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Portside

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  3. Dear Members, It has come to our attention in recent weeks/months we have not been able to provide the community to the players that we had hoped for. This has came to a decision, led by myself to close the MTA Server pending internal revamp. We have a staff team consisting of 22 people and the reality is, about four people pull their weight. Right now, we have a lot of moving parts internally. From the lore vehicle switch, to players sabotaging services and overall a staff team that can't provide consistent support to the community and its people. Whilst we have been effectively working hard on certain forefronts to make staff life easier, it's just a losing battle. Right now, we will be focusing on changing the internal works of the server and its practices. This will be an overhaul that has never been seen before on ArdicGaming or even for some of you guys, San Andreas Roleplay. The aim is to ensure a consistent environment that everyone can enjoy love stopping by. This will include an entire rework of; - The Game Rules - Admin Handbook - Mapping Handbook - VMT Handbook - FMT Handbook - The Server Setting - Theme of The Server - Ticket Handling - Transparency of Systems (including systems available) - Updated Documentation Now, unfortunately... a lot of our staff team is now currently LoA (on leave of absence) and will be for some time to come. This means, that this overhaul is going to take some time. Something like this can't be pumped out in a few weeks. I'm hoping, with the Christmas Holidays inbound, that this will allow myself and some others to work on completely overhauling the entirety of how ArdicGaming operates - to help old roleplayers and new roleplayers alike define their new home here, enjoying their time. Thankfully, many of our developers are not LoA, meaning our bug-fixes, improvements and overhauls can continue from a game perspective. Other members of auxiliary staff are available to help ensure the aforementioned backend changes. This is a long overdue change and it's one that should have been completed a few years ago if we're being honest. The changes set forth will help players who have yet to experience a heavy roleplaying environment, ease into it without being overwhelmed. The changes will also mean that less staff intervention will be required that will disrupt your roleplay. We are anticipating changes to some game systems too that will allow for a smoother transition without breaking anyone's immersion for striding in a roleplaying-environment that feels natural. There is no estimated timeline for this change to take place. During this timeframe, the server will be locked and not playable. The server will become locked on 15/DEC/2024 to which after this point you won't be able to play. All other services will remain active during this timeframe. Kind~Regards, Portside
  4. Adde to the Q&A
  5. Hi, as a lot of you may know, the server has been changing recently. It has all been very good changes, with in-game changes, server changes on the backend, UCP changes and a lot of auxiliary changes as well. However, most recently a lot of players have been assuming, or spreading false information. this has led us to make an announcement regarding the recent changes of the server and the direction that the server is taking. This is going to be an in-depth read, so if you don't read, then don't cry about not knowing. The information is here for you to read. If there is a certain question or topic that is unanswered, please do reach out and we will update this announcement with the Q&A attached. Lore-based Systems Yes, this is true. We are moving more into lore-based systems. I don't know why this is such a shock to everyone; considering that we've been using lore-based from Red County. How? Simple, the LSPD is a lore-based theme, along with every other functional faction from a civilian/government standpoint. LSFD, LSTS, LSPW and so on. These are dynamically created in the lore environment. If we were truly reaching after a real life experience we would have changed their names to real-life counterparts, LAPD, LAFD, LAPW and so on. What's most annoying is the fact, with the LSPD, the entire structure was made up by myself and Sonny, using various sources from older roleplay servers along with IRL documentation which included but not limited to; New York State Police New York Police Department New York City Sheriff's Office Los Angeles Police Department Orange County Sheriffs Police Service of Northern Ireland An Garda Síochána The Metropolitan Police Swedish Police Authority Okay, so you mentioned one thing, what else? So that in itself, isn't realistic nor is it based on any particular law enforcing agency. ON TOP OF ALL OF THAT - in Red County, we deployed the Specialized LSPD Unit of C.R.A.S.H - which is a lore-based unit within Grand Theft Auto: San Andreas. In Red County, some of our vehicles were entirely made up which included the cash trucks, some road trains and other vehicles. Oh, that wasn't enough? Finder Cluckin’ Bell (KFC) Burger Shot (Burger King) Pizza Stacks (PizzaHut) How the driving test is based on ALL GOVERNMENT MANDATES THAT YOU ABIDE BY Some of the very items you roleplay with which include; The LSPD Firearm safe Ziebrand Beer Bastradov Vodka The RDD (remote dispatch) These are only some of the things that are in place already based around the lore of the game. What's Changing? Below are the main changes; Vehicles We are moving to an entirely lore-based vehicle system, along with that we will be able to create brand new makes and models from scratch. An example: An entrepreneur has lots of money to spend, that person is called Michael Bigsocks. Michael Bigsocks reaches out to FMT along with spending lots of cash to make his very first vehicle called The Bigsocks Model X. This is entirely possible now. Reason for the change is simple, we provided lots of reasons but here is the main; reduces staff intervention by tenfold and stops players from winging all the time. "BUT BRO HOW!?". Right now, a player wants to steal a 2019 Mercedes GLE. Admin now has to literally research everything about this vehicle to see if it can be stolen. The vehicle comes equipped with factory standard which include some of the following without optional extras; Keyless locking Engine immobilizer Alarm System Vehicle Anti Theft John Doe, the stealer now tries to /me hotwires the vehicle. Admin says nope (the same admin who hasn't the first clue on how to steal a car past the year of 2002 by the way) and tells the player, "no, sorry, you cannot hotwire this". Player rage quits because the player isn't a vehicle expert IRL. New System The new system will simplify things, vehicle from 1990+ will have X as standard, giving you an inclining on how they are stolen. The new system will simplify things, vehicle from 2000+ will have X as standard, giving you an inclining on how they are stolen. The new system will simplify things, vehicle from 2010+ will have X as standard, giving you an inclining on how they are stolen. There will be additional that you can physically buy in-game which will have scripted features or passive features which the admins can refer to on if your stealing method cannot be done