				<ul>
					<li dir="ltr" style="background-color:transparent; color:#000000; font-size:10pt; vertical-align:baseline">
						<p dir="ltr">
							<span style="color:#ffffff;"><b id="docs-internal-guid-9b223f94-7fff-0bc8-b9f7-cbff84cce7cb"><span style="background-color: transparent; font-size: 10pt; vertical-align: baseline;">Example: Furniture must not float in the air unsupported by any other elements.</span></b></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</div>
</blockquote>

<p style="text-align:center">
	 
</p>

<hr>
<p style="text-align:center">
	<span style="font-size:20px"><strong><span style="color:#3498db">FULL CHANGELOG:</span></strong></span>
</p>

<p style="text-align:center">
	<span style="background-color:#232323; color:#bdc3c7; font-size:12px; text-align:center">(including all changes made since the last forum post)</span>
</p>

<ul>
	<li>
		[Sirens] Synced siren lights of all emergency vehicles.
	</li>
	<li>
		Disabled shooting if in any animation
	</li>
	<li>
		Fixed carrybody when entering buildings
	</li>
	<li>
		[Phone/Bug] Fixed bug where phone would be loaded as functional, when it should be turned off
	</li>
	<li>
		[Parking Lot/Bug] Potential fix for random teleport on /park
	</li>
	<li>
		[House/Bug] Fixed issue with parking vehicles in houses
	</li>
	<li>
		Changed /raterp to /goodrp and /badrp
	</li>
	<li>
		[Vehicle/Bug] Fixed /window command not working for all vehicles
	</li>
	<li>
		[Warehouses] Purchasing a warehouse as owner will cancel the sale
	</li>
	<li>
		[Businesses] Purchasing a business as owner will cancel the sale
	</li>
	<li>
		Campfires now properly work with dimensions
	</li>
	<li>
		Fixed gun stores
	</li>
	<li>
		Added impound at Paleto Bay
	</li>
	<li>
		Added Taxi gate
	</li>
	<li>
		Removed 'stickToGround' restrictions for furniture
	</li>
	<li>
		Created Medic, Police, Taxi GPS. It allows them to track faction vehicles on map if gps is present on vehicles
	</li>
	<li>
		Masktoggle only works for removing mask, when mask is removed it appears in inventory
	</li>
	<li>
		Added vehicle compartment (small inv)
	</li>
	<li>
		Tweaked food, beverages, weapon volumes
	</li>
	<li>
		Added /weazelCamera /weazelMicrophone
	</li>
	<li>
		Added reception at LSSD
	</li>
	<li>
		Large vehicle inventory is only accessible if vehicle trunk is open on vehicles that have trunk
	</li>
	<li>
		Added area information to police calls
	</li>
	<li>
		Added support for multiple lockers helipads and parking lots
	</li>
	<li>
		Added pointing
	</li>
	<li>
		Implemented action timer
	</li>
	<li>
		Radio frequencies now are attached to radio item
	</li>
	<li>
		Added mining, store, poker, prison currency (stamps) to prison
	</li>
	<li>
		Added ability to exchange prison currency for lower prison sentence
	</li>
	<li>
		Mining will now require owning pickaxe
	</li>
	<li>
		Added recoil
	</li>
	<li>
		Added GPS and MAP items
	</li>
	<li>
		Player must hold right click to attack with melee (removing ability to missclick)
	</li>
	<li>
		Added support for exterior inventories
	</li>
	<li>
		Added blip for LSSD
	</li>
	<li>
		Added sheriff gate
	</li>
	<li>
		Added debt
	</li>
	<li>
		Added ability to cook fish
	</li>
	<li>
		Fixed crafting
	</li>
	<li>
		Added financial UI
	</li>
	<li>
		Added support for furniture object inventories
	</li>
</ul>

<p style="text-align: center;">
	Thanks to Serthon for a great contribution towards writing of this devblog!
</p>
]]></description><guid isPermaLink="false">21877</guid><pubDate>Mon, 01 Jul 2019 18:12:36 +0000</pubDate></item><item><title>[2.4.0] [2019-05-19] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/19842-240-2019-05-19-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="ECRP logo.png" data-fileid="4630" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.4.0</strong></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db"><strong>Dear Eclipse Community,</strong></span>
</p>

<p>
	After weeks of hard work, I am proud to announce the <em><strong>2.4.0 Development Update</strong></em>. In this update, you'll see a focus on civilian features and some minor changes all throughout. Without further ado;<br>
	 
</p>

<p>
	<span style="font-size:20px"><span style="color:#3498db"> <em><strong>1. Introducing - The Mining Job</strong></em></span></span><br>
	<br>
	Located in the Great Chaparral of Blaine County, is the once Abandoned Mine Shaft. You grab the mining job from the outside and then proceed to press E on veins to begin mining. Each ore takes up 10 volume of your inventory, and there are 5 different ores to choose from, each comes with a different value (Tin - Copper - Lead - Iron - Bauxite)
</p>

<p>
	Once you have the ores that you want, you need to head over to the foundry in the Industrial Site of Los Santos and simply drop the ores inside the drop off point, which will then give you money. The system is very much like the drug selling points, the amount you get depends on the demand.
</p>

<p>
	<img alt="Animated GIF" data-ratio="75.83" width="480" src="https://media.giphy.com/media/eKh4UpZ0FEgS9VeCP6/giphy.gif"><img alt="U3b8p1n.png" data-ratio="45.00" height="270" width="600" src="https://i.imgur.com/U3b8p1n.png">
</p>

<p>
	 
</p>

<p>
	 
</p>

<hr>
<p>
	 
</p>

<p>
	<span style="font-size:20px"><em><span style="color:#3498db"><strong>2. Introducing - Player Owned General Stores</strong></span></em></span>
</p>

<p>
	Players will now be able to own General Stores around San Andreas and manage them as you would any other business. The system will work in hand with the trucking job, and they will need to deliver cargo that you import as a store owner. This is pretty self-explanatory and it opens up new opportunities for players that have been wanting to own a business. 
</p>

<p>
	Stores will be available to be purchased on release across the 24/7s in San Andreas, including those connected to gas stations, so be ready!
</p>

<p>
	 
</p>

<p>
	<img alt="06WKXIg.png" data-ratio="50.50" width="600" src="https://i.imgur.com/06WKXIg.png"><img alt="Animated GIF" data-ratio="56.25" width="480" src="https://media.giphy.com/media/IcubeG62FRMQAOYL8D/giphy.gif">
</p>

<p>
	 
</p>

<p>
	 
</p>

<hr>
<p>
	<span style="font-size:20px"><em><span style="color:#3498db"><strong>3. Introducing - The New Prison</strong></span></em></span>
</p>

<p>
	The new prison has long been wanted by the Eclipse Community, especially those from Department of Corrections and its frequent visitors. Our old prison interior was made in 2017 but throughout the years, new ideas came to light and a new prison was created by Dario Moretti who is a member of the Department of Corrections. <br>
	<br>
	This new prison offers larger space for inmates, it's more open and it offers more role-play opportunities for inmates and correctional officers. We hope that the community will enjoy the implementation as much as we do.
</p>

<p>
	<img alt="500mQby.png" data-ratio="50.00" width="600" src="https://i.imgur.com/500mQby.png"><img alt="Animated GIF" data-ratio="56.25" width="480" src="https://media.giphy.com/media/MEKw9kZR6RVUCEOIRN/giphy.gif">
</p>

<p>
	 
</p>

<p>
	 
</p>

<hr>
<p>
	<span style="font-size:20px"><em><span style="color:#3498db"><strong>4. Introducing - Hunting, Hunger &amp; Thirst</strong></span></em></span>
</p>

<p>
	We're turning this into a survival game (not really) but up until now, you've all been walking around feeling no thirst or hunger, and how could that possibly be a good simulation of real life? With thirst and hunger, you will be forced to occasionally eat and drink or suffer the consequences, which is death. <br>
	<br>
	To work hand-in-hand with the hunger and thirst system, we've also implemented hunting. Right now, you can only hunt with weapons that we've got available In-Game, including melee weapons, and it requires no expertise. It's not a scripted job so anyone can just go and hunt animals. The hunting grounds are the forests of Blaine County, you will find animals such as chickens, hen, rabbits, deers, boars and more - but be careful, some of them might fight back. <br>
	<br>
	After killing an animal, you can gut it, as long as you've got a knife equipped, you simply type /gut and it will begin the process. Once you've gutted the animal, you have to get the meat out of its inventory, and then what you want to do with the meat is up to you, you have 3 options. 
</p>

<p>
	1) You can eat the meat raw, and suffer a slight health loss.<br>
	2) You can cook the meat and then eat it.<br>
	3) You can sell the meat to the butcher, which works the same as the foundry and the drug selling points.
</p>

<p>
	For the less lighthearted, if animal meat is not enough, you can do this same process with human meat (players), but be careful - Deathmatching rules still apply and it might get you in trouble with the law!
</p>

<p>
	 
</p>

<p>
	<img alt="YW5ndeh.png" data-ratio="47.00" width="600" src="https://i.imgur.com/YW5ndeh.png"><img alt="Animated GIF" data-ratio="56.25" width="480" src="https://media.giphy.com/media/JNsrq7awkKhkZsj16W/giphy.gif"><img alt="5a7myHJ.png" data-ratio="73.77" width="427" src="https://i.imgur.com/5a7myHJ.png">
</p>

<p>
	 
</p>

<hr>
<p>
	<span style="font-size:20px"><em><span style="color:#3498db"><strong>4. Introducing - General Additions</strong></span></em></span>
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><em><strong>5.1 Speakers</strong></em></span></span>
</p>

<p>
	Each general store can now import speakers for players to buy and place on the ground. The speakers will only play radio stations link, not youtube links. E.g. <a href="http://us4.internet-radio.com:8266/stream" ipsnoembed="true" rel="external nofollow">http://us4.internet-radio.com:8266/stream</a>
</p>

<p>
	<img alt="Animated GIF" data-ratio="65.83" width="480" src="https://media.giphy.com/media/WqLCcMyqMXlSplps2Z/giphy.gif">
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px"><span style="color:#3498db"><em><strong>5.2 Ability to Strip Ammo</strong></em></span></span>
</p>

<p>
	This has been a wanted feature for a few months now, and it's finally here - the ability to strip ammo from guns in your inventory.
</p>

<p>
	<img alt="Animated GIF" data-ratio="56.25" width="480" src="https://media.giphy.com/media/SwOEyrUkwwHHJXdl3J/giphy.gif">
</p>

<p>
	 
</p>

<hr>
<p style="text-align:center">
	<span style="color:#3498db"><strong><span style="background-color:#232323; font-size:26px; text-align:center">ENDING STATEMENT</span></strong></span>
</p>

<p>
	This is our second major update since <a href="https://forum.eclipse-rp.net/topic/18021-230-2019-04-12-eclipse-roleplay/" rel="">the 2.3.0 update</a> and we're very happy with the response we've gotten so far from our sneak peeks. We've been focusing heavily on the civilian side of Eclipse RP as we feel that there need to be more options than being a criminal or a legal faction member. <br>
	<br>
	We've tested this update as much as we could, but obviously, it's going to be different when there are 200+ players on the server. If you experience any bugs after this update, please make sure that you create bug reports so that they can be fixed in a timely manner. <br>
	<br>
	<a href="https://forum.eclipse-rp.net/forum/5-bug-reports/" ipsnoembed="true" rel="">https://forum.eclipse-rp.net/forum/5-bug-reports/</a>
</p>

