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Everything posted by Pazz
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I legitimately feel like half the LEOs don't even really care for or want to have people alias'd just like that. Adding /unalias or /removealias would go a long way already, especially where character name changes are concerned.
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I agree. On the flip side, to play devil's advocate, when you have to type out the DL number on a fake license instead of just an outright copy action, for example, there's additional room for error on law enforcement's side, which would give the offender a slight chance of getting away with it. If you open your phone, double-press F7, you can /MDC while your phone is open, so realistically, the difference should only be a few seconds.
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I'm sure that if Paulius reads this, he'll think that I never stop complaining, but I just have to say that the new inventory is abnormally huge; it feels a little uncanny and clunky because of its size. The phone felt the same way when it was properly scaled to 4k resolution, but the "problem" I was having was solved by allowing the player to choose the phone's scale themselves. To that end, I don't know of the technical limitations with the item icons and stuff, but I would like to propose that the inventory scale becomes adjustable by the player, the same way the phone is. Say, 80-150 like the phone, for example. I just think that if, based on personal preference, we could adjust it to be just a little less enormous, it would do a lot.
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Since the crafting UI was updated to the new UI, which was given a search bar, and it is the same principle as /fl, that entire visual should just be carried over to /fl.
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The update to the character selection screen was nice, and even after the most recent adjustments to the UI where the notifications were moved to the bottom right, it is still nice. However, it has significantly reduced the number of characters listed on-screen at once, which causes players with multiple characters to need to scroll to find the character they want to play. It may be a niche problem, but I think that any long-term player will have plenty of characters and will have to scroll, since it's ordered by date of creation, not date last played. I propose that the character selection list be ordered by date last played, so that the (usually) most relevant character will always be the one displayed and at the top of the list.
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It's all good and well having the bug reports on the panel and displaying all of your submitted reports on the "my bug reports" page; however, if you submit enough of them, which typically does end up being the case for most people who take the time to report bugs, the page becomes an eye-sore and a mess to navigate and digest. There's a bunch of different colors popping in your face with the text, along with the severity outline color, and everything is displayed all at once. I suggest the following to improve the page: Add filtering to the page; allow users to sort by report status, severity, reproducibility, and area. Add sorting; allow users to sort by date submitted, date of most recent update, severity, and so on and so forth. Add different page tabs, to differentiate between active bug reports and bug reports that have been completed or marked as invalid.
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I don't agree with the ID, it encourages trolling and wacky behavior, which isn't befitting of a state-issued ID; we've seen how people on this server use their freedom on LifeInvader. I think that the ID photo should put you in a different dimension so that you don't get photobombed or your character turned because someone uses VOIP in a common area for people to go to, but it should still be done in-game so that it is actually of your character.
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This has been resolved with the most recent patch and can be archived.
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Currently, the only animation on the phone is the animation your character snaps to, where they hold the phone in their hand and look down at it. Then, if you make a phone call, it snaps directly from holding it at an angle to placing the phone on your character's ear. This is all good, and well, it functions and displays what it has to. However, the wonderful thing about GTA is the copious amount of detail Rockstar always puts into their game; they do the same with animations. Most of the animations, if not all, have states, where the animation with the character holding the phone is the "second step" for the purpose of the explanation. Then, it has a "first step" animation, which is the character, e.g., reaching for their pocket and then moving into the position of holding the phone, and the "third step", which is going from the static holding phone animation to putting it back in their pocket. Similarly, there's also a smooth transition animation to go from holding the phone to a phone call. There's also an animation that has the character's hand/thumbs moving because they're 'texting'. Overall, it adds no functionality, but it adds a lot to the overall smooth experience. I have compiled a list of the animations below. GRABBING PHONE FROM POCKET ANIM (to use when opening phone): cellphone@ : text_in (https://forge.plebmasters.de/animations/cellphone@@text_in) HOLDING & READING PHONE ANIM (already in-game when holding phone) cellphone@ : cellphone_text_read_base (https://forge.plebmasters.de/animations/cellphone@@cellphone_text_read_base) PUTTING PHONE IN POCKET ANIM (to use when closing phone) cellphone@ : cellphone_text_out (https://forge.plebmasters.de/animations/cellphone@@cellphone_text_out) TEXTING ANIM (to use when sending a text message) cellphone@str : cellphone_text_press_a (https://forge.plebmasters.de/animations/cellphone@str@cellphone_text_press_a) HOLDING PHONE TO CALLING PERSON ANIM (to use when entering a call) cellphone@ : cellphone_text_to_call (https://forge.plebmasters.de/animations/cellphone@@cellphone_text_to_call) CALLING PERSON TO HOLDING PHONE ANIM (to use when ending a call) cellphone@ : cellphone_call_to_text (https://forge.plebmasters.de/animations/cellphone@@cellphone_call_to_text)
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Can you not just class these as urgent, given the circumstances?
