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Topics - Mike

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41
General / Cops vs Robbers - balanced?
« on: April 29, 2022, 05:17:47 pm »
Many of the responses to the 2022 player survey mention the balance between cops and robbers. Some say cops are too powerful and some say the opposite.

As always, I want to get feedback from you guys. I have posted a poll above, please cast your vote.

Please drop any suggestions you have regarding this in a reply below.

42
Archived / MCNR Player Survey 2022
« on: April 28, 2022, 07:35:17 pm »
Hi all. Hope everyone is doing well.

I've created a survey and would be grateful if as many players as possible would fill it out so I can get a better understanding of the main things MCNR needs.

https://forms.gle/jnSKFT9STFgoZPbAA

The survey is now closed. Results can be found below.



A second survey is now live, to gather additional feedback and decide on the future of the server.

Take part:
https://forms.gle/RGoN8pwYEhL2Rf1B8



RESULTS
After 106 responses, the survey is now closed. Huge thanks to all that responded! There will be a follow-up survey soon to determine what actions to take in response to the issues raised in the survey.



About you









Opinion ratings















MCNR Feedback













Player referrals









Best and Worst

What do you like most about MCNR?
(click to show/hide)

What do you dislike most about MCNR?
(click to show/hide)



What would you do?





Survey reward
74 respondents input their account ID (although two are clearly invalid..) and will receive the $100,000 bonus soon. Thanks!



Follow-up survey and actions to be taken
I will be posting a follow up survey soon to discuss what we want to do going forward. There will be internal discussions with staff first.

Thank you for helping to shape the future of MCNR.

43
Updates and Changelogs / 1.14.8
« on: April 25, 2022, 10:53:46 pm »

Version 1.14.8


- You can now 'bulk buy' inventory items. You'll be prompted to enter a quantity to purchase.
- Added /water (/h2o) to drink water without navigating through inventory menus.
- You can now share your GPS destination with players using '/gps share [name/id]'.
- You can now change vehicle paintjobs at gas stations.




- The gas station menu has been tidied up.
  - The following gas station menu items have been moved to the 'Vehicle mods' sub-menu:
    Bullet-resistant tires, vehicle armour, sell vehicle mods.
- The Police Maverick will now start with 1500 health (was 1000).




- Added a static (always created) floor to the bait shop to prevent laggy players falling through the floor.
- Fixed personal vehicle visual damage not saving when vehicle stored (actually, it saved, it just wouldn't load).
- Fixed additional issues with personal vehicles' 'max tire health' getting reset to 0 when it should be 5.
- Fixed being able to lose wanted level during Smuggler mission in active city by using Pay 'n' Spray.
- Fixed bug in Smuggler mission whereby entering the collection checkpoint with a wanted level (resulting in an expected rejection) would remove the checkpoint and it would never return.
- Fixed Smuggler mission stats box showing distance travelled in meters and not kilometers.
- Fixed weapon pickups for weapons that don't share ammo giving 'ammo'.
  For example if you were holding a spraycan and picked up a camera, it would give you 'ammo'. Now it just prompts to replace.
- Fixed weapons sometimes having negative ammo shown in the HUD if the script set the ammo lower than 1 clip.



Thanks for reading, we hope you enjoy this update!
Please report any bugs in the Bugs section and feel free to leave feedback or share suggestions in the Suggestions section.

44
Information / MCNR system requirements - Minimum screen resolution
« on: April 23, 2022, 05:59:49 pm »

MCNR system requirements

The requirements to play GTA: San Andreas are essentially a calculator connected to a potato. The main concern is resolution. Please ensure you play with a resolution of 1024 x 768 or higher. Any lower, and things will be unreadable, cut off the edges of the screen etc.

To change your resolution in-game, open the pause menu by pressing ESC, go to Options > Display > Advanced > Resolution. The third value (e.g. the 32 in '1920 x 1080 x 32') is the color bits. You should use 32-bit colors else textures will look bad.

45
In order for the car alarm sound to work in vehicles with hydraulics which don't technically have a horn according to the game, the hydraulics have to be removed, the alarm started, then the hydraulics re-added. The same has to be done to stop the alarm.

For some reason, if you pause while the alarm is sounding on a vehicle that has hydraulics, and the alarm finishes while you're still paused, you'll come back to the horn sound playing continuously (not even beep, beep, beep, just beeeeeeeeeeeeeeeeep forever).

But there is a solution - simply exit and re-enter the vehicle.

I may be able to fix this by removing and re-adding the hydraulics after the player unpauses, however as this issue is both a) rare and b) not that impactful, I won't be rushing to fix this.

46
Updates and Changelogs / 1.14.7 R4
« on: April 19, 2022, 06:23:25 pm »

Version 1.14.7

Easter Event concluded
The 2022 Easter Event has now concluded. Thank you to everyone that took part, we hope you had fun!