<p>
	Moving forward, if you want to stay up to date with development and look at sneak peeks of what's coming, make sure that you follow our Twitter.
</p>

<p>
	<a href="https://twitter.com/ProPaulius" ipsnoembed="true" rel="external nofollow">https://twitter.com/ProPaulius</a>
</p>

<p>
	 
</p>

<hr>
<p style="text-align:center">
	<span style="color:#3498db"><strong><span style="background-color:#232323; font-size:26px; text-align:center">FULL CHANGELOG</span></strong></span>
</p>

<p style="text-align:center">
	(including all changes made since the last development update)
</p>

<ul>
	<li>
		Added campfire (item buyable at stores)
	</li>
	<li>
		Added meat item, ability to eat and cook it
	</li>
	<li>
		Prison gates can now be controlled with /gate
	</li>
	<li>
		Fixed cell doors not being lockable.
	</li>
	<li>
		Added prison interior and made all doors lockable.
	</li>
	<li>
		Added additional MDC locations.
	</li>
	<li>
		Assigned regular and solitary cell positions and doors.
	</li>
	<li>
		Made animals not collide with vehicles
	</li>
	<li>
		Included a new prison lobby interior.
	</li>
	<li>
		Added multiple MDC location support.
	</li>
	<li>
		Made fence gates (outside the lobby) lockable.
	</li>
	<li>
		Fixed /showbadge command not working for government factions.
	</li>
	<li>
		Fixed administrator logs not working.
	</li>
	<li>
		Fixed F4 menu not working for the LSPD faction.
	</li>
	<li>
		Implemented player owned general stores
	</li>
	<li>
		Speakers can now be bought at the stores
	</li>
	<li>
		Implemented new ordering system to dealerships, gunstores, fuelstations
	</li>
	<li>
		Shortened /startrefueling to /refuel and FinishRefueling to /stoprefuel
	</li>
	<li>
		Added mining
	</li>
	<li>
		Added hunting
	</li>
	<li>
		Added strip ammo function to weapons
	</li>
	<li>
		Added ability to gut bodies, if player body was gutted will show /analysewounds
	</li>
	<li>
		Added detective badges for LSPD with /ib
	</li>
	<li>
		Reworked trucking to support new order system
	</li>
	<li>
		Added speaker as general store item, added commands /speakervolume, /speakerurl, /takespeaker
	</li>
	<li>
		Implemented hunger and thirst
	</li>
	<li>
		Added quiz id information to /alogs
	</li>
	<li>
		Fixed attachment sync errors
	</li>
	<li>
		Fixed weapons disappearing in weapons wheel
	</li>
	<li>
		Lowered gun prices in gun stores
	</li>
	<li>
		Taxi notifications are now subtitle text, not notification
	</li>
	<li>
		Fixed faction commands and functionality
	</li>
	<li>
		Fishing action will be stopped after missed fish
	</li>
	<li>
		This patch will reset every stashspot to the interior entry location
	</li>
	<li>
		Improved vehicle door opening to be more accurate
	</li>
	<li>
		Fixed bug where market vehicles were towable
	</li>
	<li>
		Fixed being able to put stashspot outside the house
	</li>
	<li>
		Added dead bodies limit per player
	</li>
	<li>
		Fixed bug where dropping carried item would make it disappear
	</li>
	<li>
		Added item drops lifetime. Saveable items like bags will be deleted after 3 days of them being dropped. Non-saveable items like clothes will be deleted after 1 day
	</li>
	<li>
		Added command /window that allows to open or close vehicle's window
	</li>
	<li>
		Fixed store cashier not putting his hands up
	</li>
	<li>
		Fixed bug where melee weapons taken out of police locker wouldn't be usable
	</li>
	<li>
		Disabled crouching when character is not supposed to do that action
	</li>
	<li>
		Fixed store robberies calls not showing up for police
	</li>
	<li>
		Implemented messages that inform players about /raterp command
	</li>
	<li>
		Implemented /afkmath command that will allow players to reset afk timer without moving their character
	</li>
	<li>
		Fixed disappearing PD vehicles
	</li>
	<li>
		Disabled irrelevant hotkeys, while MDC hotkeys remain active
	</li>
	<li>
		Main MDC is hidden by default, mini MDC will not enable the cursor
	</li>
	<li>
		Fixed vehicle scanner not showing all vehicles
	</li>
	<li>
		Fixed player search not working for players with an extensive criminal record
	</li>
	<li>
		Fixed tab counters not refreshing on MDC start
	</li>
	<li>
		Disabled hotkeys and chat
	</li>
	<li>
		Removed leading and trailing whitespaces when searching for a number 
	</li>
	<li>
		Main lobby door made controllable with /gate
	</li>
	<li>
		Updated interior doors (removed/moved/added)
	</li>
	<li>
		Fixed unit leaders not being reassigned to their old unit
	</li>
	<li>
		Fixed issue that allowed passengers to change the cruise speed
	</li>
	<li>
		Fixed issue, that caused service payments to go into the player's bank rather than faction's treasury<br>
		 
	</li>
</ul>
]]></description><guid isPermaLink="false">19842</guid><pubDate>Sun, 19 May 2019 21:14:39 +0000</pubDate></item><item><title>[2.3.0] [2019-04-12] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/18021-230-2019-04-12-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="ECRP logo.png" data-fileid="4630" data-ratio="50.00" height="250" width="500" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.3.0</strong></span>
</p>

<p>
	<br>
	<span style="color:#3498db;"><strong>Dear Eclipse Community,</strong></span>
</p>

<p>
	After weeks of hard work, I am proud to announce the <em><strong>2.3.0 Development Update</strong></em>. In this update, you'll see many new and changed features to improve the general roleplay immersion, as well as create opportunities for new roleplay scenes. Without further ado;<br>
	 
</p>

<p style="padding-left: 30px;">
	<em><span style="color:#3498db;"><strong>1. Introducing - The Ability to Join Multiple Factions</strong></span></em>
</p>

<p style="padding-left: 30px;">
	We've long been wanting to implement a system where our players can be a part of more than one faction. We want our players to create characters and build their character's story after their preference. For example, why shouldn't a Police Officer be able to work part-time as a Medic, or a criminal be able to sneak in and be a mechanic? Right now, you are limited to two factions, which is still better than one.
</p>

<p>
	<img alt="KwAgPfo.png" data-ratio="61.28" style="width: 450px; height: auto;" width="829" src="https://i.imgur.com/KwAgPfo.png">
</p>

<p style="padding-left: 60px;">
	<strong>Commands:</strong> 
</p>

<p style="padding-left: 90px;">
	The only commands that are affected by this change are /(f)action and /fmute, which now requires you to input value before the message.
</p>

<p style="padding-left: 90px;">
	• /(f)action [FactionID] [Message], 0 = Your first faction, 1 = Your second faction. 
</p>

<p style="padding-left: 90px;">
	• /fmute [FactionID], 0 = Your first faction, 1 = Your second faction.
</p>

<p style="padding-left: 90px;">
	<img alt="daVrhBw.png" data-ratio="24.62" style="width: 500px; height: auto;" width="914" src="https://i.imgur.com/daVrhBw.png">
</p>

<hr>
<p style="padding-left: 30px;">
	 
</p>

<p style="padding-left: 30px;">
	<span style="color:#3498db;"><em><strong>2. Introducing - Dead Player's Bodies</strong></em></span>
</p>

<p style="padding-left: 30px;">
	This feature has been a long wanted feature from all sides of the community, and after deliberating and testing ways that this could work, we've come up with a system that suits your needs and our wants. <br>
	<br>
	When a player is killed, a model of their body will spawn in their place. This body will remain on the ground for 30 minutes and can be interacted with, its inventory can be looted and wounds analyzed. Bodies can be despawned before the 30 minutes if they are carried to the Los Santos Hospital and dropped at a specific point. 
</p>

<p style="padding-left: 60px;">
	<strong>Commands:</strong> 
</p>

<p style="padding-left: 90px;">
	• /analysewounds will work on either alive and injured players or bodies of dead players. If you are analyzing a dead player, you must use /analysewounds <em>false</em>
</p>

<p style="padding-left: 90px;">
	• Pressing I besides a dead player's body will open up their inventory. Any items the player had on them before death will be available in this inventory, with the exception if the player died in a No Crime Zone.
</p>

<p style="padding-left: 90px;">
	 
</p>

<p style="padding-left: 30px;">
	<em><span style="color:#3498db;"><strong>2.1 Introducing - Ability to Carry &amp; Storing Players &amp; Bodies in Trunks</strong></span></em>
</p>

<p style="padding-left: 30px;">
	In addition to introducing Dead Player's Bodies, we are also proud to introduce the ability to carry injured players, dead player's bodies and the ability to store them in your vehicle's trunk.
</p>

<p style="padding-left: 60px;">
	<strong>Commands:</strong> 
</p>

<p style="padding-left: 90px;">
	• /carrybody to pick up the nearest body to your player model. You are unable to carry more than 1 body at once.
</p>

<p style="padding-left: 90px;">
	• /dropbody to drop the body which your character is carrying. 
</p>

<p style="padding-left: 90px;">
	• /storebody to store the player's body in your vehicle's trunk. The trunk is required to be open before you can store it.
</p>

<p style="padding-left: 90px;">
	• /entertrunk to manually enter the trunk of a car. The trunk is required to be open before you can enter it.
</p>

<p style="padding-left: 90px;">
	• /leavetrunk to leave the trunk of the vehicle. The trunk is required to be open before you can exit it.
</p>

<p style="padding-left: 90px;">
	<img alt="IMAExFd.png" data-ratio="23.31" width="1330" src="https://i.imgur.com/IMAExFd.png">
</p>

<p style="padding-left: 90px;">
	<img alt="Animated GIF" data-ratio="50.42" width="480" src="https://media.giphy.com/media/McVZR7ejxxib00nQKg/giphy.gif">
</p>

<p style="padding-left: 30px;">
	<span style="color:#3498db;"><em><strong>2.2 Introducing - Ability to Revive Injured Players &amp; Dispose of Dead Bodies</strong></em></span>
</p>

<p style="padding-left: 30px;">
	The Eclipse Roleplay Community have long wanted a feature to be able to revive injured players, and after deliberating and working around the idea of our system of carrying bodies, we're proud to announce that it's now possible for you to revive injured players. We hope that this will ease up the workload for our Los Santos Emergency Medical Services and for them to be able to spend quality time on scenes and go more in-depth with their medical roleplay.
</p>

<p style="padding-left: 30px;">
	There are no commands to this system other than the commands for carrying and dropping bodies. You take the injured player inside the Los Santos Hospital and drop them at a marked point inside of the interior, upon dropping the player they will be revived. If the player you are carrying is dead, instead of reviving, their body will just be disposed of. 
</p>

<p style="padding-left: 30px;">
	<img alt="jqnnhCl.png" data-ratio="51.83" style="width: 450px; height: auto;" width="600" src="https://i.imgur.com/jqnnhCl.png">
</p>