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I tried to add a sobbing emoji () to a Bleet. It turned into five diamonds (◆◆◆◆◆) instead. It's not a big deal in the larger scheme of things, but I do think it takes away from the experience, no matter how minor, and I think it would add a lot to be able to use emojis in Bleeter, in text messages, and generally, on the phone, where it makes sense.
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Date and time (provide timezone): 27/APR/2026, 16:25 UTC. Game Edition (Legacy/Enhanced/both): Both. Character name: Elena Flores Does this issue appear again after a full game restart?: Yes. How many times did this issue appear for you?: Constant. Issue/bug you are reporting: The new phone, much like the old phone, does not scale properly on high resolutions, meaning that the phone is very small, and the (smaller) text is barely legible. Expected behavior: To scale properly, so that it can be properly used. Evidence (MUST provide either UNEDITED photo or video) , notes worth mentioning, steps to replicate:
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The inventory is a base feature of this server that everyone comes into contact with, whether they like it or not. Do you like clothing? Well, you’re going to have to do inventory management. You like building? Well, have I got some news for you: inventory management. Do you like mass storage of items and splitting these items? Well, tough luck, because the functionality isn’t all that great yet. Paulius made great headway when he introduced the changes to the inventory that let you scrollwheel-click to drop items, control-click to move instantly, and so forth, but more quality-of-life adjustments can be made, which I believe would greatly improve the inventory as a core feature on the server and the general experience of using it. For what it's worth, it's the small things, details, and consistencies that contribute a lot to the overall overarching experience, which should be polished. IMPROVING THE SPLITTING FUNCTIONALITY Adjust the split functionality in the inventory. When right-clicking on a stack of items and pressing “Split”, it should give you a pop-up similar to the vending machine UI that prompts you to enter a number between “1 to X”, where X is the maximum number of items. If you have a stack of, say, 60 lockpicks, then entering 10 would take 10 from the stack and separate them; now you have two stacks, one stack of 50 and one stack of 10. If the player simply presses ENTER without filling in a number, it should default to splitting the stack in half, or close enough. DESIGN CONSISTENCY ACROSS ITEM ICONS One thing we have lacked is consistency and distinction in the inventory items. All food items have a food bag icon, and all drink items have an identical bottle icon. These look “3D”. Other items, such as the GPS, have cartoonish 2D icons. The differences next to each other are relatively jarring. I am aware that tools were used to create the inventory item icon designs for the mining update’s ores and drops. I propose that the same method be used to create different icons that actually represent the items, while also adding a larger degree of style consistency between the icons. INVENTORY SPACE INCREASE Increase the inventory row count from 3 to 4. The square space count in the inventories is rather arbitrary, because most items relevant to gameplay can be either stacked (lockpicks, drugs) or attached to each other/loaded into another item (weapon attachments, ammo). The limited number is mostly punishing to people carrying sets of clothing on them, whereas the larger, more relevant, and impactful restriction to item carrying is the volume system. I would even venture to say that there should be infinitely more item slots, akin to inventories on FiveM servers, and that inventory volume should be the leading restrictor, but I know that’s a far shot. It will also make the inventory look a lot better, because right now, the changing between row counts looks really, really janky. This was also suggested here two years ago. And here, one year ago. INVENTORY STATE SAVING & SWAPPING BEFORE/AFTER PRISON This is more out of left field, since it also requires more in-depth development that addresses the prison ecosystem. Please consider an inventory swap between the character states of ‘in prison’ and ‘out of prison’. Let players choose to transfer items out of prison when they’re done, like stamps, or keep them until they’re back. Similarly, the inventory state of a player before they’re imprisoned should be saved, swapped out for their prison inventory when they’re imprisoned, and then restored when they leave prison. This addresses multiple pain points, most prominent of which are how painstaking it is for law enforcement to clear a player’s inventory of possessions and move into a locker for safekeeping, and then the time-consuming act of the player having to check multiple locker locations and waiting on people to help them to get their items back. To still allow for smuggling to occur, or for ‘forgotten items’ to be carried over from pre-prison to in-prison, add Ash’s (Cobb’s) suggestion to add a special inventory slot to put the item(s) in and have a percentage-based chance for the item to be found/revealed upon a frisk. INVENTORY UI DESIGN In general, the design of the inventory is dated. The squares system is foundational; I don’t see it changing. However, the general design is very dated and very simple. If you look at the average FiveM inventory, while a lot of them are very extra, the general design philosophy is rather clean. Other Rage servers, like World, have a less ‘flashy’ design than the generic FiveM inventory design, but still a nicer feeling. Generally, I’m not saying that it needs a massive overhaul, or as flashy or large as the examples shown, but I think that any sort of adjustments made to the general design of the UI would be refreshing at this point. If quick use of items is a concern, add hotkeys.