etc. This reduces workload on staff by 1,000 times and makes everyone happy without anyone crying on how their vehicles was stolen. BUT BRO MY TESLA MODEL DASD 34323 HAD ELON'S LINK ADDITIONAL, I RP PAYING FOR SUBSCRIPTION AND THIS MEANS THAT JOHN DOE CAN'T USE HIS HARRY POTTER WAND TO STEAL MY CAR. - Yes, these scenarios will no longer be a thing, thanks. DISCLAIMER If you own IRL vehicles, they will not be deleted or forcefully removed from your possession. It would be unfair to delete players stats, even if we are substituting for other things. No, instead, if you want, you can crush your IRL vehicle; receive the full money back along with 15k on top of the purchase price as a thank you for transitioning. You are not forced to crush or delete your assets. Items Items will be moved to a lore-based specimen though this won't be enforced for mainstream items (such as safes, firearms, drugs and so on). However, we will be mainstreaming lore-based items which will be available on our UCP or Forums (undecided which), so that you can check out the specification and data. The Theme The overall theme of the server will be more mainstreamed. We will have something to base ourselves on. Places such as RCRP or SoLS done this. Whilst we won't be moving our game setting from present day, we want to add a vibe to the city, for us all to talk about and dive into the history. We briefly done this back in Red County and on Liberty City (for the brief moment we were there). We won't be enforcing strict lore-based scenarios where you can't reference IRL, or anything like that. We're hoping that as we move forward into the future that we won't need to reference anything from IRL because we'll have built up such a cool atmosphere in-game! Missions/Activities It's true, we want to focus on missions/activities for the players when there's maybe not a lot to do. The server already complies with this in some jobs such as the taxi job, delivery job and fishing. We want to expand on that for both the legal and illegal side of the gains. We want to introduce automatic systems that will allow illegal roleplayers to grow their own weed or deliver firearms to an NPC buyer in San Fierro. Why? Because it gives people something to do, and yes whilst this does take away slightly from the heavy RP scenario; we still will expect players to roleplay heavily - on top of that, it allows us to appeal to the wider population of roleplayers who haven't been doing anything other than playing RPGs. Does this mean we're turning into a light RP server or an RPG? No. All RP servers have had an element of RPG in them all throughout the years, we just want to modernize our approach. We don't just want to offer taxi jobs or bus jobs. We want to offer street sweeping jobs, gunsmithing, pizza delivery, parcel delivery, gun distribution with high risk high reward schemes. I won't go into further details on this as it's only concept stage and not properly thought out. I hope you are as excited about the future of the community as I am. Whilst I understand some of these changes may upset you, we have to follow the wider community and what they want. We need to follow what's right whilst still maintaining a lot of heavy roleplay. We're not forcing you to take part in missions or lore-based items, you still can keep your vehicles and avoid scripted jobs. Truly, nothing major is changing around here. It's amazing what a simple rumor can do... Any questions, ask them below and I'll answer them; I'll edit this original post to include the Q&A. Community Questions: Q: When will be able to sell our IRL vehicles? A: Whenever we make the announcement. You can visit the crusher to get the full vehicle price plus the $15,000 incentive. Q: Can I just buy vehicles and get the 15K incentive? A: No, vehicles purchased for the sole purpose to abuse the $15,000 dollar incentive will not be eligible. We will have an internal process to exempt these vehicles from refund to stop abusing the system. Q: Are the selling of cars variable with the extend of modifications pushed into them? Essentially, if an IRL car had 60k of added parts. A: It's unlikely we'll account for this unless special circumstances are presented in the interests of keeping everything simple. We'll review this on a case-by-case basis. Q: Would you consider moving to a heavily modeled Red County resembling rural Virginia/North Carolina/Georgia A: No is the short answer. We will be trying to detach ourselves from real life basis. So, if we were going to move or include other parts of the SA map (Red County, Whetstone etc) it would be for "seasonal" purposes. I'm not going to touch on this idea right now, but we are constantly tinkering with the idea of having an escape village or area that players can roleplay in, on designated holidays like Halloween, Christmas or Summer for example. Kind~Regards, Portside
  6. Credits to: @Noble https://docs.google.com/presentation/d/1hm9HUGSukLDzjlTbgP_EFwJg9YTDPDemdDGIXoRJIxw/edit?usp=sharing
  7. Dev Blog #10 ~Performance, New Systems & General Updates~ What a way to have a comeback! We haven't even done our server comeback yet because we've been so busy with development!! It is amazing how much we have accomplished from our last Dev Blog; but the fun doesn't stop there, nope! Have another read, you might find a lot of the updates exciting or have the "FINALLY" feeling. ENJOY! Key: Removed: - Added: + Reworked/Fixed: // // Fixed an issue for Discord RPC fix for onClientJoin // Fixes an issue where /check would refresh localPlayer rather than target checked. Also fixed placement of buttons // Updates factionID for bank and updates fee from $2 to $15 + Added delay to send special key to onPlayerJoin request by 2 seconds to ensure its sent and store the key separately + Adds info for /wephelp to rebind hotbar // Better wording for rebinding control of hotbar // Fixes an issue where re-positioning wearable items wouldn't save // Fixes baseball bat issue, adds some weapons, fixes a function + Adds a new baseball bat, old one was broken. + Uses a leftover weapon model, Hood Glock + Adds a Stihl Chainsaw (used the fire extinguisher 90051.col for collision file) + Rewrote a function to better match what it was trying to do. Function replaces original GTA SA weapon models with a blank (invisible one) which is accurate, but a separate (duplicate) function was being used to achieve this onPlayerSpawn when the same function could have been used. Cleaned the function, removed redundant code and added comments to each weapon model to know which ID is which. // Fixes an issue where minimap disappears after turning on strobes (was got to do with sharing code not sure what it is, but performance isn't that well optimized by splitting the minimap code into two files anyway. + Adds a check to see if an open interior with the entered dimension value already exists; if it does, then choose a new one. (next available integer is displayed in the text) or user can choose to pick their own // Restricts OIC Creation to senior and MT // Final fix for /dispatch siren issue for minimap + Adds Glock 18 + Adds Desert Eagle + Adds Knuckledusters + Adds Remington 870 Tactical // Changes Shorty 12g picture // Edits Airsoft M4 to include orange tip + Adds Glock 17 Airsoft // Fixes not being able to unprotect items in vehicle inventories + Adds