<p style="padding-left: 30px;">
	 
</p>

<hr>
<p style="padding-left: 30px;">
	 
</p>

<p style="padding-left: 30px;">
	<span style="color:#3498db;"><em><strong>3. Introducing - Changes to the Firearms Permit System</strong></em></span>
</p>

<p style="padding-left: 30px;">
	This is a controversial change that we've decided to push through because we want to improve the quality of roleplay in our community. In the past, you've been able to get a firearms permit and purchase legal firearms despite the character you play, you could become a serial killer, get caught, go to prison, get out from prison and still purchase a firearms permit and legal firearms, but with this change, you won't be able to.<br>
	<br>
	Firearms Permits will now be processed by the Los Santos Police Department's Firearms and Licensing Division. There is a list of a wide variety of requirements, both IC and OOC, that you must meet in order to qualify for a firearms license. While this change might raise disagreements/concerns, we are confident that this is the best option moving forward -- if you're building the character story of a criminal, we want you to focus on being a criminal and obtain firearms through connections and gangs.
</p>

<p style="padding-left: 30px;">
	With this change, to avoid the emergency stockpiling of firearms, we have reset everyone's firearms licenses and you will now need to re-apply for a firearms license with the Los Santos Police Department. We hope that you can understand and respect this choice, and why we changed it. We are not trying to run a GTA Online community, we're running a roleplay community and we strive for realism and immersion.
</p>

<p style="padding-left: 30px;">
	Each gun that you purchase from a gun store will now come with a serial number will be used by the police to track the owner of the gun, where and when it was purchased, and to report the gun stolen. Guns imported by illegal factions will not come with a serial number.
</p>

<p style="padding-left: 30px;">
	<a href="https://gov.eclipse-rp.net/viewforum.php?f=556" rel="external nofollow">LSPD Website - Firearms and Licensing Division</a>
</p>

<p style="padding-left: 30px;">
	 
</p>

<hr>
<p style="padding-left: 30px;">
	 
</p>

<p style="padding-left: 30px;">
	<span style="color:#3498db;"><em><strong>4. Introducing - General Immersion Changes</strong></em></span>
</p>

<p style="padding-left: 60px;">
	<span style="color:#3498db;"><em><strong>4.1 Weapon Drawing Animations</strong></em></span>
</p>

<p style="padding-left: 90px;">
	Each weapon (gun) now has a drawing animation to delay the drawing process.
</p>

<p style="padding-left: 60px;">
	<span style="color:#3498db;"><em><strong>4.2 Crosshair Removal</strong></em></span>
</p>

<p style="padding-left: 90px;">
	Crosshairs for weapons have been removed as we find the crosshair being an out of character guide to aiming. We ask our player base to play fair and adapt to this immersion change like everyone else.
</p>

<p style="padding-left: 90px;">
	<img alt="Animated GIF" data-ratio="56.25" width="480" src="https://media.giphy.com/media/eLWvB3a9pT9Tepg0A9/giphy.gif">
</p>

<p style="padding-left: 60px;">
	<span style="color:#3498db;"><em><strong>4.3 Faction Properties &amp; Ability to have multiple builders.</strong></em></span>
</p>

<p style="padding-left: 90px;">
	Faction Leaders can now attach their property to their faction and edit permissions for groups/branches to manage the property, access the property and to build in the property. This will allow for more than one person to build in the property, which is a good immersion change. <br>
	<br>
	<em>(Property being the properties that you can purchase, e.g. the Irish Tavern is a property).</em>
</p>

<p style="padding-left: 120px;">
	<strong>Commands:</strong>
</p>

<p style="padding-left: 120px;">
	• The permissions are edited in the F4 menu by faction leaders.
</p>

<p style="padding-left: 120px;">
	• /attachFaction and /deattachFaction [FactionID] to attach and deattach [FactionID] properties to/from factions. Can only be used by the property owner.<br>
	 
</p>

<p style="padding-left: 60px;">
	<span style="color:#3498db;"><em><strong>4.4Ability to Open Vehicle Doors, Trunk &amp; Hood.</strong></em></span>
</p>

<p style="padding-left: 60px;">
	This is another wanted feature by the Eclipse Roleplay Community. By simply pressing O when you're standing beside a vehicle that is unlocked, you can open its doors/hood and/or trunk.
</p>

<p style="padding-left: 60px;">
	<img alt="Animated GIF" data-ratio="56.25" width="480" src="https://media.giphy.com/media/RfAwrjA7yH7dnlM49Q/giphy.gif">
</p>

<p style="padding-left: 60px;">
	<span style="color:#3498db;"><em><strong>4.5 Ability to Transfer Vehicles</strong></em></span>
</p>

<p style="padding-left: 60px;">
	We've had a lot of requests to implement a system where you can transfer a vehicle for free to another player without using the car markets and risk your car being taken by another player. This command does not give you a price input, so if you use this for your vehicle sales, then you must remember that you are not protected by any scamming rules as they do not exist.
</p>

<p style="padding-left: 90px;">
	<strong>Commands:</strong>
</p>

<p style="padding-left: 90px;">
	• /TransferVehicle [Receiver] [LicensePlate] to send a transfer request.
</p>

<p style="padding-left: 90px;">
	• /acceptTransfer [LicensePlate] to accept the transfer request.
</p>

<p style="padding-left: 90px;">
	 
</p>

<hr>
<p style="text-align: center;">
	<span style="color:#3498db;"><strong><span style="background-color: rgb(35, 35, 35); font-size: 26px; text-align: center;">RULE CHANGES</span></strong></span>
</p>

<p>
	We are also proud to announce some changes to our server rules. One rule that is being eliminated is Killing on Sight, we will no longer allow players to attack one another without engaging in roleplay beforehand, so Killing on Sight as you knew it before, no longer exists. We're also adding a rule which removes the new player protection for new players that deliberately insert themselves into or start active crime scenes. We're also adding a rule to prison breaks that all prison breaks will now require approval from a Moderator+ who will spectate the event and make sure that it consists of quality role-play, proper planning and that there's sufficient law enforcement to handle the prison break. 
</p>

<p>
	<span style="color:#e74c3c;"><strong>The rule changes go into effect immediately.</strong></span>
</p>

<p>
	 
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_3197_20" style="">
<span class="pln">OLD:
    Kill on Sight (KoS) is the act of killing a player with no engagement in roleplay. 
    The person who has KoS rights must have evidence prior to committing the kill.
    Killing a player without warning or roleplay is allowed only within 24 hours of:
    • Your life being threatened not including law enforcement aiming weaponry.
    • The life of your friend or ally is presently being threatened or if you have witnessed it happen.
    • A player attempting to steal your assets worth greater than $75,000 not including vehicles.

CURRENT:
    The act of killing a player with no engagement in roleplay is not allowed.
    Killing a player that has obeyed all orders and demands during a roleplay situation is allowed,
    with roleplay, only within 3 hours of:

    • Severe hostile or criminal action is taken against you, 
    e.g. someone is robbing you at gunpoint. (Excluding police aiming a gun at you.)
    • Someone is attempting to take your life.
    • Someone is attempting to take the life of your close friend or ally, or if you have witnessed it happen.</span></pre>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_3197_22" style="">
<span class="pln">OLD:    
    ● Players may participate in no more than 1 prison break attempt within 1 OOC week.
    ● Official Factions may attempt 2 additional breaks in the case the prisoner is the faction leader.

CURRENT: 
    ● Permission for prison break must be approved by a Moderator+ prior to the attempt.
    ● Players may participate in no more than 1 prison break attempt within 1 OOC week.
    ● Official Factions may attempt 2 additional breaks in the case the prisoner is the faction leader.</span></pre>

<p>
	 
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_3731_4" style="">
<span class="pln">OLD:    
    ● Players cannot steal from players with “NEW PLAYER” above their head unless it is in retaliation.

CURRENT: 
    ● Players cannot steal from players with “NEW PLAYER” above their head unless it is in retaliation.
    ● Players with the (( NEW PLAYER )) tag that deliberately insert themselves into or start active crime scenes 
    lose their new player protection during those illegal activities.</span></pre>

<hr>
<p style="text-align: center;">
	<span style="color:#3498db;"><strong><span style="background-color: rgb(35, 35, 35); font-size: 26px; text-align: center;">SCAMMING &amp; GAMBLING IN NO CRIME ZONES</span></strong></span>
</p>

<p>
	This has been a question for many and we know that our players have been told different things by members of staff, so we want to clear it up once and for all.<br>
	<br>
	Playing gambling games in No Crime Zones is not allowed if you are doing it for any form of asset (money/vehicles etc) as it's considered as Illegal Gambling and that would be a violation of our No Crime Zone rule.<br>
	<br>
	Scamming is No Crime Zones will no longer be seen as a No Crime Zone Violation. If you're trying to find ways to dodge taxes of selling houses or cars, that's entirely on your own responsibility and we will not be reversing any sales or refunding any money moving forward. If you want to have a safe way of selling cars, houses and other equipment, use the scripts that we have in place for that. We hope that this will clear things up and that we can move forward from this topic.
</p>

<p>
	 
</p>

<hr>
<p style="text-align: center;">
	<span style="color:#3498db;"><strong><span style="background-color: rgb(35, 35, 35); font-size: 26px; text-align: center;">ENDING STATEMENT</span></strong></span>
</p>

<p>
	We would like to thank everyone in the community for their patience, it's been a really long journey for us and a stressful one, and it's not over here. We understand that a lot of sides of the community want to have development done and we're slowly getting there, but we have to prioritize requests that will improve the general quality of life and roleplay.<br>
	<br>
	We've tested this update as much as we could, but obviously, it's going to be different when there are 200+ players on the server. If you experience any bugs after this update, please make sure that you create bug reports so that they can be fixed in a timely manner. <br>
	<br>
	<a href="https://forum.eclipse-rp.net/forum/5-bug-reports/" ipsnoembed="true" rel="">https://forum.eclipse-rp.net/forum/5-bug-reports/</a>
</p>

<p>
	Moving forward, if you want to stay up to date with development and look at sneak peeks of what's coming, make sure that you follow our Twitter.
</p>

<p>
	<a href="https://twitter.com/ProPaulius" ipsnoembed="true" rel="external nofollow">https://twitter.com/ProPaulius</a>
</p>

<p>
	 
</p>

<hr>
<p style="text-align: center;">
	<span style="color:#3498db;"><strong><span style="background-color: rgb(35, 35, 35); font-size: 26px; text-align: center;">FULL CHANGELOG</span></strong></span>
</p>

<p style="text-align: center;">
	(including all changes made since the last development update)
</p>