Check out the candy leaderboard and event stats here:
https://mikescnr.com/blog/easter-event-2022-finished





[BETA] MULTIPLE ACTIVE PERSONAL VEHICLES
You can now have two personal vehicles active at the same time.
- The second vehicle that is active is known as the 'secondary' active vehicle.
- Once you enter the vehicle, it becomes your 'primary' active vehicle, and the previous 'primary' one then becomes the 'secondary' one.
- Requesting a vehicle while you have two vehicles already active will replace the secondary one.
- If your active personal vehicle is destroyed or returned to storage, the secondary one becomes the primary one.
- The personal vehicle menu has been stripped of the active vehicle options. These options are now in sub-menus when selecting your active vehicle(s).
- BETA: Please be aware this feature is a BETA feature. While it has been tested well, there may still be as-yet-unfound issues. Please report any issues you encounter on the forums.

Other additions
- When purchasing aircraft, you can now choose color(s) (if available on that model).
- A second aircraft menu checkpoint has been added to the pilot-restricted gate entrances of airports.
- Added player stat for time and distance flown in jetpack.




- ALL mission vehicles are now spawned-locked and invulnerable, until the mission begins. This is to prevent players from disrupting mission start locations.
- Chances of rainy weather reduced slightly.
- Pilot licence is now required to purchase aircraft.
- Aircraft/boat checkpoint menus consolidated and simplified.
- Train stations and airports are now separate categories in the GPS system.
- When requesting a personal boat, these will now spawn at the closest dock.
- The Valet mission will now fail if the player shoots a weapon.
- /pv (request favourite personal vehicle) will now redirect to /spv (summon personal vehicle) if already active as primary vehicle.
- Selecting to manage a personal vehicle which is active will now show the active vehicle management menu, rather than saying you cannot manage active vehicles.
- The /setting to disable auto-spawning of recently active or favourite personal vehicles can now be fine-tuned to always prefer favourite over recently active.
- Medical fees increased. Players with high wealth will pay higher medical fees.
  - The formula is a base amount of $2000 plus 0.002% of the total amount of cash the player has.
  - A player with $500k will spend $3k on medical fees, whereas a player with $10m will pay $22k.
  - Also, public services will now be required to pay medical fees.
  - Many players understandably won't like these changes, however they will help to balance the economy and also give death more meaning.




- Fixed vehicles with undetectable/unsyncable colors having blank color names shown, rather than 'Unknown'.
  - This could lead to misaligned columns in dialogs etc.
- Vehicles that don't support changing color are now restricted from doing so, including dealerships not asking if you'd like to customise the color of a newly purchased vehicle.
- Fixed personal vehicles spawning right in front of players.
  - While many might have preferred that, having a vehicle magically poof into existence right in front of you is not something that was intentional.
- Fixed closing robbery hideout selection map showing 'favourite hideout' menu.
- Fixed ability to open /hideout (/ho) map multiple times and break it.
- Mission vehicles are no longer repaired when the mission starts. This was not wanted behaviour.
- Fixed first destination checkpoint from 'Steal Vehicle' phone contract mission persisting indefinitely if the target vehicle is entered before entering said checkpoint.
- Fixed weapon cycling broken after jetpack removed by the script (when fuel runs out, a few other situations such as animations get cleared).
- Fixed /plate 'reset' option not working (nothing happened).
- Fixed /vsell being completely broken.
- Fixed 'recently active personal vehicle' being forgotten after a player quits, meaning it wouldn't reappear when rejoining.
- Fixed an issue where abandoning an active Crime Scene Investigation event area would not fail the event, but in fact succeed it.
- Fix Jetpack fuel timer stuck on-screen after losing jetpack.
- 'Left gas station.' message will no longer appear in chat when exiting gas station refuelling area on foot.



Thanks for reading, we hope you enjoy this update!

Thanks to @ChrisAg for the Easter decoration objects/maps.
Huge thanks as always to the beta testers and admins which help keep MCNR running. Have fun everyone!



Revision 1
- Medical fees are now capped at $10,000.
- If a player doesn't have enough money to pay their full medical fees they will be paid for by the state.
- If a player quits during the death animation, the medical fees are now paid upon disconnecting.
- 'Ragequit' is now shown as the disconnect reason if a player quits during death.

Revision 2
Fixed server crash caused by returning job vehicles to storage.

Revision 3
Fixed players getting anniversary bonus every time they join.

Revision 4
Reverses transactions for anniversary bonuses given in error.

47
Updates and Changelogs / 1.14.6 R1 (Easter Event)
« on: April 01, 2022, 10:03:16 am »

Version 1.14.6 (Easter Event 2022)


Easter Event 2022
The 2022 Easter Event is now live! The event will run from April 1st to April 19th.