support for custom vehicles to receive vehicle attaching (pitbars, spotlights, lightbars) etc // Fixes an issue where you could split duty ammo to then drop it bypassing the drop detection // Fixes issue where weapon for dutyadmin was not recognizing custom weapons above 60 + Adds missing image for Deagle mag + Adds missing image for 100rnd thompson mag // Fixes issue where dutymags were set incorrectly for airsoft and deagle + adds dutymag for wep 24 ar v1 + Adds rambars for utility vehicle and dodge charger + Adds xyz, rotation int and dim to /logs and adds teleport support to /logs including teleportable data to better recreate the player's steps in disputes + Adds Taurus 1911 & 10, 15rnd mags for 1911 + Adds a simple /ame for powering on and off phone, /logs or F8 will show the specific number + Adds sendNotification for replacement of outputChatbox in admin logs panel + Added a /checkint log for when a player uses the teleport in /logs // Fixed an issue where the logic handling duty weapons splitting ammo restriction was blanketed for all duty items instead of just duty weapons. This meant players couldn't use the edit function to resize Kevlar vests etc // Defined /logs for specific staff chats, before they all just showed as 1 Staff Chat // Fixed an issue where /mt was never being logged. // Fixed an issue where /a was being logged but data was never being retrieved/stored properly // Replaced outputChatBox with the more appropriate notification system we use. + Adds /startshift (beta) where players can go to certain government ran shops, and start a passive shift. + Adds logging (discord and /logs) for /startshift - Removed Gov Shifts from job system and made it independent + Added a /obanfromgovshift command + Added /banfromgovshift command + Added /findgovshiftban command + Added /unbanfromgovshift command + Added /checkcurrentovshift command + Added /shifttime command to check remaining time before pay + Made gov funding system to distribute funding to all current characters and added wire transfer for issuance // Fixed an issue where it would say LSTS instead of GOV in wiretransfers // Fixed an issue where wrong ID displayed for addBankTransaction for certain transfers - Removed Frame is bugged due to AGRP Object replacement of 2287 in interior 164 - Removed Frame is bugged due to AGRP Object replacement of 2284 in interior 164 // Fixes disconnected players still being in a table causing error spam (Spooky) // Fixed a missing function for adding admin history /warns etc + Added ability for when a player requests a frisk, that equipped weapons are shown, highlighting their currently held weapon as green. + Added ability for when a player is handcuffed, equipped weapons are shown when frisked, highlighting their currently held weapon as green. + Added admin command /findequipped that will check for a player's currently equipped weapons, highlighting their currently held weapon as green. + New sound for airsoft glock // Typo for description for airsoft glock // Replaces a debug message for /check for where couldn't fetch note is now replaced with no notes for this account. + Added All Saints Hospital modeling (Spooky) + Adds All Saints Hospital for new character spawn location // Edits stupid code to include username when potential staff breach + Make Generic for EVAM Distribution + Adds extra sync for animation adjustment controls for streamed out players for animations (Spooky) // Fixes /luck to use "his" or "her" in the output instead of always "his" (Spooky) + Vehicle lights can now be turned on even if engine is off (Spooky) + Cuff/uncuff no longer force clears your current animation (since the newcuffed pose is compatible with any animation) (Spooky) + Some new animations + a few fixes for existing ones in AGRPv2 (Spooky) /+/ Initially disabled /setwalkstyle but /setwalkstyle is required, just disabled walkstyle 70 + Weapon System sounds and sound mathematics completely overhauled (Legion) // Fixed some case-sensitive issues for weapons due to Linux + added variant commands for /setodometer + Adds /findcharacter and findcharacterid + Added framework for suppressed weapons. weapon-system/weaponfx/g_wepfxTable.lua has added optional arguments for table; isSuppressed // if true, weapon is considered by script as suppressed weapon. No outside refractors, or distant sounds will be played. DistClose will be halved. Keep DistClose in table as if normal weapon. In event other means of suppressing will be added in future. (Legion) filePathSuppressor // Sets the path to the type of supporessor sounds, check folder for available sounds. (Legion) SuppressedVariants // Amount of suppressed shotFX are available for the script. Randomizes this number, can't be less than 1. (Legion) + Allows MT to use /freecam + Forgot to add halving sound distance for suppressed weapons. (Legion) + Added suppressed M9 Beretta (Legion) + Added DeWalt Nailgun (Legion) + Added 50mm 16GA Nail ammo (Legion) + Added /arrest functionality for ELSPD station. When in ELSPD it wont show Prison cells, and when it prison, it won't show ELSPD cells. Admins will always only see SACF cells. Can be changed by switching a check around. Might be able to do both if combining checks and doing cells + cellsELSPD (Legion) - Makes Prestige Modelling redundant // Removes 10hr restriction for crates (trucking job) + Added support for LSCSD /Dispatch & MDC + Updates respawn location from Memorial Hospital to ASH // Disabled auto deletion of items due to newmodels and sampobj maybe not loading in time. Need to find proper fix at some point // item-world placement move in startup to help minimize no objects being found for samp objs + Adds phone stuff for Evam Distribution and hotline + Sets /makeped to frozen by default - Removes SULTAN UV WRAP // Fixed Nailgun dropping bullet cases. (Legion) // Fixed forgetting to place colshape into ELSPD rather than test-area. /arrest should now work in ELSPD. (Legion) // Re-enables /gethere for Mapping Team /+/ Completely overhaul the minimap and gps system from 37 percent usage to 4, major performance (Spooky) + Initialized new street naming system for the new minimap (Spooky) + Adds new El Pecado District (Spooky) Credits to: Reyo + Adds new Unity Station (Spooky) + Adds Idlewood Fleeca Bank (Spooky) + Added logging for /luck + Added logging for /chance + Added logging for /roulette + Added logging for /flipcoin As these weren't being logged for when an admin would go back to check logs. Cleaned up some defunct code too. - Removed core staff from being able to be picked during random giveaways /+/ Multiple faction ID support for Spooky Gate system (Spooky) /+/ Major update for ped system to include new animations and animation menu improvement. // Fixes an issue where colt distances were too short (Legion) /+/ Updated the bus routes to allow for new Unity Station - Disables Pershing Square Modelling /+/ Updates the minimap file to include new streets for Unity Station rework + Adds re-syncing to other players for some animations (most in AGRP v2) (Spooky) // Fixes bug with char creator when no custom skins used (for local dev) (Spooky) // Updates hospital reception ped: Hughes Memorial > All Saints (Spooky) + Adds makeped /npcsay /npcdo /npcme /npcame for peds (Spooky) + More npc improvements + generic receptionist type for business/faction