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Everything posted by Paulius
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Vehicle despawns after 1 hour of inactivity. As intended.
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Dear Eclipse Community, 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. 1. Chopshop Rework 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. 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. Tool Chest, for the Factions 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. Each criminal faction will be allowed to set up a maximum of 2 tool chests at the same time on the map. 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. 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. New Furniture Items, for the Factions 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. Car Lift - 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. Car Jack - 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. Engine Hoist - 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. The Chopping System, for the Players 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. 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. 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". 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. 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. 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: Consaw - 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. Lug Wrench - This item can be purchased at any General Store and it is used to either remove or add wheels from/to a vehicle. Wrench - 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. 2. NPC Vehicles 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. Spawned vehicles will not be owned by anyone and will by default be reported stolen if run in the MDC by an officer/deputy. 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. Spawned vehicles will provide players with higher rewards than a player-owned vehicle and will also be easier to steal. 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. 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. 3. Quick Action 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. 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. 4. Introducing Hotwiring 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. Players will require 1 out of the 2 new items introduced for this hotwiring system, either (1) Screwdriver or (2) Hotwire Kit. 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. Hotwire Kits are in some cases mandatory depending on the vehicle, but will also make it easier to hotwire than the screwdriver. 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. Players will want to drive extra carefully with a hotwired vehicle as if it stalls, it will need to be hotwired again. 5. Weapon Changes 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). 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. We have also introduced inventory icons for all weapon items. we hope this will make inventory management easier, especially in stressful situations. 6. Pushing vehicles 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. 7. Drug Labs 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. 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. 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. We will continue our review of the current drug labs and find various ways to make them more viable. 8. Other Miscellaneous Changes 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. Players will now be able to carry items in vehicles if they are passengers (carrying items for drivers is disabled) Trunk volume for sports vehicles will be increased to 50 (the old value is 20). Fleeca Bank's money per pack has been increased to 3500 (the old value is 2000) Fleeca Locker's picklock timer has been decreased to 20seconds (the old value is 30 seconds) Pick locking vehicle will destroy a bobby pin only if a player fails. Packed money will now expire in 3 days (the old value is 1 day) 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. 9. Final remarks 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. 10. Full Changelog
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Static labs will also be boosted until reworked drug content comes out.
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Turf decay will be adjusted to counter this issue.
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[Weapons] Added horizontal recoil [StoreRobberies] Script was made more customizable. It will now support clothing stores and gun stores. [Weapons] Increased damage of all weapons except for pistol 50 and pumpshotgun by 50%. Increased damage of carbine rifles by 20% [Drug Furniture] Heat will not increase consistently, it may vary by a few percent on every tick [Bottles] Fixed refilling in properties [BurgerShot] Restricted salary to interior only [Items] Carrying item while driving has been disabled [Fleeca] Grabbing cash while carrying a bag will automatically put cash into the bag [Fleeca] Adjusted cash per packed money [Fleeca] Adjusted timers [Fleeca] 2x increased cash per bank [Fleeca] 3x increased cooldown [PedManager] Added support for weapons/shooting at entities [StoreRobberies] Some stores will have a random chance where shopkeeper may resist with weapons [ATM] Added ability to rob ATM with a crowbar [PawnShop] Created pawn shop [Briefcase] If briefcase exists in your inventory, it will be shown on the right hand of your character [IncidentManagement] New job [Drug Furniture] Disabled usage in apartments as it is non-realistic behaviour and doesn't promote interactions between players. [CarSpeakers] Volume of this item is now 1 instead of 5
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[Furniture] Decreased all floor/walls/stairs and etc cost to 750$ ( will come into effect after restart )