<ul>
	<li>
		Added dead bodies that stay after players death
	</li>
	<li>
		Added weapon drawing animations
	</li>
	<li>
		Added ability to /entertrunk and /leavetrunk, /carrybody /storebody /dropbody
	</li>
	<li>
		Added system that allows players to revive injured players by carrying their bodies into the interior of hospital
	</li>
	<li>
		Added ability to join multiple factions
	</li>
	<li>
		Added permissions to factions Manage Property/Build Property/Access Property. Also /attachFaction and /deattachFaction﻿ can be used to attach property to faction
	</li>
	<li>
		﻿ Added /accessdoortype 2 [price] that allows property doors to be pay for access
	</li>
	<li>
		Added weapon serial numbers
	</li>
	<li>
		Added firearms approval license. Issued by the LSPD. It is required in order to get a weapons license.
	</li>
	<li>
		Added MDC functionality to get information about the gun with the serial number
	</li>
	<li>
		Added /transferVehicle and /acceptTransfer that allows for people to transfer their vehicles to other people
	</li>
	<li>
		﻿ Added ability to donate to the government at the government building
	</li>
	<li>
		﻿ Added more in-depth logging and tracking of server economy
	</li>
	<li>
		﻿ Added ability to open vehicle doors with hotkey O
	</li>
	<li>
		﻿ Removed weapons crosshair
	</li>
	<li>
		﻿ Removed ablity to use city bee if there are on duty taxi drivers that are not on call
	</li>
	<li>
		﻿/calls now inform who responded to the 911 call
	</li>
	<li>
		Fixed /analyseWounds command, it also now supports analysing dead bodies
	</li>
	<li>
		Improved attachment sync to support more types of attachments﻿
	</li>
	<li>
		Added zipties
	</li>
	<li>
		Added fduty activity tracking
	</li>
	<li>
		Added ability for faction leaders to pay salaries individualy
	</li>
	<li>
		Added random gestures that will get invoked when player is speaking or chatting
	</li>
	<li>
		Added faction treasury logs
	</li>
	<li>
		Added animation for phone being taken out
	</li>
	<li>
		Added /orderBlip [receiver] [servicePrice] [sprite] [minimap] [days] [name]  for weazel employees to service people that want a blip.
	</li>
	<li>
		Added /acceptBlipOrder for people who received offer from weazel employee and want to accept it.
	</li>
	<li>
		Added /removeOrderedBlip for people that bought a blip, but don't want for it to be visible anymore.
	</li>
	<li>
		Added /accessdoor and /accessdoortype (for property owners)
	</li>
	<li>
		Added new VIP perks
	</li>
	<li>
		Adjusted salary tax cuts, implemented par﻿king cost cuts,  VIPs won't be affected by inactivty property cleaning
	</li>
	<li>
		Added /mood
	</li>
	<li>
		Added fishing rods to the general store
	</li>
	<li>
		Added dynamic fishing (you can now fish near any water source)
	</li>
	<li>
		Added 550 new furniture items (thanks to Osborn)
	</li>
	<li>
		Added PD management commands like /units /createunit to MD
	</li>
	<li>
		Added /raterp system. You can now rate your roleplay experience with another player!
	</li>
	<li>
		Added refueling car that will now require you to leave the car, use commands /startrefueling, /finishrefueling
	</li>
	<li>
		Added speed cameras at MD, PD, Tequila and Bank. This was done to keep the city a little bit more in order
	</li>
	<li>
		Added characters looking at players who are talking
	</li>
	<li>
		Optimizations to server code
	</li>
	<li>
		Fixed laptop order bug
	</li>
	<li>
		Fixed phone accept call bug
	</li>
	<li>
		Fixed MDC calls displaying wrong type
	</li>
	<li>
		Fixed government salaries not being taxed
	</li>
	<li>
		Fixed /medicheal showing wrong player name
	</li>
	<li>
		Fixed speed cameras setting incorrect jail time
	</li>
	<li>
		Fixed phone messages contact names not loading
	</li>
	<li>
		Fixed item disappearing when pressing N in map editor
	</li>
	<li>
		Fixed some issues that caused game crashes
	</li>
	<li>
		Fixed phones receiving messages when battery is 0
	</li>
	<li>
		Fixed phone, with battery of 0, being on when player logins
	</li>
	<li>
		Fixed DMV licenses not being saved
	</li>
	<li>
		Fixed vehicle burnout sync
	</li>
	<li>
		Fixed laptop order delivery point selection bug
	</li>
	<li>
		Fixed fish item bug
	</li>
	<li>
		Fixed phone bug where it makes any item you are carrying disappear
	</li>
	<li>
		Fixed /grabCash bug
	</li>
	<li>
		Fixed shooting while eating/drinking
	</li>
	<li>
		Fixed burnout sync
	</li>
	<li>
		Fixed pop tires sync﻿
	</li>
	<li>
		Fixed CTRL + X menu
	</li>
	<li>
		Fixed dealership bug
	</li>
	<li>
		First time quiz applicant will be prioritized
	</li>
	<li>
		/drag /undrag now works for civilians too
	</li>
	<li>
		/calls will only show police calls for police and medic calls for medics
	</li>
	<li>
		Mors will now fix tires when can is available to re﻿trieve for free
	</li>
	<li>
		Taco job now provides customer taco food item
	</li>
	<li>
		Lowered poker cash objects on the table amount
	</li>
	<li>
		Calls to medics will only go to medics instead of police and medics
	</li>
	<li>
		Increased look at duration when someone t﻿alks
	</li>
	<li>
		Changed quiz system to display applicant's id instead of applicant's name
	</li>
	<li>
		DCC fares go to faction treasury
	</li>
	<li>
		Changed taxi fares limits from 20-80 to 10-1000
	</li>
	<li>
		/salary will now display accumulated fduty hours
	</li>
	<li>
		Changed faction funding system
	</li>
	<li>
		Changed weazel report command to /weazelreport
	</li>
	<li>
		Money from faction services will go to faction instead of the person providing the service, example (mechanic service, weazel service)
	</li>
	<li>
		Removed /dnn /vnn
	</li>
	<li>
		Disabled /mug﻿
	</li>
	<li>
		Dealership menus now close with ESC
	</li>
	<li>
		Fixed police trace command for players tha﻿t are in interiors (will now show the entrance location).
	</li>
	<li>
		Removed all blips from non-government/non-server entities
	</li>
	<li>
		[/AccessDoorType 0] makes door only accessible by the owner.
	</li>
	<li>
		[/AccessDoorType 1] makes door accessible by keypad (code is set by owner)
	</li>
	<li>
		/AccessDoor unlocks/locks door
	</li>
	<li>
		Disabled cover (Q) due to its bad sync.
	</li>
	<li>
		Changed garbage blip icon
	</li>
	<li>
		Adjusted gunstore import prices﻿﻿
	</li>
</ul>
]]></description><guid isPermaLink="false">18021</guid><pubDate>Fri, 12 Apr 2019 10:13:41 +0000</pubDate></item><item><title>[2.2.0] [2019-01-23] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/14329-220-2019-01-23-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="ECRP logo.png" data-fileid="4630" height="250" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png" width="500">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.2.0</strong></span>
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<p style="color: rgb(145, 155, 175); text-align: center;">
	<span style="font-size:28px;">Major Updates:</span>
</p>

<ul>
	<li style="color: rgb(145, 155, 175);">
		Added furniture system
		<ul>
			<li style="color: rgb(145, 155, 175);">
				 You will now be able to modify/customize the properties you own (warehouses, houses, finance companies, regular properties)
			</li>
		</ul>
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added properties system
		<ul>
			<li style="color: rgb(145, 155, 175);">
				You will now be able to buy properties (building).
			</li>
			<li style="color: rgb(145, 155, 175);">
				Interiors of such properties will be completely empty. Empty box (size depends on the value of the property) will be provided to the player for him to customize it as they please. Players will be able to create interiors ranging from restaurants to gang hideouts and etc.
			</li>
		</ul>
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added coma system.
		<ul>
			<li style="color: rgb(145, 155, 175);">
				As a punishment to dying players will now have to wait 15 minutes at the hospital. The time and implementation of this feature might change in the future.
			</li>
		</ul>
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added animations that require two players
		<ul>
			<li style="color: rgb(145, 155, 175);">
				Such animations include kiss, hug, highfive, handshake. 
			</li>
			<li style="color: rgb(145, 155, 175);">
				Usage: /duoanim [player] [anim]  ; /acceptanim [player]
			</li>
		</ul>
	</li>
</ul>

<p style="color: rgb(145, 155, 175);">
	 
</p>

<p style="color: rgb(145, 155, 175);">
	 
</p>

<p style="color: rgb(145, 155, 175);">
	 
</p>

<p style="color: rgb(145, 155, 175);">
	 
</p>

<p style="color: rgb(145, 155, 175); text-align: center;">
	<span style="font-size:26px;">Changelog:</span>
</p>

<p style="color: rgb(145, 155, 175); text-align: center;">
	<span style="font-size:12px;">(since the last forum patch notes)</span>
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<p style="color: rgb(145, 155, 175);">
	 
</p>

<ul>
	<li style="color: rgb(145, 155, 175);">
		/eid now only shows up from really close distances and if player is not in vehicle
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added spike strips
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added armor for criminals to import
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed vehicle entrance bug
	</li>
	<li style="color: rgb(145, 155, 175);">
		Removed AFK exclusion in prison
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added tires status sync
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added /givekey [player] [permanent] (vehicle keys)
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added /removekey [player] (vehicle keys)
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added break option to beverages. Certain beverages will give broken bottle item
	</li>
	<li style="">
		<font color="#919baf">Added animations that require two players (kiss, hug, high five, handshake)</font>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Inactive houses clean up now checks hours played instead of last seen</span>
	</li>
	<li style="">
		<font color="#919baf">Inactive houses clean up automatically cleans house's stash pot and puts house on auction</font>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added furniture support to finance interiors, warehouses.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Players with SWAT uniforms will have masks on</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Updated map editor to use numpad</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added ability to add persistent map objects on live server</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed old warehouse script</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Implemented interior shell generator</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">/goto prison will be more reliable</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Enabled /pw for prison guards</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Implemented new entity location saving system. Position and dimension saving should be more reliable</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Moved furniture management to clientside</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Player location saving will be done more frequently</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Furniture store items will now be able to be updated live</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Started implementing custom properties</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Updated furniture store UI</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Disabled /alias for people with masks</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Setup furniture store location</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Disabled turfs</span>
	</li>
</ul>

<p style="color: rgb(145, 155, 175);">
	<span style="color:null;">Older patch notes:</span>
</p>

