Portside Posted July 25 Share Posted July 25 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 4 Quote Link to comment Share on other sites More sharing options...
Noble Posted September 8 Share Posted September 8 🌹 Lovely. Quote Link to comment Share on other sites More sharing options...
Blal1431 Posted September 8 Share Posted September 8 no more guns scrolling? Quote Link to comment Share on other sites More sharing options...
Noble Posted September 12 Share Posted September 12 On 9/8/2024 at 5:37 PM, Blal1431 said: no more guns scrolling? Nop. This system is the best. Now you have a quick bar at the bottom. You just press, 1,2,3,4,5 to equip your weapon that you previously assigned to such number. It's like the games nowadays. Each number corresponds to a different gun. Quote Link to comment Share on other sites More sharing options...
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