Details can be found in the following blog post:
https://mikescnr.com/blog/easter-event-2022




- You can now fly the Jetpack! We won't tell you how to get it though - you'll have to figure that one out yourself!
- You can now view a breakdown of your last payday with /paydaybreakdown.
- Vehicle drivers will now attain a wanted level to match any suspects that enter their vehicle.
  - Drivers will be warned of this when a suspect enters the vehicle, and have 15 seconds to /eject them.
- Added command shorthand /set for /settings.
- Added blast doors to front entrance of Area 69.
- Personal vehicle lists are now split into pages (20 vehicle each), meaning if you have more vehicles than could be listed, you'll now be able to see them all.
- You can now mark multiple personal vehicles as 'favourite'.
  - Existing favouried vehicles will become 'primary' favourites, and you can add additional ones.
  - When favouriting a vehicle, you can either make it the primary, or add it as a secondary.
  - Primary favourite vehicles work in the exact same way as before - /fpv will request your primary favourite vehicles.
  - To manage and request other favourited vehicles, use /v and select 'Other favourite vehicles'.
  - There is no limit as to how many vehicles can be favourited.
  - Personal vehicle lists will highlight primary and additional favourited vehicles as green/teal respectively.
- Added kill/death (K/D) ratio to weapon kill/death stats (/pstats).
- The Pilot skin is now available to players that have a pilot licence.
- Two 'bodyguard' skins which were disabled are now available for all players to use.




- The Truth's Mothership vehicle (at his farm) can now be entered without breaking into it, once the Weed Burn mission is completed.
- Bait can now be purchased 10 at a time rather than 5, making it twice as quick to stock up.
  - Bulk buying via number entry is planned for the future.
- Certain inventory items (licences etc.) are no longer shown in the main inventory list, to declutter it.
  - There is a new 'Hidden inventory items' option at the bottom to show these.
  - They will be shown if viewing another player's inventory or if in 'discard mode'.
- Active personal vehicles can now be summonned from a shorter distance (150 meters, was 300 previously).




- Fixed a mixup of normal and streamed/dynamic actors being used, causing ID mixups.
   - This in turn fixes an issue where store clerk/cashier voice lines did not match their gender.
- Fixed players remaining cuffed after death if respawning at a hospital. Cuffs are now removed upon death.
- Fixed vehicles which are 'accessible' to players and stored in garages becoming 'legally owned' by them.
- Fixed player positions for the elevator at Emeralds Isle's parking lot.
- Fixed prostitutes being able to perform services on-foot while the customer is in a vehicle.
- Fixed player settings failing to save after being reset (until relogging).
- Fixed firefighters being unable to 'legitimately' enter ambulances without breaking in and hotwiring.
- Fixed certain player weapons being lost if a tazer is equipped and then holstered while the player had a 'temporary weapon'.
  - For example if you were given a temporary camera in the CSI job event, equipping and holstering a tazer would remove it.



Thanks for reading, we hope you enjoy this update! Huge thanks as always to the beta testers and admins which help keep MCNR running. Have fun everyone! Happy Easter!



Revision 1
- Fixed the Discord Easter command /candyranks (#bot-commands).

48
Updates and Changelogs / 1.14.5 R1
« on: February 06, 2022, 12:49:26 am »

Version 1.14.5




- Medics can now request a Maverick (level 5) and Raindance (level 8) from the medic menu.
  - Additonally, medics/firefighters will no longer have to 'hotwire' a found Raindance.
- Robbery hideout selection is now a visual map of San Andreas rather than a list of location names.
- Chat messages that are shown to all players in-game are now echoed to #server-echo on Discord.




- Tweaks to lotto draw messages.
- Adjusted smuggler cargo wanted levels to not be most wanted.




- Fixed missing animation when picking up certain weapons, it would just stop the player's movement briefly.
- Fixed lotto runner-up prize being $0. Apologies to anybody that missed out on their prizes, but there is no way to give those prizes now.
- Fixed vehicle plate change resetting paintjob color.
- The headphones menu is now closed if the headphones get turned off (e.g. if you fall into water or the audio plugin disconnects).
- Fixed Kickstart Stadium (/ks) 'Navigate' button not working if the active city was not Las Venturas.
- Fixed Kickstart Stadium leaderboard not showing correct name for player if lower than rank #10 after completion.
- Fixed taxi fare price in destination list showing as 100 times what it should.
- Fixed weekday HUD set to 'Monday' instead of 'Mon' after a city change when using widescreen fix (/wsfix).
- Fixed 'You cannot rob stores outside the active city' message showing in chat when it should say 'You robbed this store recently'.