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They'll be in the 2029 rendition of this post!
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Livestreamed development, livestreamed completion, livestream ended, never released!
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This post got so convoluted that I cannot properly edit and format it anymore, but I think you get the gist of it. FEBRUARY 2026 MINING UPDATE - "Soon after this release, weapons and firearms crafting will be released"; this is now two months ago, there has been no further update on any of this. FEBRUARY 2026 PRISON UPDATE - "More prison updates and new activities are currently under development"; this is now two months ago, there has been no further update on any of this, including the much-awaited prison breakout script. DECEMBER 2025 RACING UPDATE - Now five months, barring a few days, since release, has support for circuit and drag races been added? The semi-automated process for submitting community-made race tracks for public use? Money earned by participating in races? JULY 2024 MONTHLY NEWSLETTER - Indicated in the 2024 newsletter was the in-development status of a rework of freelance jobs that would allow players to partake in the job together, including, at the time of posting, the courier job and garbage collection. We have heard nothing of this ever again; I guess it's not so much "unfinished" but rather a false promise, but still. JUNE 2024 TV & CINEMA UPDATE - Promised as the third part of the update was the functionality of including preinstalled TV props within house interiors as watchable TVs; this never happened, and has not been addressed since, and is likely a disappointment to many, considering the theater room in the wildly expensive Diamond Casino penthouse interior. I don't intend to rag on development, but also, abandoning in-development features with attached public acknowledgements and promises isn't a great look, and doesn't help with the stabilization of an already demoralized community. More than that, it is natural to scrap feature updates pre-release, but it really isn't that hard to actually communicate these things with the same community that you've shown your progress to before. Also, never forget the 2020 shown-but-never-implemented-or-addressed-again banking update. May you rest in peace.
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One thing that plagues Eclipse's development more than the lack thereof or the significant inconsistency therein and the lack of communication of intentions or work-in-progress projects and shared direction, at any given time, is the continued and repeated lack of update completion. When, after months and months, sometimes years of 'work-in-progress updates', an update finally releases, it is often provided with a day-one type of patch and one or two weeks of hotfixes and minor adjustments, but then the project is left behind in favor of another project. Let me first say, I completely understand that a team of two (three if Thang had more direction and freedom) needs to maneuvre between different projects and can't get stuck on one thing for too long, but the size of the development team is the fault of no one but the development team itself; yes, malicious actors abused their roles before, but no attempt was made to introduce an infrastructure that allowed a healthier system for collaboration, before and after these incidents, and frankly, too many unfinished updates and empty promises, intentions, and/or ideas listed publicly in development blogs looks really, really bad. Some of these may be small, some of these may be big, but all of these are left to gather dust, so they've got that in common. ECLIPSE ROLEPLAY - Clothing Update (July 28th 2024) This was meant to be the Player Customization Update to beat all player customization updates, but it became the clothing update, only. Months before, during the development process of this larger-scale update, teasers were sent out about other aspects of character customization. This update came with listed intentions and promises made to faction leaders; this is two months short of being two years ago. Also, it's 2026, and we still can't remove tattoos. I really cannot imagine it's that hard to pop in a "REMOVE" button on the selected tattoo, or even every body part/category tab. FINISH FACTION LOADOUTS: When prompted about needing to make hundreds (yes, hundreds) of faction uniforms to properly utilize all uniform options, with individual rank insignias and textures for eg. badges, it was said that the "Faction Loadout" system would make this a lot easier, and that it would take place about two weeks or so after the update; this was roughly 92 weeks ago. FINISH BARBER SHOP & HAIRSTYLE CUSTOMIZATION: On the public development log, it was said that there was a barber shop update planned "once they were satisfied with the clothing update". 1) The hair tie script is an idea that has been suggested countless times across many threads, it was finally acknowledged, but never touched on further. 