<ul>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Lowered radio item volume to 5</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed fish selling</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed inventory typo</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">New Player tag will only appear on players that do not own character over 5k xp</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added dance5</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added new player ids system / Removed Stranger/Mask</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added prisoners uniforms</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added prison guards uniforms</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added some features to SADOC</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed ammo's weight being 100x intended value</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed radio issue with frisk/sideinventory</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed mechanic service prices</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed unlimited food eating</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed visual carry bug when spamming P</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Moved new player spawn point from airport to bus station (near the main hospital).</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Snowy weather removed.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Selling inactive houses will fairly adjust house prices of inactive owners.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">New players under 5000xp will have a (( New Player )) above them</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Some items (bags, briefcases, crate) can be now carriable</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Warehouses can be owned by anyone. (they currently act only as a storage thing, imports are made through the laptop)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Package orders can be made only through a laptop by a person that has criminal faction and has permissions to manage inventory</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Inventory has scrollbar in order to support high slot counts of warehouses</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Inventory now has volume system (similar to weight). Each item has X amount of volume. Each inventory has its max volume</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Crates (from packages order) can be accessed with I to see the contents (they now have use inventory system)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added keypad system (warehouses use them)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added additional protections for new players</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added briefcase</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Criminal packages now have global amount available to order.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed bug with masks disappearing</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed bug with gun parts not appearing after /dropgun</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Increased mechanic services prices</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed visual/engine repairs</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">CPR can't be performed on yourself</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed radio frequency on HUD</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Implemented laptops (used for criminal factions only at this moment)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Door lock notifications changed to overridable.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed phone messages deletion bug.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed hotkeys being active when using phone/mdc.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed unloading bug, when more resources are unloaded, than contracted.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Health will not be restored to 50 HP on reconnect.</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added ability to strip components from weapons</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Implemented speakers</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">/friskapprove and /friskcancel messages have more information</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added /bindradio for/and radio switching Shift + (1, 2 - 9)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Radio frequency and voice status (normal, shouting, whispering) is now displayed on hud</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">VOIP should be more stable</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Current talking players are displayed on the right side</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fix fuelstation displaying wrong import price</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fix clothes duplication bug</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Improved taxes calculation</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Set fuel import price to 5$</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Tweaked drive by disablement for trucks</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added tax to house/vehicle market ( 5% )</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Wearing a uniform with a mask, will refresh the character nametag</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added player notifications for offline punishments (oawarn, oban, ojail, oaprison)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed maximum car price at high end market</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Cityhall and additional PD interior</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Disabled shooting from commericial vehicles (trucks mainly, to avoid bug abuse)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added more in-depth economy logging (for future development purposes)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed 10% tax from gunstores and vehicle dealerships</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Flying ability set to maximum for all players</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Imported vehicles do not count towards higher tax brackets since they are not part of the economy</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed salary limit</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added parking pay stations</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added police impound</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">You can only quit a job if you have returned a work vehicle with /returnvehicle</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Increased citybee price</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added typing indicator</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed nametag colors</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Body armor clothing will be automatically added if player has armor over a specific amount</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">JerryCan only works if player is outside vehicle and engine is off</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added ability for PD to take and remove armor</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Rebalanced police cruisers</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Bug fixes</span>
	</li>
</ul>
]]></description><guid isPermaLink="false">14329</guid><pubDate>Wed, 23 Jan 2019 15:46:08 +0000</pubDate></item><item><title>[2.1.6] [2018-09-27] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/11166-216-2018-09-27-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="ECRP logo.png" class="ipsImage" height="250" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_09/1237503332_ECRPlogo.png.a266772a64a55d8ef5ac827bd1d547c7.png" width="500" data-fileid="4630">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.1.6</strong></span>
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<ul>
	<li>
		Added parking pay stations
	</li>
	<li>
		Added police impound
	</li>
	<li>
		You can only quit a job if you have returned a work vehicle with /returnvehicle
	</li>
	<li>
		Increased citybee price
	</li>
	<li>
		Added typing indicator
	</li>
	<li>
		Removed nametag colors
	</li>
	<li>
		Body armor clothing will be automatically added if player has armor over a specific amount
	</li>
	<li>
		JerryCan only works if player is outside vehicle and engine is off
	</li>
	<li>
		Added ability for PD to take and remove armor
	</li>
	<li>
		Rebalanced police cruisers
	</li>
	<li>
		Bug fixes
	</li>
</ul>

<p>
	 
</p>

<p>
	Older changes:
</p>

<ul>
	<li>
		Updated NCZ script to include interiors
	</li>
	<li>
		Added buyable weazel newspaper item
	</li>
	<li>
		Added notes (draw with left click, erase with right click)
	</li>
	<li>
		Updated help menu (Thanks to Serthon)
	</li>
	<li>
		Updated credit shop UI
	</li>
	<li>
		Added animations to picking up items and etc
	</li>
	<li>
		Notes and bags will be saved during server restart
	</li>
	<li>
		Renamed 'Criminal Factions' to Factions
	</li>
	<li>
		Added /rvv to change radio volume
	</li>
	<li>
		Faction treasury withdraw and deposit can only be done at ATMs
	</li>
	<li>
		Players with recent dm record or less than 1000xp cant loot injured with I
	</li>
	<li>
		Decreased amount of bags and crates certain vehicles can hold
	</li>
	<li>
		Increased house vehicle proximity, because some players were unable to park vehicles
	</li>
	<li>
		Wheat bag placement bug fix
	</li>
	<li>
		Fixed police MDC bug
	</li>
	<li>
		Faction members that are given access to weapons will receive handguns, melee and "other" weapons by default
	</li>
	<li>
		Faction members are able to select what weapons they want to carry in a selection menu
	</li>
	<li>
		Faction vehicles will have an accessible inventory
	</li>
	<li>
		Player inventory slot count has been decreased to 18
	</li>
	<li>
		Vehicles will have custom inventory slot count
	</li>
	<li>
		Fixed bug where stashspot couldn't be accessed
	</li>
	<li>
		Added talking radio animation for everyone
	</li>
	<li>
		Added radio anim for text commands
	</li>
	<li>
		Updated Clothing UI
	</li>
	<li>
		Added all available watches and accessories (clothing) to server
	</li>
	<li>
		Handcuffs should be more reliable
	</li>
	<li>
		Fixed swat uniform accessory issue
	</li>
	<li>
		Fixed error that prevented players from controlling bikes in mid-air
	</li>
	<li>
		Replaced old job change prompt with new UI style
	</li>
	<li>
		Added wineyard interior portal
	</li>
	<li>
		Fixed some stranger mask bugs
	</li>
	<li>
		Created an NCZ script (NCZs are yet to be placed)
	</li>
	<li>
		Created player asset protection inside NCZs
	</li>
	<li>
		Created player location display script (similar to PLD)
	</li>
	<li>
		Updated inventory UI (removed right side gap)
	</li>
	<li>
		Marijuana seeds are now a stackable item
	</li>
	<li>
		Marijuana spawn count increased
	</li>
	<li>
		Marijuana growth timer reduced
	</li>
	<li>
		Marijuana harvest yield reduced
	</li>
	<li>
		Crafting seeds will produce 1-3 seed items
	</li>
	<li>
		Added custom weapon and object attachment script
	</li>
	<li>
		Added interiors of some government factions to their HQ zones
	</li>
	<li>
		Emergency services radio chat works only with radio on and correct frequency set
	</li>
	<li>
		Drop-off point drug prices will slowly regenerate if below "average"
	</li>
	<li>
		Fixed police siren error for Riot vehicle
	</li>
	<li>
		Fixed farmer transporter bag placement range
	</li>
	<li>
		Fixed zone detection for farm fields
	</li>
	<li>
		Fixed a bug with drop-point payment calculation
	</li>
	<li>
		Fixed bug that prevented players from buying a phone, when they didn't had one
	</li>
	<li>
		Small increase to all drug prices and medium increase to LSD price
	</li>
</ul>
]]></description><guid isPermaLink="false">11166</guid><pubDate>Thu, 27 Sep 2018 14:16:02 +0000</pubDate></item><item><title>[2.1.5] [2018-08-23] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/10036-215-2018-08-23-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.1.5</strong></span>
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<p>
	<span style="color:#e74c3c;"><strong>Crafting (drugs)</strong></span><br>
	Created a crafting system<br>
	Created a crafting menu UI<br>
	Created crafting materials<br>
	Created crafting supplies<br>
	Created destructible crafting structures<br>
	Created crafting recipes (characters can learn them)<br>
	<br>
	<span style="color:#e74c3c;"><strong>Plantations</strong></span><br>
	Updated plantation menu UI<br>
	Updated plantation visual elements (markers, labels)<br>
	Added more plantations (all of them are hidden from the map)<br>
	Added the ability for characters to learn the locations of plantations<br>
	Greatly increased marijuana spawn rate, slightly decreased it's growth time<br>
	Increased marijuana harvest yield from 1 to 3 units per plant<br>
	Marijuana seeds are now an inventory item<br>
	Marijuana plants can be destroyed with the help of a jerry can (read in-game instructions)<br>
	<br>
	<span style="color:#e74c3c;"><strong>Drop-off points</strong></span><br>
	Created a drop-off point script for selling drugs (to the server)<br>
	Drop-off points are initially hidden, but characters can learn them<br>
	Drug prices are made to be dynamic and change over item<br>
	<br>
	<span style="color:#e74c3c;"><strong>API (useful for future features)</strong></span><br>
	Added an API, where synced explosions can be created by the server<br>
	Added an API, where synced fires can be created by the server<br>
	Added an API, where visual entities (2D and 3D) can be drawn and updated by the server<br>
	<br>
	<span style="color:#e74c3c;"><strong>Inventory</strong></span><br>
	Updated the inventory menu UI<br>
	<br>
	<strong><span style="color:#e74c3c;">Store robberies</span></strong><br>
	Added dimension check to store robberies<br>
	Added stricter position check to store robberies<br>
	<br>
	<strong><span style="color:#e74c3c;">Warehouses</span></strong><br>
	Removed drug shipments<br>
	<br>
	<span style="color:#e74c3c;"><strong>Context menu</strong></span><br>
	Improved context menu<br>
	<br>
	<span style="color:#e74c3c;"><strong>Bug fixes</strong></span><br>
	Fixed Trevor's trailer interior loading<br>
	Increased general store robbery distance<br>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileid="4201" href="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_08/unknown.png.aacd173362e22e73456d0f0e6eeeb738.png" rel=""><img alt="unknown.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4201" data-unique="xnaztrj9x" src="https://forum.eclipse-rp.net/uploadsnew/monthly_2018_08/unknown.thumb.png.3d691c225cdcea73643b88d1083dfccc.png"></a>
		</p>

		<p>
			<img alt="unknown.png?width=1110&amp;height=625" src="https://media.discordapp.net/attachments/366209577055944715/479359951433891850/unknown.png?width=1110&amp;height=625">
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">10036</guid><pubDate>Thu, 23 Aug 2018 12:25:34 +0000</pubDate></item><item><title>[2.1.4] [2018-07-26] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/8643-214-2018-07-26-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.1.4</strong></span>
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<ol>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed chat opening while in phone</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed phone elements not saving</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Moved poker input to the left side of the screen</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Potentially fixed poker bug that incorrectly calculated the winner</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed salary not being updated on phone</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added custom hospital respawn locations</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">PD/MD can join server even if its full</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Fixed cruise, (this include tires burnouting)</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Players will automatically spawn with a phone</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Chop shop changes location every 12 in game hours</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Chop shop pays a little bit more</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Removed chop shop blip</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added delay to /showvehicles</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Added new phone UI</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">General store UI automatically closes after walking away</span>
	</li>
	<li style="color: rgb(145, 155, 175);">
		<span style="color:null;">Taxi number is 1111</span>
	</li>
</ol>
]]></description><guid isPermaLink="false">8643</guid><pubDate>Wed, 25 Jul 2018 22:57:18 +0000</pubDate></item><item><title>[2.1.3] [2018-07-19] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/8352-213-2018-07-19-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf">
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 2.1.3</strong></span>
</p>