interiors - Disables Pershing Fleeca (Spooky) - Removes leftover code from Fleeca Bank, Pershing + BETA - Initializes a test version of removing weapon duplication checks. (TMTMTL) - Removes slot machine duplication (Spooky) // Fixes ped language for /npcsay (Spooky) + Added more anims for peds (Spooky) + Also adds new duping antimeasures with error codes for weapons duping (TMTMTL) /+/ Finalized the weapon duplication fix (TMTMTL) + Added /languages to show players a list of all available languages + Added logs to Spooky's ped interactions and added more interactions; Added /pedshout Added /pedenterveh Added /pedexitveh Added /pedseatbelt Added /respawnped Added logs to /pedsay /peddo /pedme /pedame /pedshout Added interior and vehicle logs for /pedenterveh, /pedexitveh, /pedseatbelt and /gotoped // Makes a few edits to /nearbyped and adds /editped command // Edited /nearbyped to show vehicle ID if ped is in vehicle + Added senior admin chat (/sa) + /sa is now its own function to deal with two types. First is /sa to stop animation, or if /sa is used with arguments /sa hello world will execute the /sat which is the senior admin chat /+/ /commands now shows results tab when searching, more convenient // Fixes an issue where meele custom damages weren't working (TMTMTL) // Fixes an issue where Weapon descriptions weren't saving (TMTMTL) // Fixes randomly losing ability to shoot, punching with weapon in hand (TMTMTL) // Drive by alt shooting automatic fixed to lower the speed of shooting (TMTMTL) /+/ Reduce parachute cpu usage (Spooky) /+/ Reduce announcement cpu usage (Spooky) /+/ Optimized scenes for reduced cpu (Spooky) /+/ Changes police badges etc to use proper icons in HUD (Spooky) // Adds debugging commands for performance (Spooky) /+/ Rewrote nametag to use render targets for optimization (Spooky) // Changed "Admin character name is reviewing your app" to "Admin Username is currently reviewing your app" + Adds ability to auto copy links from /ann and adds db logging for /ann usage + Added ability to resize nametags in F10 Settings (Spooky) // Fixed an issue where /disappear and /recon was still showing new nametags + /pedenterveh /pedexitveh /pedsay /pedshout db saving and consistent tracking Peds now save vehicle id and seat position to db if they are /pedenterveh and /pedexit veh /npcsay is now relevant to the position of the ped if in the vehicle, tracking vehpos to use chat /npcshout is now relevant to the position of the ped if in the vehicle, tracking vehpos to use shout /+/ Fixed massive issues with report system (Spooky) /+/ Nametags now cache (Spooky) /+/ Optimized signs cpu usage (Spooky) /+/ Optimized heligrab cpu usage (Spooky) /+/ Optimized towingwinch cpu usage (Spooky) /+/ AGRP Map Mods now use createBuilding() + other optimizations (Spooky) // Fixes annoying newmodels warning spam (Spooky) // When /unfa had more than one result report back there was no further functionality to un-fa, added support for /unfaconfirm ID from the results list. // Nametags fix for calling getPlayerIcons when not available + Ped Overhaul, db saving, position tracking for commands /pedenterveh now saves vehID and seating to db Edit loading peds on resource start/restart to check and spawn into veh Edited interaction commands (say, do, me, ame, shout, nearbypeds) to check if ped is in vehicle. Essentially this never got checked so these commands could only have been executed at the ped's original location even though he was in a vehicle // Fixed an issue where /pedbelt only worked in ped's original xyz with no message + Added /pedrw to roll their own windows when you're not in the car + Added more command variations for npc stuff // Fixed an issue where weapons could bypass automatic firing (TMTMTL) /+/ Item Texture system optimizations (Spooky) + Adds more features to reception peds (Spooky) /+/ AGRP Objects refactor, fixing some cols and adding new note object (Spooky) // Changes duty belt weight capacity from 7.5 to 15 (Legion) + Added Finder Social to the cellphone + Adds an emergency /fixbinds (fixchat, enableinput, enablechat, allowchat) for when doChatbox fails (mouse doesn't disappear and everything is disabled forcing relog) // More item texture improvements for caching (Spooky) // Adds a workaround for Federal government being tied to ID 1 (LSPD) for radio usage on all restricted frequencies (Spooky) + Added flashing effect for backup blips and shows your own. Nametag fading in and out option enabled by default /+/ Experimental optimization for mapload (maps, interior and exterior reduces loaded objects by 20,000 (Spooky) What an intensive update, please drop some love for all the developers involved in making this update possible! Your interactions with out community is what strives for us to continue! As always, Kind~Regards, Development Team
  8. Topic locked an archived. Due to name being used in World inConflict.
  9. ~New Weapon System & Refund Process~ Hi! We'll keep this short. As per our recent overhaul from the weapon system, refunds are being issued for those who had firearms. Please note, everyone is entitled to a refund, both legal and illegal communities. The only refunds that won't be issued will be to those that were issued to law enforcing personnel. A new system will be in place for this. If your character meets the condition stated above, you can start a refund request. NOTE: Characters must have the old weapon items in possession for the refund to be accepted. Your ticket handler will then remove the old item from your person in-game and give you the new weapon(s). Weapon Refunds & System Overview Weapon Refunds Weapons will be refunded to those who had weapons; legacy weapons still exist in the game as an item, but cannot be used. For each weapon refunded the player will be given: 1 Magazine and 50 bullets per weapon (except for shotguns, which will be given 25 shells). Refunds for all weapons that the player possesses. Players who don't have the physical items won't be issued a refund. *Note that this system upgrade did not affect drugs. Players who had weapons which no longer exist in the game will be given its most comparable alternate. Players who were given weapons from a law enforcement agency as part of their duties will not be refunded as your handling faction leader will address this separately. Weapon List Magazine List Caliber List How to start a refund You can request a refund via the Main AGRP Discord Ticket Center, open a ticket and share a screenshot of the weapons needing to be converted to the new system. Weapons and ammo will show up in your inventory as "Placeholder" in your normal inventory and not in the weapons sub-section. Why the change? Functionality & Expandability The new system allows for us to have UNLIMITED guns and ammo types along with individual magazines. Each individual gun has its own damage modifier which means a Colt 1911 which is chambered in .45 ACP will do less damage than say a Walther PPQ which is chambered in .22. Damages are obviously dependent on where the shot lands on the body (head, torso, arms, legs etc) with each individual shot giving a variable damage multiplier depending on distance and items worn at the time. Customization We can now have unlimited weapons. Want a weapon model that's not in the game, you can submit a request for the weapon to be added. More