2) The barbershop update was mentioned once, then never again; no mention, 'tease', or any hint of a new barbershop UI, additional hair textures, makeup, facial hair, or the long-awaited hair head tattoos, so that people's hair can stop looking like it's falling off. FINISH CHARACTER CREATION REVAMP: Near the end of 2023, a revamped character creator UI was teased; what happened to this? Where is it? Why has it not been implemented? We're now 2.5 years later, and it's pretty long overdue to update the ancient character creation and plastic surgery UI that exists on the live server right now. Lastly, be less afraid to make adjustments to the clothing pack on the server. Factions that do well deserve to be acknowledged and have their clothing items put into the server, either in the store or importable for them. As it stands, the average life cycle of a faction on this server is about 0.2x the length of time that it takes for their clothes to be added. By the time they are added, the faction is either banned, disbanded, or has rebranded five times. Incentives only work when you actually dedicate yourself to rewarding them. ECLIPSE ROLEPLAY - Development Update (October 28th, 2023) FINISH FEATURE: The faction presets/loadouts were mentioned long before the clothing update, but understandably had to wait until the clothing update so as not to pile too many changes and variables into something unfinished. That was in October 2023. The clothing update was in July 2024. We're now in mid-April 2026. ECLIPSE ROLEPLAY - Gun Update (July 19th, 2023) FINISH FUTURE PLANS: To my knowledge, though I'd love to be corrected, criminals can still not color their illegally obtained weapons outside of the purchasable weapon skins in the credit store, which don't apply to the most recent Mk II weapons anyway. This was listed as an intention in 2023. We're four months away from this being a three-year-old listed intention.
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I don't disagree; it could very well have been more significant, but I do think it was repeatedly exaggerated in the posts I was addressing and used disingenuously for argument's sake, and that was my point, really, because it failed to address what I believe are the issues that were there before and have long outlasted the private lab conundrum.
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Player population has gone down due to a lack of consistent development, false development promises, a lack of server management and/or direction, inconsistencies in server management, long-term community toxicity that isn't addressed, and mass confusion on what is actually happening, whether there is a future or not, among other things. That is the reality. Citing the post-Covid drop being linked directly to private labs isn't 'reality', it's masquerading around unrelated facts to substantiate your own narrative in pursuit of your own goals. Private drug labs being removed did not cause the server to lose 400 players at peak time, when the more likely story is that 380 of those players never touched private labs in the first place, or never got beyond blowing up a table in their backyard or RV. The ideas in this thread, such as Requiem and Kon's brief touch on paying an NPC to open up a (specific) lab, or Carl's suggestion on allowing tables to be placed anywhere outside are much better 'solutions' than reintroducing mass-cooking facilities locked in a private dimension. Their ideas should be looked at for development, not private dimension money printers. Public labs with risk of intervention and conflict should produce drugs with the highest potency and stat bonuses/sale value, tables placed anywhere else in the outside world, hidden away, are less risky, and thus should offer less reward, while still being substantial enough to at least make it worth your time and the risk, albeit less, that you're still taking.
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To be fair, I owned a finance company in 2017, the support was lackluster when they went unpaid, debt didn't exist, and refunds took months because it was a founder-level review. Once that changed, players found a way to make them relevant and profitable. Now, to my knowledge, IC legislation forbids you from selling collateral or 'seized' assets for a profit (literally, what?) and refunds are OOC & return 85% of the base loan to you, so you're operating at a loss. There's then no real point in advertising them or making their existence widely known again, since they're just glorified office buildings now for most players who own them. I digress, though, finance companies were driven into the ground not by a lack of development, but by overzealous action to curb a wildly profitable business. A mile taken instead of an inch, or so to say. Either way, I don't really want to keep derailing the topic, which is primarily about the vehicle dealership UI & management aspects, and hopefully, in turn, an overhaul on a grander scale for all businesses that didn't get the gun store treatment, though I'm skeptical about those odds at best.
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I didn't really intend to dog on the development of businesses, but the fact that multiple store types have their own type of jank after all these years is crazy to me. General store ordering is so inconvenient because of the stock thing you mentioned, but also the fact that you have to type in ITEM_WHATEVER and BEVERAGE_WATER or whatever it is to even order an item in the first place. Dealerships are obnoxiously long lists but manageable, but whenever stock sells out, the price defaults back to import, meaning if you're not there to watch people deliver your order, which can take HOURS, they can buy it for import price and you operate at a loss at no fault of your own. Finance companies have been driven into the ground by server management's direction of their refunds and in-game legislation. For systems that are so integral to the gameplay cycle of the server, it really should not have taken this long to make all business more manageable for those who own them, and easier to browse, and with better QoL for those who use them.