<p style="color:#919baf; text-align:center">
	 
</p>

<ol>
	<li style="color: rgb(145, 155, 175);">
		Rewritten quiz script and UI, added tips, new quiz will be more difficult
	</li>
	<li style="color: rgb(145, 155, 175);">
		When entering vehicle, radio defaults to off
	</li>
	<li style="color: rgb(145, 155, 175);">
		Vehicle passengers can now change radio station
	</li>
	<li style="color: rgb(145, 155, 175);">
		All players have the same stamina level now
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed poker players not looking at the right direction
	</li>
	<li style="color: rgb(145, 155, 175);">
		Increased firearms damage
	</li>
	<li style="color: rgb(145, 155, 175);">
		Decreased melee damage
	</li>
	<li style="color: rgb(145, 155, 175);">
		General stores now accept bank money
	</li>
	<li style="color: rgb(145, 155, 175);">
		Gun stores now accept bank money
	</li>
	<li style="color: rgb(145, 155, 175);">
		Clothes shops now accept bank money
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed bug where passengers can also refill car at fuelstation
	</li>
	<li style="color: rgb(145, 155, 175);">
		Increased the height of text label at DMV
	</li>
	<li style="color: rgb(145, 155, 175);">
		Local player is always displayed on top at the scoreboard
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed initial player tutorial
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed slot machines objects not being shown
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed eating and drinking animations
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed hospital drop offs for helicopters
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed animations not working correctly
	</li>
	<li style="color: rgb(145, 155, 175);">
		Added additional notifications for new players
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed some police vehicles not being able to release injured players at the hospital
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed bug where police uniforms do not remove accessories
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed bug where detectives wearing kevlar with no uniform lose their normal appearance
	</li>
	<li style="color: rgb(145, 155, 175);">
		/siren position can be adjusted
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed a bug where police units would not disband in some scenarios
	</li>
	<li style="color: rgb(145, 155, 175);">
		Police MDC is available to all police spawned vehicles
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed "hands raised" animation cancelling when talking in voice
	</li>
	<li style="color: rgb(145, 155, 175);">
		Police get paid near all police spawned vehicles and inside the prison
	</li>
	<li style="color: rgb(145, 155, 175);">
		Disabled controls when police MDC is active
	</li>
	<li style="color: rgb(145, 155, 175);">
		Reduced minimum unit name requirement
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed police cruiser megaphone
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed service request messages displaying responder name instead of receiver
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed MDC player search not displaying charges of offline players
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed MDC vehicle search not displaying charges of offline vehicle owners
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed MDC vehicle search crashes
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed traceable phones while they are off
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed bags being openable when in different dimensions
	</li>
	<li style="color: rgb(145, 155, 175);">
		Max vehicles on map doesnt count donator vehicles
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed the purchase of free clothing
	</li>
	<li style="color: rgb(145, 155, 175);">
		Fixed medics not able to remove certain faction vehicles
	</li>
	<li style="color: rgb(145, 155, 175);">
		Increased the salary of regular jobs
	</li>
</ol>
]]></description><guid isPermaLink="false">8352</guid><pubDate>Thu, 19 Jul 2018 08:14:01 +0000</pubDate></item><item><title>[2.1.2] [2018-07-03] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/7916-212-2018-07-03-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf;">
</p>

<p style="color:#919baf;text-align:center;">
	<span style="color:#3498db;"><strong>ECLIPSE Roleplay Update Notes - 2.1.2</strong></span>
</p>

<ul>
	<li>
		Fixed VoIP fragments
	</li>
	<li>
		Police now can also stabilize and bring players to hospital if there is no medics on duty
	</li>
	<li>
		Fixed an UI glitch, where vehicle HUD remains after chop shopping a vehicle
	</li>
	<li>
		Fixed a faction glitch, where it's impossible to add any new weapons or vehicles
	</li>
	<li>
		Reduced roleplay text application length requirement, because whitespace characters are not counted anymore
	</li>
	<li>
		Made projectionGUI not selectable by mouse
	</li>
	<li>
		Fixed chat fadeout
	</li>
	<li>
		Removed doors at  the cave entrance
	</li>
	<li>
		Fixed animation stopping of remote player
	</li>
	<li>
		Improvements to roleplay quiz code, players now will receive email notifications when quiz application status changes
	</li>
	<li>
		Removed the need of going to panel.eclipse-rp.net to verify account, server will now automatically send email
	</li>
	<li>
		Account name now can only contain letters and numbers
	</li>
	<li>
		Added restrictions to /mug (you cant rob players with less than 1000xp)
	</li>
	<li>
		Increased death timer by ~25%
	</li>
	<li>
		/afrisk now shows inventory.
	</li>
	<li>
		Fixed /frisk command
	</li>
	<li>
		Added bald haircuts to barber
	</li>
	<li>
		Inventory system improvements
	</li>
	<li>
		Player will do /ame after taking item from other inventory
	</li>
	<li>
		Added quiz app date calculation for admins
	</li>
	<li>
		Fixed server crashes caused by incorrect input
	</li>
</ul>
]]></description><guid isPermaLink="false">7916</guid><pubDate>Tue, 03 Jul 2018 09:23:06 +0000</pubDate></item><item><title>[2.1.1] [2018-06-25] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/7740-211-2018-06-25-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf;">
</p>

<p style="color:#919baf;text-align:center;">
	<span style="color:#3498db;"><strong>ECLIPSE Roleplay Update Notes - 2.1.1</strong></span>
</p>

<ul>
	<li style="color:rgb(145,155,175);">
		Vehicles that are for sale can no longer be chop shopped
	</li>
	<li style="color:rgb(145,155,175);">
		Improved chat fade out
	</li>
	<li style="color:rgb(145,155,175);">
		Chat now disappears when pressing F7
	</li>
	<li style="color:rgb(145,155,175);">
		Improvements to VOIP
	</li>
	<li style="color:rgb(145,155,175);">
		Added new notifications for farming 
	</li>
	<li style="color:rgb(145,155,175);">
		Changed all error messages in chat to subtitle messages
	</li>
	<li style="color:rgb(145,155,175);">
		Changed all script side /me messages to /ame
	</li>
	<li style="color:rgb(145,155,175);">
		You can now change between whispering/normal/shouting voip with CTRL + Z
	</li>
	<li style="color:rgb(145,155,175);">
		Added Chino2
	</li>
</ul>
]]></description><guid isPermaLink="false">7740</guid><pubDate>Mon, 25 Jun 2018 11:40:14 +0000</pubDate></item><item><title>[2.1.0] [2018-06-22] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/7666-210-2018-06-22-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf;">
</p>

<p style="color:#919baf;text-align:center;">
	<span style="color:#3498db;"><strong>ECLIPSE Roleplay Update Notes - 2.1.0</strong></span>
</p>

<p>
	 
</p>

<p>
	Hello everyone, this is the first official <em>development blog</em> published after our migration to RAGE Multiplayer. Our initial idea was to wait for RAGE Multiplayer v0.4 to get released and name the update version ECLIPSE Roleplay 2.0, however, RAGE Multiplayer is taking longer than expected, therefore, we decided to publish the blog today. This development blog contains most of the changes since the migration. 
</p>

<p>
	 
</p>

<p>
	In the past months, we were posting patch notes on our Discord server, leaving the forums behind, however that is going to change with every moderately sized patch notes being posted on the forums periodically.
</p>

<p>
	 
</p>

<p>
	We have important changes planned for the upcoming updates. Our main focus will be directed at these objectives:
</p>

<ol>
	<li>
		Creation of a new faction structure for criminal organizations, revision of all criminal content.
	</li>
	<li>
		Revision of the server's economy (how do (non)-government salaries work, how do player owned business operate, etc.).
	</li>
	<li>
		Creation of a new faction structure for government organizations, establishment of a democratic government and an election system.
	</li>
</ol>