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[MDC] Added requested MDC locations to Sandy Shores SD. [BurgerShot] Fixed truck orders [Stores] Removed excess stock (max stock is 150) [Time] Increased the IC time of day speed from 4x to 6x relative to real world time. [NCZ] Fixed a glitch that allowed players to protect their vehicles outside NCZs. [Discord] Added space in password support to the Discord bot verification process. [Furniture] Lowered furniture volume to 5 [IncidentSite] Created incident site creation tools for upcoming job
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[BurgerShot] Disabled ability to make order for yourself [Stores] Removed all stock of submarines, burgers, tacos, hotdogs [Stores] Items with no stock will no longer show up in buy menu [Stores] Set max stock to 150 per item [VendingMachines] Payment will be available in cash only [VendingMachines] Disabled selling of items that have inventory [VendingMachines] Sped up spoiling in vending machines [Government] Enabled unit related commands and /ticket
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[BurgerShot] Fixed issue where new orders wouldn't be made [BurgerShot] Added additional inventory for fridge called Storage [Admins] While on duty, chat messages of other players will show their actual name instead of ID [Misc] Fixes
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[BurgerShot] Implemented burgershot job [BurgerShot] Burgershot employees will received in-game hourly salary + % cut for taking new order + % cut for completing an order [Food] Food items that are not refrigerated will now decay over time [Food] Removed certain food items from general stores [Food] Rebalanced the prices/ $ per hunger restored values [Crafting] All furniture that supports crafting will now display "(crafting)" in its name if its currently crafting something [Crafting] Crafted item will be added to your inventory if you have the crafting menu open [Emergency] Increased /dep command frequencies to 900/1000 [Misc] Fixed /stabilize not saving after game restart [Misc] Fixes to /amembers command [Misc] Added /takehostage command (only available for administrators for testing now) [Misc] Other changes and fixes
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[Action Timers] Changed the action timer progress indicator from a percentage to seconds. [Action Timers] Fixed an issue that caused action timer indicators to remain whenever an action got canceled. [Admin] Increased nametag distance, changed the opacity to 100%, made them seethrough for on duty staff members and made nametags character names. [Admin] Updated head administrator confiscation commands to make assets ownerless rather than being transferred to their character. [Admin] Added new commands /SetVehicleOwner, /SetBusinessOwner, /SetPropertyOwner for head administrators. [Blips] Grouped blip names of clothing stores. [Chat] Fixed the chatbox caret (blinky text thingy) and the autocomplete feature. [Credits] Added a message input to leave a message or to give your regards to the recipient. [Credits] Added an email notification message for the recipient on gifted credit arrival. [Credits] Returned credit gift logging to a dedicated collection. [Credits] Fixed a minor formatting issue in the credit gift email notifications. [Discord Bot] Added additional help notifications for the #help-verify Discord channel. [Discord Bot] Updated verification so users do not need to unlink and link their Discord user if the user is identical. [DLC] Removed redundant barriers in the Pillbox area. [DLC] Fixed an MRPD exterior collision glitch. [DLC] Removed the Police Vacca. [Factions] Capped government funding to total weekly funding (so the funds need not removal by administrators). [GPS] Fixed an issue that caused dropping a GPS or dying with a GPS to leave the map active in the ESC menu. [GPS] Faction vehicle blips will now show actual rotation and will update in real time when within streaming range. [MDC] Attempted crimes will result in halved fines as well as jail time (used to be jail time only). [Medics] Added missing short/long-sleeved gloves for males/females. [RV Interiors] Fixed a bug that caused newly purchased RV vehicles not to allow entry into the interior. [Weazel News] Added a missing reflective vest to the faction loadout.
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[Admin] Updated the list of available ped hashes for the /AdminSkin command. [Admin] Added increased inventory slot count and volume amount for on duty moderators plus. [Credit Store] Separated the credit store for different domains. [Credit Store] If a global item is purchased (animation, interior, pet) on one or more domains, then the player only needs to cover the difference in all other domains. [Discord] Fixed a bug that had caused the "Unlink Discord" button to fail. [DLC] Updated the forests in the counties, much more beautiful with more variety. [Factions] Removed all proximity requirements for legal faction salaries. [Factions] Removed proximity requirements for Weazel News commands. [Gunstores] Fixed issue when player could not buy melee weapons after buying two firearms. [Interiors] Added the /SetInteriorWeather command. [MDC] Added a police MDC spot at the PD impound. [Mods] Fixed a visual error in the vehicle specifications showing AWD with too many numbers. [Police] Fixed license suspensions not working if license is already suspended. [Vehicles] Added new vehicles from the recent update to the server (still being tested before made available in the dealerships). [Animations] Fixed movement animations and crouching after getting broken due to the GTA update. [Clothes] Added a large variety of missing GTA clothes to the clothing stores. [DLC] Improved the loading of the city hall interior. [DLC] Improved the loading of the DCC interior. [DLC] Updated the siren lights for the Police Caracara and the Police Scout. [Vehicles] Disabled weapon recoil for certain vehicle turrets. [Vehicles] Removed turret mods from the new GTA vehicles.
