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ECLIPSE ROLEPLAY - Modder Team Update (December 31st, 2023)

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Dear Eclipse Community,

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.

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.

Restructuring

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.

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.

This is a more progressive way of working and will stand us in good stead for the future.

Phased Updates

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.

These global map updates include the Map Fixes (https://www.gta5-mods.com/maps/map-fixes) and Fixes and Improvements (https://www.gta5-mods.com/misc/fixes-improvements) from creator Alex106 as well as updates to the Forests of San Andreas (https://www.gta5-mods.com/maps/forests-of-san-andreas-revised) and GTA:V Remastered (https://www.gta5-mods.com/maps/gta-v-remastered-enhanced) from Larcius.

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.

Basegame Clothing

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.

Updated Locations

Bolingbroke Prison

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.

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.

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.

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Pillbox Hospital

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.

Paleto Sheriff Station and Police Parking Garages

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.

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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.

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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.

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Plus, that pesky invisible wall at Mission Row has now been removed.

Mechanic Garages for Los Santos Customs and Bayview

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.

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 quite special planned regarding this, in a future, upcoming update.

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Weazel News

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. 

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Downtown Cab Company

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.

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City Hall

We have removed a significant number of the Bollards around the City Hall, added in some additional water fountains, and updated the helipad.

 

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Posted

Thank you for your contributions, modders. You've created a world that lives and breathes our community and its lore and it's great to see small and big hints alike here and there.

Posted

Thanks guys, I put a lot of effort into these projects but @Arrta was especially helpful when it came to helping resolve some issues along the way.
Thank you to people like @Chunder and @PopTarts who offered feedback throughout the process.

We're nowhere near done with the map updates, so keep your eyes peeling for upcoming releases.

 

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Posted
On 12/31/2023 at 6:30 PM, Bala said:

Thanks guys, I put a lot of effort into these projects but @Arrta was especially helpful when it came to helping resolve some issues along the way.
Thank you to people like @Chunder and @PopTarts who offered feedback throughout the process.

We're nowhere near done with the map updates, so keep your eyes peeling for upcoming releases.

 

i saw some, of the clothing you did as well man, love that shit, hope you going a long way with us man !!!

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