<p>
	 
</p>

<p>
	Here are the changes since the move:
</p>

<p>
	 
</p>

<ul>
	<li>
		Fixed most of the torsos (clothing bug)
	</li>
	<li>
		Accessing inventory in vehicle doesn't require engine on anymore
	</li>
	<li>
		Added /hidenametag for admins
	</li>
	<li>
		Added /vehiclestats
	</li>
	<li>
		Added Chino2
	</li>
	<li>
		Added 20 more haircuts for both female and male
	</li>
	<li>
		Added 500 symbol minimum requirement for character's biography and 200 symbol requirement for answers
	</li>
	<li>
		Added ability to buy house slots (max 2 more) , and vehicle slots 
	</li>
	<li>
		Added ame for locking/unlocking veh
	</li>
	<li>
		Added automatic discord and ingame donator status setup
	</li>
	<li>
		Added bags (buyable at the general store)
	</li>
	<li>
		Added barber shop
	</li>
	<li>
		Added beverages (vodka, whiskey, beer, tequila, water, soda, cider, wine, coffee) (buyable at general store)
	</li>
	<li>
		Added blips for drug plantations
	</li>
	<li>
		Added bobby pin inventory item
	</li>
	<li>
		Added car limits (1 + maxParking + houseParkingSlots)
	</li>
	<li>
		Added checkpoint markers and projections to aid in farming tasks
	</li>
	<li>
		Added checks for outdated versions
	</li>
	<li>
		Added chop shop location to /goto
	</li>
	<li>
		Added chopshop
	</li>
	<li>
		Added cloth item
	</li>
	<li>
		Added different farming tasks (ploughing, raking, removing weeds)
	</li>
	<li>
		Added drunkness and /breathanalyse for pd
	</li>
	<li>
		Added fade out to chat
	</li>
	<li>
		Added fish inventory item
	</li>
	<li>
		Added food (burger, submarine, sandwich, chocolate, donut, taco, hotdog) (buyable at general store)
	</li>
	<li>
		Added gun components back
	</li>
	<li>
		Added house street address and number instead of player name
	</li>
	<li>
		Added information about not being able to sell imported vehicles to the credit shop
	</li>
	<li>
		Added inspectable wounds to LSPD and LSEMS , (/analysewounds) (when player is hit by melee or gunshot, it will get logged in players character)
	</li>
	<li>
		Added jerry can inventory item
	</li>
	<li>
		Added knifes/bats/wrenches to the general stores
	</li>
	<li>
		Added map zones that represent turfs
	</li>
	<li>
		Added max vehicles, max houses and max parked vehicles to /stats
	</li>
	<li>
		Added new character selection/creation
	</li>
	<li>
		Added new farming objects (ex.: old wheat object replaced with actual wheat)
	</li>
	<li>
		Added new medic uniforms
	</li>
	<li>
		Added new VOIP system
	</li>
	<li>
		Added notification to vehicle owner after unsuccesfull pick lock
	</li>
	<li>
		Added notification when vehicle gets chop shopped (finished)
	</li>
	<li>
		Added notifications
	</li>
	<li>
		Added parking lots (more slots for VIPs)
	</li>
	<li>
		Added radio indicator
	</li>
	<li>
		Added radio inventory item
	</li>
	<li>
		Added rake trailers to the farming feature
	</li>
	<li>
		Added referrals
	</li>
	<li>
		Added screenshots with F8
	</li>
	<li>
		Added slot machines at Tequil La La
	</li>
	<li>
		Added small pauses between farming tasks to reduce job intensity
	</li>
	<li>
		Added text questions to Roleplay quiz
	</li>
	<li>
		Added toggleable chat above the head /togglechat (RECOMMEND TRYING THIS)
	</li>
	<li>
		Added toggleable ui F7
	</li>
	<li>
		Ame for the person writting will now appear in their chat, not above them
	</li>
	<li>
		Brought back weapon wheel
	</li>
	<li>
		Cars wont despawn after player disconnect. They will despawn after the owner is inactive for 12 hours.
	</li>
	<li>
		Changed LSPD barrier model and increased blockade count to 8 
	</li>
	<li>
		Chat above head is on by default
	</li>
	<li>
		Chat messages are trimmed (no space before first words and after the last)
	</li>
	<li>
		Chop shopped vehicles now show up as UNAVAILABLE in mors
	</li>
	<li>
		CityBee will not disappear as fast.
	</li>
	<li>
		Clarified outdated game message
	</li>
	<li>
		Created a new UI style for the farming menu
	</li>
	<li>
		Created an image projection script (an alternative to text labels)
	</li>
	<li>
		Crouch makes nametag invisible (on duty admins can see them)
	</li>
	<li>
		Decreased food, drinks and radio cost at general store
	</li>
	<li>
		Disabled capturing turf flashing
	</li>
	<li>
		Disabled nametags when UI is off (F7)
	</li>
	<li>
		Disabled possibility to shoot while in limbo
	</li>
	<li>
		Dominator3 is now available
	</li>
	<li>
		Extended chop shop time by one minute
	</li>
	<li>
		Farmer job transport vehicles can now hold up to 14 harvest bags
	</li>
	<li>
		Farmers are now assigned an individual farming area to work with
	</li>
	<li>
		Fix for invisibility when player is standing still
	</li>
	<li>
		Fixed /aduty changing armor and health
	</li>
	<li>
		Fixed /breathanalyse
	</li>
	<li>
		Fixed /eid
	</li>
	<li>
		Fixed /me messages appearing in chat twice
	</li>
	<li>
		Fixed a bug that caused harvest bags to disappear once dropped by a player
	</li>
	<li>
		Fixed a minor visual error in the authentication UI
	</li>
	<li>
		Fixed above chat messages when player is on admin duty
	</li>
	<li>
		Fixed authentication script error preventing users from registering emails of certain email services (ex.: hotmail.com) and made the error message more informative
	</li>
	<li>
		Fixed being able to drive motorcycles from dealerships
	</li>
	<li>
		Fixed being able to retrieve parked vehicles out of mors
	</li>
	<li>
		Fixed calls kicking out of the vehicle
	</li>
	<li>
		Fixed chat bug (when keys are not detected)
	</li>
	<li>
		Fixed chat fadeout
	</li>
	<li>
		Fixed chop shop bug where it can be taken out of insurance for free
	</li>
	<li>
		Fixed despawn issue at courier/drugdealer/money transport
	</li>
	<li>
		Fixed dimensions and dropping through floors in finance, houses, prisons
	</li>
	<li>
		Fixed discord bot
	</li>
	<li>
		Fixed DMV not working
	</li>
	<li>
		Fixed finance shop text label not displaying all text when on sale
	</li>
	<li>
		Fixed floyd's apartment props
	</li>
	<li>
		Fixed gunstore stock disappearing
	</li>
	<li>
		Fixed hospital interior
	</li>
	<li>
		Fixed house inventory accessable from outside
	</li>
	<li>
		Fixed incorrect eye colors being displayed
	</li>
	<li>
		Fixed infinite eating bug
	</li>
	<li>
		Fixed inventory bug
	</li>
	<li>
		Fixed invincible vehicles
	</li>
	<li>
		Fixed latency problems which prevented farmers from maintaining good crop quality
	</li>
	<li>
		Fixed loading in into interiors
	</li>
	<li>
		Fixed loans final upgrade
	</li>
	<li>
		Fixed mark zones for drug plantations
	</li>
	<li>
		Fixed me being displayed instead of /ame on mdc open
	</li>
	<li>
		Fixed megaphone
	</li>
	<li>
		Fixed nametags (colors and etc) (VOIP indicators)
	</li>
	<li>
		Fixed non rp jump checker
	</li>
	<li>
		Fixed notification fitting
	</li>
	<li>
		Fixed oceanic dealership
	</li>
	<li>
		Fixed pd weapons disappearing after aduty
	</li>
	<li>
		Fixed picture notifcations
	</li>
	<li>
		Fixed poker
	</li>
	<li>
		Fixed prison falling through, added mdcs to prisons
	</li>
	<li>
		Fixed quiz cooldown message display
	</li>
	<li>
		Fixed radio voip not working when logging in
	</li>
	<li>
		Fixed some bugs that caused server crashes
	</li>
	<li>
		Fixed some character attributes not being displayed correctly (incorrect beard color and etc)
	</li>
	<li>
		Fixed taser message displaying names switched up
	</li>
	<li>
		Fixed tazers cuffs for police
	</li>
	<li>
		Fixed trevor trailer doors being opened
	</li>
	<li>
		Fixed trucking bug
	</li>
	<li>
		Fixed typos
	</li>
	<li>
		Fixed vehicle (audio) alarms
	</li>
	<li>
		Fixed vehicle being stuck with cruise
	</li>
	<li>
		Fixed vehicle controls for some vehicles while in air (bmx for example)
	</li>
	<li>
		Fixed vehicle lights at night not working
	</li>
	<li>
		Fixed vehicle market bugs with /modview
	</li>
	<li>
		Fixed vehicle weapons (tanks/helis, not like you guys have those
	</li>
	<li>
		Fixed warehouse drops spawning in the same location
	</li>
	<li>
		Fixed warehouses displaying items that do not exist
	</li>
	<li>
		Fixed weapon ammo disappearing
	</li>
	<li>
		Fixed weapon saving
	</li>
	<li>
		Fixed withdraw finances in factions
	</li>
	<li>
		Gangs that own turfs will earn more from various businesses inside the turf(more turfs owned - more money) and around the los santos
	</li>
	<li>
		Imported vehicles wont take up a slot
	</li>
	<li>
		Improved inventory saving
	</li>
	<li>
		Improved RP quiz questions
	</li>
	<li>
		Improvements to farming
	</li>
	<li>
		Increased drunk effect
	</li>
	<li>
		Increased fishing money
	</li>
	<li>
		Increased fishing salary
	</li>
	<li>
		Increased the strenght of alcohol drinks
	</li>
	<li>
		Limited barber to one player at a time
	</li>
	<li>
		Limited pick locking to one player at the same time
	</li>
	<li>
		Lowered the chance of rain
	</li>
	<li>
		MDC unit name can be entered from UI
	</li>
	<li>
		Plastic surgery got new UI
	</li>
	<li>
		Possible fix for VOIP
	</li>
	<li>
		Relogging in houses/finance companies/ prisons should set the correct dimension
	</li>
	<li>
		Removed earpiece from taxi uniforms
	</li>
	<li>
		Scoreboard is now key (~)
	</li>
	<li>
		Supercars were removed from the dealerships
	</li>
	<li>
		Updated help menu (thanks to our content developer serthon)
	</li>
	<li>
		Updated help menu (thanks to Serthon)
	</li>
	<li>
		Updated inventory images (icons)
	</li>
	<li>
		Updated rp quiz questions
	</li>
	<li>
		Vehicle markets now cost money to put vehicles on sale (lowend 500 for 3 days/ highend 1500 for 3 days)
	</li>
	<li>
		Vehicles will auto lock if driver disconnects and is an owner of the vehicle
	</li>
	<li>
		When people has radio active, there will be visible earpiece
	</li>
	<li>
		You can now change between whispering/normal/shouting voip with CTRL + Z
	</li>
</ul>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="unknown.png?width=442&amp;height=260" class="ipsImage" height="260" src="https://media.discordapp.net/attachments/366209577055944715/456872310415032320/unknown.png?width=442&amp;height=260" width="442"><img alt="unknown.png" class="ipsImage" height="171" src="https://cdn.discordapp.com/attachments/366209577055944715/456727086338408468/unknown.png" width="368"><img alt="unknown.png" class="ipsImage" height="312" src="https://cdn.discordapp.com/attachments/366209577055944715/456372176896131072/unknown.png" width="318"><img alt="unknown.png" class="ipsImage" height="441" src="https://cdn.discordapp.com/attachments/366209577055944715/456429263059550208/unknown.png" width="230"><img alt="unknown.png" class="ipsImage" height="430" src="https://cdn.discordapp.com/attachments/366209577055944715/448494560134430727/unknown.png" width="765"><img alt="unknown.png?width=1261&amp;height=406" class="ipsImage" height="321" src="https://media.discordapp.net/attachments/231774519285514241/450652095184633866/unknown.png?width=1261&amp;height=406" width="1000"><img alt="unknown.png" class="ipsImage" height="491" src="https://cdn.discordapp.com/attachments/366209577055944715/455449154290974730/unknown.png" width="1000"><img alt="unknown.png" class="ipsImage" height="482" src="https://cdn.discordapp.com/attachments/366209577055944715/456120644350771220/unknown.png" width="404"><img alt="unknown.png" class="ipsImage" height="476" src="https://cdn.discordapp.com/attachments/366209577055944715/456362175712460802/unknown.png" width="682"><img alt="unknown.png" class="ipsImage" height="494" src="https://cdn.discordapp.com/attachments/366209577055944715/456862090083434497/unknown.png" width="771"><img alt="unknown.png?width=676&amp;height=300" class="ipsImage" height="300" src="https://media.discordapp.net/attachments/366209577055944715/422393239450943489/unknown.png?width=676&amp;height=300" width="676"><img alt="unknown.png" class="ipsImage" height="429" src="https://cdn.discordapp.com/attachments/366209577055944715/448494455595728906/unknown.png" width="835">
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">7666</guid><pubDate>Fri, 22 Jun 2018 07:06:38 +0000</pubDate></item><item><title>[1.2.0] [2017-10-24] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/4958-120-2017-10-24-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf"></p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 1.2.0</strong></span>
</p>

<p>
	<strong><span style="color:#3498db">Additions:</span></strong>
</p>

<ul>
<li>
		<strong>New Inventory system</strong> ( This will allow faster implementations for things like alcohol)
	</li>
	<li>
		Medics (of a certain rank) are now able to /givemedical licenses to players. This will allow you to /cpr a downed player.
	</li>
	<li>
		Police are now able to use the MDC within the prison.
	</li>
	<li>
		/togglecallerid (togglecid) is now available to hide your number from the person you are messaging / calling.
	</li>
	<li>
		/togglemask will display an "Ame" showing the action.
	</li>
	<li>
		You are able to extract seeds from marijuana with /extractseeds and plant them at drug plantations
	</li>
	<li>
		Added ability to buy character slots
	</li>
	<li>
		Added boats
	</li>
	<li>
		<strong>Added drug effects</strong>
	</li>
	<li>
		<span id="cke_bm_205S" style="display: none;"> </span><strong>Drug plantations</strong><span id="cke_bm_205E" style="display: none;"> </span>
		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<img alt="8w9WUcF.png" class="ipsImage" height="641" src="https://i.imgur.com/8w9WUcF.png" width="862"></p>
			</div>
		</div>
	</li>
	<li>
		Changed how weapon switching works
	</li>
	<li>
		Added /bindtoweapon in order to bind weapons to keys
	</li>
	<li>
		Injured animation when low health
	</li>
</ul>
<p>
	<strong><span style="color:#3498db">Changes:</span></strong>
</p>