on this will be announced in the near future. Requests must include a download to the model. Models should have a single texture file to help with optimization. The system allows for us to add expansion packages such as a gunsmithing job or weapon wraps, camo, individual silencers, maintenance and so on. Right now the system allows for each weapon to have an individual wrap if you wanted to change the look of your firearm. Weapons can be converted from semi automatic to fully automatic. Each weapon can have its serial scratched off, or a new one stamped. Weapons which are normally one-handed (based on the colt model in-game) can now be switched from a one-handed to two-handed hold. Shot distances and near-by landing rounds have effects on the player's screen. Each weapon has its own durability, when durability reaches zero the weapon is no longer functional and has to be maintained (right now, by a passive gun-smith or yourself until gun-smithing is introduced. Attachments, gun cases and everything has been thought of when it came to the redesign. Stability & Control With that being said, we can ensure functionality and expandability with this system because it is a complete overhaul. Unlike the predecessor which was expanded upon ever since Valhalla, this new system removes redundant code and functionality that didn't make sense. The old system was patched so many times due to bug abusers it made it rather difficult to navigate new integrations and just general readability. Need help on how the new weapon system works? Use /weaponhelp (/wephelp) in-game to show you current functionality and key controllers. Kind~Regards, Portside
  10. Dev Blog #9 ~Performance, New Systems & Web~ Yes, I know a lot of you may think our project is dead, inactive or we stopped caring. That's simply not the case! A lot of us happened to get extremely busy IRL recently; and with that being said, a lot of our focus on the server was sidestepped. Fortunately, development continued to pursue forward so that when we come back from our very long LoA, we can dive right in with our new features! Currently, a lot of reworking has been underway with the most exciting system being our completely overhauled weapon system. This is a lengthy development blog, so please, enjoy and drop some ❤️ in the comments for help to keep us motivated investing time into the project! Key: Removed: - Added: + Reworked/Fixed: // + Adds SAMP Models as **ADD ON**. Every item from https://dev.prineside.com/gtasa_samp_model_id/?devtools_locale=en can now be used regardless if it is a SAMP or MTA object. + Adds g_items support of using SAMP reloaded for /items (back-end dev stuff) (TM) + Adds support for generic items to have SAMP models (TM) + Adds a helicopter purchase NPC at LSAIR + Adds an airplane purchase NPC LSAIR + Fixes issues with air sound (missing) // Fixes an issue where pilot license could be put into vending machines + Adds information when trying to purchase aviation on what to do // Fixed an issue with /air // Fixed an issue where chat wouldn't re-enable // Fixed an issue where Linux-based case-sensitive would cause a conflict in the anticheat. - Disabled annoying zoom in / zoom out on minimap // Redone permission structure for faction uploads // Changed /moducp to use same notification system for unilateral purposes rather than outputChatbox - Removed newmodels testing as no longer required // Deployed several fixes for /moducp conflicts (TM, Portside) + Added Prestige LLC Hotline + Adds boxing styles to a list of banned items which can't be spawned by anything lower than Senior Admin // Adjusted server-time (through Linux) to allow for DST. - Removed overpowered walkstyles (blind run and muscled run) for both genders + Added custom model implementation for map manager (TM) // Fixed an issue where players could use /moducp (TM) // Fixed an issue for when cancelling a mod request and decluttered a function + Added the ability for "deep previews" for pending mods for admins. Essentially allows an admin to wear the skin, or drive the car that was uploaded before accepting. // Fixed an error where inventories could still be accessed when using /moducp // Fixed an issue when previewing a vehicle, it wouldn't return you from the test world. // Delayed startup of /moducp until after vehicles are loaded (server restart task) + Added the option for personal vehicle mod as a donor option. // Fixed an issue where animations weren't getting applied to the new skin models // Decluttered leftover elements from old agrp skin mods from the ES System + Re-introduces vehicle theft, alarms, locking system + Adds mechanic option menus for theft, alarm, locking + Added AGRP Client Modloader (/mymods) to add clientside mods - Removed the ability for VMT to /disappear and the ability of MT from using /freecam // Changes donation perk prices to be better priced. Overpriced on some items and we didn't realize. // Fixes a message typo for players reconnecting, where the instance said "reconeccing". // Fixed an issue where all custom skins would delete from their inventory after being bought forcing you to repurchase. // Fixed an issue where CJ would be used when a forceUpdate was pushed. // Fixed a typo for the startup script + Adds the East LS Pier to the map + Adds Fishing Pier to script in East LS // Removes c_realism from caching on client + Adds /findaccount command + Adds finding account IDs for command (useful for DB lookups // Removes the caching of a server file + Adds over 70 new types of logging to help resolve issues. - Removes trial ability to do /pkick on UAT + Adds logs for /jail + Adds a check so trials can't jail Lead Admins // Fixes an issue where /hideadmin was able to be utilized as Senior admin // Fixes inventory and storage anim adjuster bugs (Spooky) // Fixed an issue where trials couldn't review uploaded mods // Adds an admin override for vehicle theft if anti theft is active. - Ignores Spooky modelling for LSIA FBI Field Office (Spooky) + Adds spookygates as a dependency for modelling (Spooky) + Adds modelling + spookygates to startup (Spooky) + Added new road names to align with new modelling + Added new weapon system (completely revamped) (TM) + Added ability for weapons to be textured (TM) + Added ability for weapons to be unlimited (as many models as we want) (TM) + Added the ability to have weapons deterroriate over time and be fixed (TM) + Added ability to have weapons repaired (TM) + Added ability to have weapons converted to fully auto (TM) + Added ability for normally one-handed weapons to be held with both hands (typically colt models) (TM) + Added ability for each individual weapon to have its own damage (TM) + Added functionality for weapons to have independent magazines + Added functionality for weapons to have independent calibers + Added search functionality for new weapons menu (TM) + Added functionality to load and unload magazines and mags from weapons (TM) // Converted reliant weapons to new system (parachutes, camera, knife etc) (TM) + Added an admin menu for altering weapons (serial, converting, fixing etc) // Fixed an issue for new weapons hotbar (TM) + Added functionality for /duty for new weapons (TM) + Dynamic weapon sounds added depending on distance (TM) + Added custom models to new weapons + Added new icons for new weapons, magazines and bullets (Taz, Portside) + Added new weapon sounds (TM) // Migrated logging for new weapons system + Added ability for first phase of gun smith job + Added functionality for future job-system revamp where all jobs work on level-based // Fixed an issue for right-clicking peds would cause a ped to despawn and never respawn (admin option) + Added phase one of city-wide traffic cams (not active) // Fixed an issue where ag client mods wouldn't load upon rejoining the server after leaving - Removed a bugged Wayfarer model + Added new casino to Market (funded by Symes) + Added blackjack system to compliment casino (TM) + Added better functionality for blackjack for admins + Added functionality to maintain legacy weapon system (old weapons and ammo will still be present but useless) + Added new weapons and reliant to script aspects including Ammu-Nation and weapon licenses // Fixed an issue where new weapons done default gta damage + Added functionality for weapon damages differ depending on body part // Fixed an issue with a lake in Back'o Beyond + Added texture support for all weapon models // Fixed an issue for removing textures from new weapon system // Reworks and moves some start up priorities such as texture systems. Textures should be loaded after all items in the game world have been loaded in. Some other scripts were moved more appropriately too. + Re-enables Transport boats - Removes radar blips as they're not needed from ship transport + Adds a secondary command to teleport to ship /+/ Optimizes the Ardic Minimap for performance. Usage was about 45% of cpu and has now dropped to avg 15% which is huge. + Added a minimap border for aesthetics + Made the roadnames more transparent to give a more modern feel. // Defined model for magazines (generic handgun model is being used for all right now due to only having one magazine model from SAMP. it is possible to model more in the future and assign them to each individual magazine. // Updates g_items to reflect weapon dependency model changes + Adds TM LCD signs to the server, along with dependencies for the start up and object ID. - Removed some unused objects from Newmodels + Added wheel clamps to the server. Edited functionality to suit AGRP along with adding Discord logging support. Added an admin override feature for clamping along with converting everything to use HUD Notifications rather than outputChatbox // Changed on how Wheel clamps worked. System used to stop the vehicle from steering left and right, this was unreliable for some reason. Sometimes the player could still turn left and right, I think the conflict may have been due to the ped spawning inside of the vehicle to maintain wheel rotation; I tried working around this with no success, so I just redone the checks to disable the vehicle's engine until the vehicle was unclamped. + Added functionality for admins to override wheel clamping + Added log compatibilities for LCD Signs + Adds confirmation for /sellproperty allowing the player to see how much they'll be selling their interior back to the state before confirming the sale + Adds Discord Rich Presence with a plethora of activity triggers such as driving around with friends, flying, walking etc + /gotoplace was completely rebuilt from the ground up + Adds open interiors to the game. These are designed to be immersive to give the player the illusion that they are still in the main world but in reality they're in a different dimension. This can be useful optimization and reducing the load on a client's machine, examples being underground carparks, nightclubs or malls where most of that stuff is based in dimension zero. // Cleaned /moducp image // Rebound the weapon hotbar toggle key from leftCTRL to rightCTRL and allows for rebinding the hotbar through the MTA Settings if you want to change it to something else. /+/ /check fully converted to dgs + Character notes now completed for individual accounts. Character notes will be used by admins to keep track of character-specific information such as name changes, weapon drops, thefts and so on. /+/ /ocheck converted and updated, ocheck can now be used to search for accounts as well as characters. // /history now only works for your own player, to check others' histories use /check or /ocheck and click on history /+/ IGS Conversion which includes the carwash, using original roads to fix vehicles falling through the map along with road reflections and dynamic lighting based on time of day for signage and illuminance (Spooky) /+/ IGS doors are now lockable, by-passable by an admin and can be assigned to factionIDs (for if store becomes faction/business run) (Spooky) // Fixed several issues for /exportmap which includes certain attributes not being exported such as collisions, so it wasn't included in the <map> output, also fixed issues regarding SAMP Objects returning Unknown model in field, added a lookup table to resolve this. Fixed issues regarding exporting a map with SAMP Models not exporting proper attributes, so re-implementing an exported map would not include SAMP Models. // Moved IGS Carwash to new carwash model + Added a simple /wephelp menu to help players get used to the new weapons system and general interactions /+/ Converts /commands to use DGS and; + Adds ability to search for commands, results based on sub section + Adds auto refresh for list when adding, editing or deleting commands + Migrates to a better aesthetically pleasing UI + Assorts all commands based on permission level, starting with: 1. Player 2. Support 3. Trial Admin 4. Admin 5. Senior Admin 6. Lead Admin 8. Mapping Team 9. Vehicle Team 10. Developer For ease of use and better readability NEW Weapon System The Weapon System update is listed here It won't be available to read until September 9th, 2024 13:00 GMT +1 Web Services + Migrated all web stuff to use PHP8.* + Fixed an issue regarding PHP 8.* migration for UCP + Moved to a new website ticketing system A Heartfelt Note This project has grown from we first started it. Originally ArdicGaming started out in 2017 before taking a long hibernation, doing nothing with the branding or the overall community. in 2019 we decided to start San Andreas Roleplay (SARP). With Fernando. After we closed the SARP Project, I eventually took AGRP out of hibernation. It's amazing to see what has been accomplished since 2019 and what more is yet to be accomplished. We are constantly tinkering with the code to either optimize, improve or add new things to it. It's great to see that we have a community following. It's crazy to thing AGRP has been around 7 years, with some of its core members being involved with MTA Roleplay from Valhalla back in 2008 and more prominently, a lot of its members involved with MTA since the beginning of Owl in 2014. Whilst the Multi Theft Auto Roleplay scene has dwindled in the English Community over the recent years, Ardic wants to ensure its existence for as long as the English Community continues on MTA, no matter how small! Many top servers have came and went over the years, and a brief timeline outlines as the following for the most reputable servers (in my opinion); *Dates not entirely accurate, basing on "popularity" rather than initial/final closing days. ValhallaGaming 2008-2010 RootGaming 2009-2011 MTA Roleplay 2012-2013 The Roleplay Project 2012-2012, 2020-2020 UnitedGaming 2013-2013 (excluding reboot) OwlGaming 2014-2019 AceMTA 2014-2014 Vice City Roleplay 2017-2017 ArdicGaming 2017-2017, 2022-Present Waffle Roleplay 2017-2017 AdvancedGaming 2020-2020 San Andreas Roleplay 2019-2020, 2020-2022 Again, the dates aren't specifically when the communities opened or closed, I'm basing primarily on their interest or when their "popularity" peaked. The community has come a long road, and of course, it's at this stage we're looking to protect what's left of a slowly dying community. Many players have moved to different platforms; though there are still a number of players whom want to feel nostalgic or just rather have the systems from Multi Theft Auto. The English Community is still very much active, not necessarily on MTA but on SAMP. The English Community on Grand Theft Auto San Andreas can be salvaged, but it takes time, effort and interest from the players. Feeling like you want to save the English Scene? Contribute by advertising, sharing and getting others to join. Together we stand as a community, divided we fall. We can only take the torch so far; share the load, take turns at passing the torch to keep the flame alive! We're sorry if we led you to believe we had given up on the project. A lot of things just came our way this year that most of the core staff wasn't expecting. From January to now, a lot of our core members are still LoA due to circumstances which revolve around personal matters. We hope that our long hiatus is coming to an end. We've been in contact with some of our staff and we're redoing internal policies to help for a smoother transitions. This includes internal reworking of FMT and VMT to help with faster response times where it matters most! As always, Kind~Regards, Development Team
  11. AGRP Vehicle Protection System v1.1 The features described in this guide are subject to change. Introduction The following guide is to help players understand the new Vehicle Protection System. This guide brings vehicle alarms, antitheft measures and locking systems. We've tried to simplify the system as best we can whilst still offering variant levels of protection for your vehicle. These systems must be RPly installed by a mechanic and notes added to /checkveh. If no notes are added, then the systems are deemed unusable. What is the system? The system can be seen in your vehicle, when in the driver's seat. Right click the vehicle and press on the "Stats" Button. Menus will appear showing you what your vehicle has installed. Please refer to the following section below to see what each level offers you. Theft System Prices [0] = 50, -- no anti-theft system -> removal [1] = 10000, -- Tracking of vehicle [2] = 26000, -- Vehicle can't be hotwired & tracking [3] = 45000, -- Vehicle's engine can be disabled within 500m Alarm System Prices [0] = 50, -- no alarm -> remove alarm [1] = 18000, -- Sounds an alarm for roughly a minute [2] = 22000, -- Allows for SMS to be setup (phase 1) [3] = 34000, -- Allows for direct line setup to PD (phase 2) [4] = 75000, -- Actually begins to notify PD (phase 3) Lock System Prices [0] = 50, -- basic lock (no protection) [1] = 7000, -- Can't use screwdrivers to bust open lock [2] = 19000, -- Same as above + Can't se slimjim or anything like that to pop locks [3] = 65000, -- Same as above + Vehicle's locks can't be changed without changing transponder chip, vehicle ignition and programming station of vehicle key Anti Theft App Based on the packages above, if you have an anti-theft measure installed you will either be able to track the vehicle, or track the vehicle and disable its engine remotely within 500 meters. Restrictions Vehicles under the price of $30,000 won't be able to; Purchase alarm types 3 or 4 Purchase lock types 3 or 4 Purchase theft types 3 or 4 This is due to the price of these systems doesn't really make sense for vehicles over 30k Custom Vehicle Mods Custom vehicle mods (mods assigned to vehicle ID aka VIN - only obtainable by you, the uploader) will receive all upgrades free of charge. All of this still falls in-line with 4.14 - Vehicle Theft Rules (https://wiki.ardicgaming.com/en/criminal-rp-rules)
  12. Dev Blog #8 ~Performance, New Systems & Updates~ Welcome back! Whilst we have said over the past few weeks, even a month now that development has slowed down... there has been reasons for that. We have been doing a massive upgrade in our back of house regarding the mod systems. Our new system has been designed with performance in mind. With this, we can effectively do a lot of new cool things, which we will be working on behind the scenes. For now though, enjoy the newest update! Key: Removed: - Added: + Reworked/Fixed: // + Adds hotline for DoJ + FMT Logging for; *Editing a business/faction (admin/fmt goes to fmt-logs. *Creating a business/faction (admin/fmt goes to fmt-logs. *Deleting a business/faction (admin/fmt goes to fmt-logs. *Creating a business/faction (as player) goes to fmt-logs. + Faction Logs for; *Adding a player to faction (admin) *Adding a player to faction as leader (admin) *Respawning faction vehicles (fac leader) *Booting someone from faction (fac leader) *Player leaves faction *Duty perks modification *Faction note (might not get pushed to Discord due to Discord's message limit). *Faction leader note (might not get pushed to Discord due to Discord's message limit). *Promoting to rank from rank *Demoting from rank to rank *Modifying ranks and wages will output current structure *Modifying MOTD *Toggling leader status *Respawning individual vehicle *Admin transfer ownership of property to faction. *Player transfer ownership of property to faction. *Player purchase property for faction. // Updates Map Management deletion to check if player is Head Admin AND is Scripter. (Literally no need to delete maps unless we specify, a lot can be reused). + Adds support to editing an already implemented map for changing minor details even after the map was accepted. Again this is only restricted to Head Admin and checks if player is Scripter as well. This function has the possibility to break maps if not used correctly hence why it's restricted. + Adds LSPD Eastern Division Exterior Modelling (Spooky) + Adds LSPD Eastern Division Interior Modelling (Spooky) + Adds embedded gates that can be opened by admins or LSPD members by clicking on the doors (Spooky) + Adds embedded gates that can be opened by admins or LSPD members by pressing 'K' on the doors + Adds an error message to players who try to interact with the doors saying they don't have permissions (Spooky) + Defines Interior & Dimension to be used for the interior modelling // Moves the /sellfish location just further up the road to make it no longer conflict with Spooky East LSPD // Fixed an issue for Discord logging the wrong note for an fmt output // Moves the clothing ped to the new Binco in Ganton // Updates sign textures from imgur to Postimg // Fixed an issue where /issuebadge for prestige was not allocated to itemID 180 where 180 was still referring to factionID 42 instead of their new ID which is 15. - Removes code 16 from the AC checker for an everyone tag // Fixes a typo for max image dimensions for uploading mods. // Fixed trash bags not being verified via serverside + Implemented a new animation adjuster (Spooky) // Updates the 911 to dispatch on the minimap / Fixed mysql from animation adjuster / Fixes the issues where a player will enter an interior with the same ID as player 2, and when dropping an object it will spawn it in the other int ID as well. This was introduced for Liberty City but isn't required for LS, changes were reverted. + Discord log for /fsell + Discord logs for creating signs + Discord logs for /delitem /getitem /delallitems + Introduces a panic button when /panic it will play panic sound and will output to dispatch for PD (for now) // Fixes for alterations for atms to allow DoJ // Fixes for alterations for /dispatch for FGOV // Updates departmentradios for DoJ - Removes a leftover asset for browser textures from SARP. + Auto delete shell casings from dimension 0 after 3 days + Introduces Alhambra modelling (Midnight) // Updates minimap and F11 for texture for new Alhambra modelling + Added road names for new Alhambra modelling // Fixed an issue where developers weren't displaying on /staff correctly - Removes Montgomery medical center to Hughes Memorial from hotline services - Removes Montgomery Pizza Sticks to Idlewood + Discord log for /removeveh // Fixes an issue where offline message center wasn't working + Added notification so player is notified about a message received. + Added Discord logging support for metagaming + Added /opmcheck for Lead admins to check a player's OPMs // Changes so that Senior admins can demote from /staffs and fixed perms for Support Team - Disable picking, dropping, moving items when using animation controls // Fixes a typo for Jefferson Street - Disabled the vehicle push script for vehicles when in vehicles; causes issues for parking when desyncing. // Fixes an issue where users would still receive taxi calls even after /quitjob + Adds a preventative measure to the aforementioned, forcing the user to go off duty before quitting taxi job. + Used the parrot .col file to fix banana as banana was just using the col from the GTA SA object it replaces. + Adds an ENV mod for WestCoast Credits: weknowthetruth, closedcase, blanxo, goondakilla, first48dinero + Adds Grotti Dealer 3D Model + Re-enables stop lights for the city // Small fix for WCC Env + Adds Grotti Dealer + Adds LSFD Modelling (Spook) // Optimized render loop for interior markers (Spooky) + Adds new Federal badge // Fixed an issue for disable world collision not resetting in anim controls (Spooky) + Adds a better water shader (Spooky and original creditors for osws) // Optimized and fixed a bug for the OSWS shader (Spooky) + Added createTexture caching for markers (Spooky) + Added chat support for interior instancing (Spooky) // Fixed a GTA SA bug for hopping some low walls causing death (Spooky) // Fixed a bug for kevlar texturing // Fixed awardPlayer exploit, validation (Spooky) // Fixed Staff Manager exploit, validation (Spooky) - Disables chatting when in spectate mode (Spooky) + Adds validation for gun licenses (Spooky) + Adds LSFD, East LSPD and other models to start up (Spooky) // Fixed an issue for icons in a staff changelog Discord export (Spooky) + First initialization of the new Add-on Mods System (TM) // Fixed Linux specific issues for some of the new Add-on Mods stuff like case sensitive sql stuff // Fixed an issue where chatbox was still interactable with /moducp (TM) + Moved confirmation on accept, reject and delete for skins, vehicles on /moducp + AGRP MOD SYSTEMS + Prestige Modeling + TW13 ENV Mod // Proper formatting for /staffs for Community manager + New kevlar for type 2 // Fixed an issue where /moducp was restricted to Trial Admin - Disables Prestige Pt3 // Fixes Twisted Ways ENV collision for ghost bin + Adds logging for adding a note to /checkveh + Adds logging for updating a note to /checkveh + Adds logging for adding a note to /checkint + Adds logging for updating a note to /checkint + Adds logs for admin to see realSender for /ads for Discord + Adds discord logging for adding a gate updating a gate and deleting a gate (very basic logging) // Fixes a typo for LVCTS to LSTS // Fixes an issue where DoJ wasn't informing player in game (wrong FacID assigned) // Fixes an issue where Point Dot wasn't informing player in game (wrong FacID assigned) // Fixes a typo from lscts to lsts + Introduces Vehicle Theft Toggle + Introduces Property Break-in Toggle + Introduces Vehicle Forgery Toggle + Adds discord logging to support opening and closing criminal toggle logs + Adds support for auto close criminal toggles to on-hold if no sufficient LEO is online + Criminal toggles rely on FacID1 and FacID5 to be online - Disables ability of trials to create new radio stations. // Fixes typos from lscts to lsts + Adds logging for /aunimpound + Adds new anticheat protection for everything you could think of + Adds anticheat for startup + Adds anticheat dependency for AC + Forced update database structures for new AC // Fixes TW13 Road Collision // Fixes an oversight from Prestige Modelling // Fixes an issue of exiting the vehicle not being defined due to speed I hope you all enjoyed the read (if you made it this far). Here's to bigger and better things in the future! Kind~Regards, Development Team
  13. Micklo started following Portside
  14. ~ Staff Update ~ March, 2024 Administration Team: @Sherry - Senior Administator > Community Manager (To be above UAT essentially, along with being the community representative) @Fallschirmjager - Player > Senior Administator (Reinstated) @mikuolen - Trial Administrator > Administrator (Extensive dedication towards AGRP and its community.) @Symes - Player > Trial Administrator > Administrator (January Intake & then promotion) @playbizzle - Player > Trial Administrator > Administrator (Late February Intake & then promotion) @Noble - Player > Trial Administrator > Administrator (Late February Intake & then promotion) @Privatekillah - Player > Trial Administrator (Reinstated) @Deathmatcher (Morgs) - Player > Trial Administrator (Late February Intake) @Sindre - Player > Trial Administrator (Late February Intake) @chapple - Player > Trial Administrator (Early February Intake) @Nova - Player > Trial Administrator (Early February Intake) @Biker - Trial Administrator > Player (Resigned) @ekworks - Trial Administrator > Player (Resigned) @paradise - Trial Administrator > Player (Resigned due to IRL circumstances) @Vinnie - Trial Administrator > Player (Removed) Support Team: @Mowafy - Supporter > Player (Removed due to inactivity) @BazMartin - Player > Supporter (Late Feb Intake) @klippan - Player > Supporter (Late Feb Intake) Faction Management Team: @Fallschirmjager - Player > Faction Member (January Intake) @chapple - Faction Member > Player (Resigned) Vehicle Management Team: @InDiGo - Player > Vehicle Member (Early February Intake) @RafGan - Player > Vehicle Member (Late February Intake) @ekworks - Vehicle Lead > Player (Resigned) Mapping Team: @Roi - Player > Mapping Leader (Assisting MT Lead) To help MT Lead @Taz - Mapping Member > Player Please, if you haven't been selected this time around, don't let this discourage you from applying again in the future! There were so many applications across the past while due to the organized chaos!!! - and a bit it was hard to narrow down! Note that Support & Admin Applications are now CLOSED FMT, VMT & MT have now opened for applicants; Faction Team App Vehicle Team App Mapping Team App Yours Truly, ArdicGaming, Upper Administration Team