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Osvaldon

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Everything posted by Osvaldon

  1. [Barber] Fixed a potential server lag issue. [Mods] Fixed a critical /modview performance mod price issue. [Mods] Ordered vehicle customizations will not appear in the vehicle market to prevent deception. [Uniforms] Added support for new clothes dedicated to the PD/SD/EMS uniforms.
  2. Osvaldon

    bugged car

    @Garvy_Oreilly hello, seems like there's a duplicate plate number, your FATCOCK got reset to MATTE and credits have been refunded to your account, you can now ask an in game administrator to /getglobalveh for you.
  3. @Seamus Murphy hello, according to the logs and your character data, you have not sold the vehicles, they are still on our character.
  4. @Yputi I need the clothing names of the heels and the top. @Luke Raven the clothing store torso bug will be fixed in the next server restart.
  5. @CaesarSeizure hello, the /swat command is a temporary player state and is not supposed to be saved or restored.
  6. @Lukeyswrench hello, thank you for your bug report, these issue will be fully resolved in the next server restart.
  7. @kenichis hello, thank you for your bug report, this issue will be resolved in the next server update.
  8. @malice the clothing store torso issue will be fixed in the next server update.
  9. @HobGoblin hello, if there were an option to add a manager that did not work, it would be a bug, but there is no "add a manager" option, means it's not a feature and cannot be bugged.
  10. @malice hello, can you post the full name of your top clothing item? It can be found in the inventory.
  11. @Rowze hello, thank you for your bug report, this issue will be resolved in the next server update.
  12. @Mod Drizzy hello, temporary weapons are not supposed to get saved, this is a suggestion and does not belong in the bug reports.
  13. @Itssmegol58 have you tried spamming K + H + Arrow Key UP/DOWN to fix the lights?
  14. @retronub hello, there is no bug here, it shows the currently selected mods and their total price, but I understand that this could be abused in the vehicle market, so the change will be made to show just the actual mods.
  15. First of all, it is a serious violation of the ECLIPSE ROLEPLAY server rules to play in our server with any type of unfair mods or cheating software installed. To clarify, this is purely applied to any player who joins the server with the retained ability to activate their mod/trainer/cheat menu on demand, if the need (or desire) to do that ever comes up. If we detect any active unauthorized software on your computer, we will exercise our right to ban your account regardless of whether you had the opportunity to take advantage of the then active cheating software. This rule is needed because it is easier to detect and ban cheaters and they cannot use the "I had an active cheat menu while playing, but I did not use it" excuse as a loophole, which is a good excuse, since some of cheating software features are impossible or difficult to detect, in fact, some of the cheats of this day are so sophisticated, that they will not even show on the cheater's self-made recordings or even live streams, even if the cheater sees the cheats on their own monitor. This also explains my reply to Ruki that has been uploaded into the original post, where I had told him that I do not know whether he used the cheats, but I know that he had the ability to activate any cheat on demand which is against our rules. Players must not have mods, trainers, or any kind of software installed that gives any advantage. Furthermore, all the players banned in the recent wave, have all been banned for active unauthorized software, which is dedicated to cheating on FiveM and RAGE Multiplayer and which has been used a lot lately on our server. No player has been banned for Counter-Strike cheats, inactive cheats on their PC (which had not been injected or otherwise activated on RAGE) or other irrelevant software. Players could notice at times that we are reluctant to share the entirety of the details in relation to the anti-cheat, but this is because catching a cheater is like a game of Hide & Seek, we can't reveal that information without helping the cheaters to hide themselves better in the future. We know that the anti-cheat works, since several of the banned players already have admitted to using cheats (or having active cheats) while playing on ECLIPSE ROLEPLAY. Since the most common defense of any cheater is deceit, doubt and lies, honest players are currently in the best position to get a second chance and return to the server if they promise not to break the rule ever again. We will not take action or doubt the anti-cheat based of "I did not do it, I swear" claims unless there is undeniable evidence (which can also be reproduced by our staff) that the anti-cheat is inaccurate, however, currently that is not the case. I have locked the thread, because "+1" posts are not going to change anything and, therefore, I believe this thread to be redundant. EDIT: if you want to prove your innocence, you can upload and include evidence in your ban appeals.
  16. I have locked the thread since I believe it is redundant. I will edit my post to include a full answer in about ~15 minutes or so.
  17. [Apartments] Added auto permission reset on apartment purchase. [Mods] Added arrow key support to /modview (and react) sliders. (click the slider, then use arrow keys) [Mods] Added price discounts to performance modification if previous levels are already owned. [Vehicle Controller] Fixed an issue that caused vehicles to be frozen at random in rare cases.
  18. Does this bug only occur when the xenon lights are installed?
  19. @MissVikingDog hello, thank you for your bug report, the price of each upgrade is independent, you are not supposed to get discounts. This is not a bug.
  20. @HaminLord hello, it's an extra component and these are now being synced. This is not a bug.
  21. [Admins] Disabled the /logout command for active on duty admins. [Fleeca Robberies] Fixed an issue that caused cash pile reports to show incorrect money values. [MDC] Fixed an issue that caused the server to crash on a failed to add penal charge. [Mods] Enabled price in the /modview menu for the preview mode. [Mods] Fixed an issue that caused the window switch in /modview to crash the menu. [Mods] Fixed an issue that caused vehicle market vehicles to become unfrozen after closing /modview [Mods] Fixed an issue that caused body livery price not to be included in the total price. [Mods] Fixed an issue that caused /modview to crash on state/government number plate reset. [Mods] Fixed an issue that caused faction/work vehicles to have incorrect mods, colors and number plates. [Radio] Fixed an issue that prevented the active radio from being dropped after death. [Police] Fixed an issue with fingerprint tape losing data after being dropped. [Weapons] Fixed an issue that allowed certain weapons to be instantly usable after leaving a vehicle. [WI] Fixed an issue that prevented island "world interactions" to load.
  22. The new /modview menu has been released! It includes a completely new menu, a couple of new mods: New interior mods; New "street" wheels; New xenon colors; Interior colors; Convertible rooftop colors; Dashboard and plaque colors; Ability to use any two types of paint (primary/secondary); Ability to use pearlescent on any type of paint; Ability to select front and rear motorcycle wheels independently; Extra components (or random components, could be a rooftop, just a cupholder inside the interior or other small accessories). Added vehicle specifications to the /modview menu; Vehicles with 1/2 or 2/2 turbo have all been given the maximum turbo which is now known as 1/1. The new menu features a replication of GTA Online stats, BUT the GTA Online stats are not that much reliable as there is a dozen of additional factors that influence the end performance of a vehicle. It's best to do your own research or to ask the experts in game (like dealership owners, racers or mechanics) for advice.
  23. @DaMasterSplinter hello, thank you for your bug report, this issue has been resolved in the latest /modview update.
  24. @Yputi hello, this issue has been resolved in the latest /modview update.
  25. @Scribbles hello, thank you for your bug report, this issue has been resolved in the latest /modview update.
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