<ul>
<li>
		/cpr can only be applied once per 15 minutes per downed player.
	</li>
	<li>
		Lowered maximum prison time.
	</li>
	<li>
		/masktoggle now has a /togglemask.
	</li>
	<li>
		Increased store robberies rewards
	</li>
	<li>
		Removed healthbars/armorbars
	</li>
	<li>
		Readded trailers/refactored truckers script
	</li>
	<li>
		<strong>A lot </strong>behind the scenes fixes and improvements to server code
	</li>
</ul>
<p>
	<strong><span style="color:#3498db">Fixes:</span></strong>
</p>

<ul>
<li>
		House parking bug.
	</li>
	<li>
		/charge command no longer conflicts with phone charging.
	</li>
	<li>
		Barber shop no longer freezes you in place when trying to cut your hair.
	</li>
	<li>
		Fixed bug where taking gun/drug out of car would make some disappear
	</li>
	<li>
		Fixed authentication bug with enter key
	</li>
	<li>
		Fixed bug character creation with incorrect values
	</li>
	<li>
		Random errors with clothing stores have been cleaned.
	</li>
	<li>
		Custom credit plates.
	</li>
	<li>
		Store robberies where the store owner always has their hands up.
	</li>
	<li>
		DMV UI is usable.
	</li>
	<li>
		Invalid names with the cellphone has been fixed.
	</li>
	<li>
		Trucking drop off location (the boat yard) has been altered to be not included (hello unlimited boat fuel supply).
	</li>
</ul>
<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="unknown.png?width=1262&amp;height=548" class="ipsImage" height="434" src="https://media.discordapp.net/attachments/366209577055944715/366209909441691648/unknown.png?width=1262&amp;height=548" width="1000"></p>

		<p>
			 
		</p>
	</div>
</div>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="unknown.png?width=1195&amp;height=657" class="ipsImage" height="549" src="https://media.discordapp.net/attachments/366209577055944715/370247153609736192/unknown.png?width=1195&amp;height=657" width="1000"></p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">4958</guid><pubDate>Tue, 24 Oct 2017 16:55:40 +0000</pubDate></item><item><title>[1.1.1] [2017-09-12] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/4561-111-2017-09-12-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf"></p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 1.1.1</strong></span>
</p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>The Hitman Update</strong></span>
</p>

<p style="color: rgb(145, 155, 175);">
	In this update we will be introducing the Hitman Agency (as seen in the community update #1). The Hitman Agency is a sanctuary for those who have traded their souls to the devil. The Agency composes of a single director and his/her minions. Hitmen are anonymous, they are not a faction, a gang, a job, they can be anyone. 
</p>

<p style="color: rgb(145, 155, 175);">
	<span style="color:#3498db"><strong>Placing a Contact</strong></span><br>
	Anyone can place a contact on anyone, providing you have a valid reason and evidence to support it. To do so, you will have to SMS a Hitman in game, the number of the Agency will have to be found out in character. Once you have found your Hitman, you can meet up and discuss the details of your contract. From there you will accept or reject the terms and move on.
</p>

<p style="color: rgb(145, 155, 175);">
	<span style="color:#3498db"><strong>Onto the Hitman</strong></span><br>
	In order for the contract to be processed, the Hitman must first collect information on the target, this includes the targets name, description, relationships, activities, common locations, vehicles and weapons. Then, a plan of termination must be formed. Once all this information is gathered, it is then submitted for Directors approval. The Director will then review the evidence to make sure that the server rules have been followed and that enough information has been collected to make a logical kill.
</p>

<p style="color: rgb(145, 155, 175);">
	<span style="color:#3498db"><strong>Preparing the Kill</strong></span><br>
	The Director has reviewed and approved for the target to be terminated. The assigned Hitman will collect a vehicle from a random location on the map. This vehicle contains a Silenced Sniper Rifle with 10 ammo and a Silenced (regular) Pistol with 100 ammo. Before you get giddy, the sniper rifle can only be picked up, withdrawn and carried by Hitmen, so if you see one, steer clear! The Hitman will now make their way to the target location to proceed with The Plan.
</p>

<p style="color: rgb(145, 155, 175);">
	<span style="color:#3498db"><strong>The Kill</strong></span><br>
	The Hitman is in position and is ready to terminate the target, they pull the trigger, the target is downed, the Hitman finishes them off. The target then wakes up in the Hospital and receives a message: "You were severely injured by the Hitman known as [Alias], your debit card was stolen and your account has been accessed, the hacker stole [10-30% of the contract amount]." If you place a contract on someone for $100k and they are terminated and the Hitmans "take" is 20%, they will lose $20k, that $20k will go to the Hitman. The original contract amount goes to the Agency for weapons and running costs. If you are the target and you manage to kill your Hitman at any point during the contract, the contract will be voided and you are safe. The person who placed the contract will not receive a refund.
</p>

<p style="">
	<font color="#3498db">FAQs</font><br>
	Q<strong>:</strong> How do I become a Hitman?<br>
	A<strong>: </strong>Hitmen are hand picked by the Director.
</p>

<p style="">
	Q: Who is the Director?<br>
	A: The Director is anonymous.
</p>

<p style="">
	Q: Can I cancel my contract?<br>
	A: No, only the Director may void a contract (you are refunded in this case).
</p>

<p style="">
	Q: If my contact is rejected, what happens to the money?<br>
	A: You are refunded.
</p>

<p style="">
	Q: How do I create a contract?<br>
	A: Go to the Game Panel (https://panel.eclipse-rp.net/hitman) and click Create Contract.
</p>

<p style="">
	Q: What if I feel like my contract was DM?<br>
	A: Steps have been taken to ensure that this is not the case.
</p>
]]></description><guid isPermaLink="false">4561</guid><pubDate>Tue, 12 Sep 2017 21:09:59 +0000</pubDate></item><item><title>[1.1.0] [2017-09-07] ECLIPSE Roleplay</title><link>https://forum.eclipse-rp.net/topic/4400-110-2017-09-07-eclipse-roleplay/</link><description><![CDATA[
<p style="text-align:center">
	<img alt="BCpSqGf.png" src="http://i.imgur.com/BCpSqGf.png" style="color:#919baf"></p>

<p style="color:#919baf; text-align:center">
	<span style="color:#3498db"><strong>ECLIPSE Roleplay Update Notes - 1.1.0</strong></span>
</p>

<p>
	<strong><span style="color:#3498db">Additions:</span></strong>
</p>

<ul>
<li>
		Added arrest calculator to police MDC that allows officers to pick charges/tickets from a list and automatically add them to a player's criminal record
	</li>
	<li>
		Added /dice command that rolls a dice and gives a number back (make your own gambling games)
	</li>
	<li>
		Added penal code laws to database for searching in-game
	</li>
	<li>
		Added automatic payment of tickets when being jailed for criminal charges (not regular tickets only misdemeanor/felony ones)
	</li>
	<li>
		Added contact/phone number when receiving a call
	</li>
	<li>
		Added house sharing
	</li>
	<li>
		Added house management UI
	</li>
	<li>
		Added ability to buy cars from vehicle shops with hand money
	</li>
	<li>
		Added two-factor authentication
	</li>
	<li>
		Added ATM near DMV
	</li>
	<li>
		Added <strong>prison</strong>
	</li>
	<li>
		Added more animations
	</li>
	<li>
		Added poker won/loss counter (leaderboards)
	</li>
	<li>
		Added moving mouth when talking
	</li>
	<li>
		Added car rent to DMV
	</li>
	<li>
		Added poker (thanks to Guad for UI)
	</li>
	<li>
		Added masks (/masktoggle)
	</li>
	<li>
		Added radio VOIP (hold M)
	</li>
	<li>
		Added limit to how many houses you can own
	</li>
	<li>
		Added a bollard to the top of Downtown Mechanic stairs
	</li>
	<li>
		Added tyre walls to Downtown Mechanic entrance
	</li>
	<li>
		Added AK47's to warehouses
	</li>
	<li>
		Added MicroSMG to warehouses
	</li>
	<li>
		Added weapon attachments: Flashlight, Extended Mag, Grip, Scope to warehouses
	</li>
	<li>
		Added boats
	</li>
</ul>
<p>
	<strong><span style="color:#3498db">Changes:</span></strong>
</p>

<ul>
<li>
		Changed criminal record charges entirely, now it will include time and fine amount for automatic jail time and prison time calculation (faster arrests! hooray! also clean criminal records for all)
	</li>
	<li>
		Charges will now be by name and not player data, so if you name change you will have a clean record
	</li>
	<li>
		Changed the way talking on the phone looks as it makes more sense to not include mask id or alias, now it will show contact name or phone number
	</li>
	<li>
		Changed phone /messages command with an extra parameter for contact name or number so players can filter out messages from numbers/contacts
	</li>
	<li>
		Health loss when downed is now not random
	</li>
	<li>
		Changed vehicle shop/general store marker types
	</li>
	<li>
		Engine must be turned off in order to refuel
	</li>
	<li>
		Reworked mors insurance UI
	</li>
	<li>
		Renamed Donator messages to Sponsored Bleet and VIP announcements to Bleet
	</li>
	<li>
		Changed authentication UI
	</li>
	<li>
		Changed character creation UI
	</li>
	<li>
		Changed plastic surgery UI
	</li>
	<li>
		Changed clothing store UI
	</li>
	<li>
		Changed tattoo store UI
	</li>
	<li>
		Changed ATM UI
	</li>
	<li>
		Some changes to account security
	</li>
	<li>
		Optimized speed limit performance (cruise control)
	</li>
	<li>
		Updated pricing on pistols to be cheaper
	</li>
</ul>
<p>
	<strong><span style="color:#3498db">Removals:</span></strong>
</p>

<ul>
<li>
		Removed the old active MDC window, it will open the main MDC once numpad 5/0 is pressed
	</li>
	<li>
		Removed /park /unpark /sellhouse /unsellhouse /buyhouse commands
	</li>
	<li>
		Disabled vehicle controls when vehicle is upside down.
	</li>
	<li>
		Removed /skipmedic or /die
	</li>
</ul>
<p>
	<strong><span style="color:#3498db">Fixes:</span></strong>
</p>

<ul>
<li>
		Fixed bug that didn't remove player's chargers when plugging it into a car/house
	</li>
	<li>
		Fixed bug that allowed players to /vehrevive far from Mors
	</li>
	<li>
		Fixed bug with houses where house owners couldn't park their vehicles
	</li>
	<li>
		Fixed bug with custom number plates
	</li>
	<li>
		Fixed tutorial music
	</li>
	<li>
		Fixed help menu exit button
	</li>
	<li>
		Fixed the client side error issue
	</li>
	<li>
		Fixed the vehicle customization price calculations
	</li>
	<li>
		Fixed stuck animation on downed people
	</li>
	<li>
		Fixed garbage collection
	</li>
	<li>
		Fixed A's not counting as straight in poker
	</li>
	<li>
		Fixed a bug with farming, where players could plant wheat without ploughing the soil
	</li>
	<li>
		Fixed pistols in warehouses (you will need to order again to acquire them)
	</li>
	<li>
		And more....
	</li>
</ul>
]]></description><guid isPermaLink="false">4400</guid><pubDate>Sat, 02 Sep 2017 11:07:32 +0000</pubDate></item></channel></rss>