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[Admin] Added command /GetBusinessOwner to administrators plus. [Admin] Added the ability for moderators plus to lock/unlock certain interior doors. [Admin] Added commands /CreateLocker and /MoveLocker for head administrators plus. [Admins] Added command /ConfiscateMoney for head administrators plus. [Admins] Added command /AdjustPropertySize for head administrators plus (custom properties). [Apartments] Fixed a bug that had caused credit apartments to be counted towards the home property limit. [ATM] When depositing money, half of the money will be used to pay off debt, if player has debt. [Auctions] Added automated blip markers for auctioned properties. [Auctions] Added blip marker initialization for auctioned properties. [Bank Robberies] Cooldown will only be applied if the first door has been breached. [Bank Robberies] Fixed a bug that had broken bank robbery cooldowns. [Discord Bot] Fixed Discord not being linked permanently. [Discord Bot] Added the abiltiy to view your linked Discord User and to unlink it. [Explosions] Fixed drug table explosions being heard globally all throughout the map. [Farms] Fixed instructional projections not being shown while farming. [Factions] Added long-sleeved latex gloves for female prison guards. [Factions] Disabled salary accumulation for on duty staff members. [Factions] Fixed a bug that caused on duty staff members to receive salary even though the server said that they are not eligible. [Government] Given permissions to the Government faction to use the /FactionVehicleColor command. [Government] Set the same salary requirements of the Government faction as PD/MD. [Government] Enabled MDC at /DonateGovernment locations. [Government] Enabled MDC for government employees with the "Access MDC" permission. [Houses] Fixed a bug that caused the auction blip marker to linger when the property owner cancels the sale. [Inventories] Fixed a bug that caused equipped weapons to disappear if killed with a full inventory. [Lotteries] Fixed a bug that had caused lottery tickets to display incorrect serial numbers. [Lotteries] Fixed a bug that caused the lottery system to miscalculate the number of division winners. [Permissions] All property permissions (including exterior) will be reset when property is purchased. [Prison/Jail] Removed script-restriction in regards to total charges time dictating the type of incarceration (prison or jail). [Prison/Jail] Added a max limit for prison/jail time, between 5-8 hours based on whether the player is able to pay their fines. [Prison] Fixed issues that had prevented prison guards from using the /Prison command and not being able to use the command inside the main building. [Properties] Fixed an issue that caused new properties to be assigned a duplicate street address number. [RV] Fixed the /Cruise bug that allowed RV vehicles to go faster than they should due to the items loaded inside. [Sheriff] Added additional MDC locations. [Weather] Fixed a bug that caused the server to crash due to the /ChangeWeather command.
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[Factions] Fixed certain civilian and PD/SD/MD vehicles being much slower after the recent update. [Mods] Removed low grip tires from motorcycles and other unsuitable vehicles. [Mods] Fixed an issue that had caused lowered stance synchronization issues. [Mods] Added speed cap of 220 for low grip tires.
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[Vehicle Market] Fixed vehicle spawning. [CraftingMaterials] Crafting materials are now stackable [CarSpeakers] Volume will be louder if windows are down [Commands] Changed /me /my /do /ldo visibility distance to 15 (from 35) [Chat] Changed regular chat messages distance to 25 (from 35) [CarSpeakers] Increased distance [Admins] Administrators will be able to search safes without having to unlock it first. [ItemDrop] Furniture item name will appear on item drop [Inventory] LoadoutInventory will now update after using AmmoItem [Coroner] Fixed coroner call bug. [Vehicles] Added ability to put carried items directly into the trunk [Weapons] Reworked weapons controller
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Fixed in the upcoming patch.
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Fixed in the upcoming patch.
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Can you replicate it once more and film the whole scene
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Fixed
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[Vehicles] Added animation when searching the trunk [Food] Dropped food items now will have different object models, instead of the same bag model [Beverages] Dropped beverage items now will have different object models, instead of the same box model [Items] Added hand over functionality to items, you will now be able to give items to other people without dropping them on the ground. [Beverages] These items will now have indicator, showing, how much liquid there is inside them. E.g. Empty Soda, Soda 60%. [Police] Cuffed animation will now be more reliable. [Carrying] When you are carring an item, and your player animation is stopped for some reason (E.g. falling of the building), it will now automatically drop the item you were carrying. [ItemDrops] Added quantity next to the dropped item, if quantity is over 1.