Thanks for reading, we hope you enjoy this update! Huge thanks as always to the beta testers and admins which help keep MCNR running. Have fun everyone!



Revision 1
- Fixed an exploit where you could join the server when banned.
- Fixed Discord #server-echo echoing empty global messages.

50
Updates and Changelogs / 1.14.4 R2
« on: January 09, 2022, 10:56:33 pm »

Version 1.14.4



LOTTERY IMPROVEMENTS
- The lotto jackpot will now persist through a server restart.
- The /lotto dialog 'Buy' option will now redirect to /picklotto for donators to buy a ticket from anywhere.
- The price of lotto tickets has been increased from $10 to $50.
- The amount of cash the jackpot increases by if nobody wins has been increased from $15,000 to $25,000.
- The maximum cap for lotto remains at $10m.




- A command has been added to advertise your services (medic/mechanic/prostitute): /ad.
  - It can be used once every 5 minutes.
- /findheal (medics) now shows the players' health.
- /findheal will now order players by health, with the lowest health at the top.
- '/findheal dist' can be used to order players by distance (closest first).
- Firefighters can now request a ranger and ambulance (red colors) via the job menu.
- Added 4 personal boat spawns to Dwayne Island.




- Firefighters can now take a fire extinguisher (/fext) from any emergency vehicle, not just firetrucks.
- Job payday payouts boosted across the board, especially for medics.




- 'Suspect is unarmed - cease fire' warning will no longer show on-screen for cops shooting most wanted suspects.
- Fixed issues with server HUD elements (namely wanted stars) not showing sometimes, related to screen fading.
- Option to exit police departments via back exit menu is now cancelled if the player managed to walk away from it.
- If a suspect is cuffed and their name is flashing between their suspect color and white, the suspect color will be used in all messages, not the white.
- Suspect names will no longer flash white if cuffed but dead.
- Fixed mechanic engine repair costs being astronomical due to an integer/float value mix-up.
- Added missing /groupcommands (/groupcmds /grcommands /grcmds).
- The 'Attempted murder' crime on a cop is now an instant 6-star wanted level (most wanted).
- Fixed emergency vehicle 'wig-wag' headlights only flashing one side after using alternate siren if mode was set to 'dual flash'.
- Fixed players not clearing 'being tazed' state when turning self in at police reception while being tazed.
- Fixed players being able to purchase plane tickets with a wanted level.
- Fixed mechanic 'plate change' service getting stuck after completed.
- Fixed 'Carjacking' crime being issued when starting to jack someone but cancelling, then enter a different vehicle.
- Payday payments are now correctly categorised for the specific job.
- Fixed medic heal/cure not charging customers.



Thanks for reading, we hope you enjoy this update! Huge thanks as always to the beta testers and admins which help keep MCNR running. Have fun everyone!



Revision 1
- Fixed medic ranger vehicle request spawning two of them (regular one and medic one).



Revision 2
- Fixed store actors (cashiers) not resetting animations when the interior is reset after an attack/robbery.
- Fixed suspects being unable to bribe while cuffed.
- Fixed being unable to break free from cuffs at weapon locker.

51
Updates and Changelogs / 1.14.3 R6
« on: January 05, 2022, 10:40:25 pm »

Version 1.14.3

Christmas event concluded
The 2021 Christmas event has now ended. Thank you everyone that took part.
Prizes and stats will be posted tomorrow.





GROUP SYSTEM
A group system has been added which can be used to chat to friends or members of your crew privately.
You can also enable anti friendly fire, to prevent members from damaging each other.
See /grouphelp in-game for more info a list of commands.

Other additions
- You can now change your favourite robbery hideout for the inactive cities.
- Added /hideouts and /fho shorter alias command for /favhideouts.
- Added /ho shorter alias command for /hideout.
- You can now delete and rename clothing outfits.
- Donators can now save 10 clothing outfits (5 more than regular players).
- Added <darkgreen> chat color option (donator only).
- Added enter/exit marker to Dwayne Island prison for accessing/escaping the prison yard.
- The club interior has been improved slightly. Added missing lights and now uses audio plugin for music.
- Passenger drive-by weapon can now be cycled back/forward with Q/E, in addition to pressing the drive-by button again to cycle to next weapon.
- Added a new option for the 'Favourite passenger drive-by weapon' setting: 'Current'. It will keep the currently equipped weapon armed if it's compatible with drive by. This means, for example, you can bring out your shotgun on-foot, then when you enter a vehicle as a passenger it won't change your weapon.
- When the Securicar's location is updated for thieves, the Securicar guard(s) are now alerted to this with a message and sound.
- Vehicles with armour can no longer have their gas tank exploded.
- Added /bribeall command which allows you to bribe all nearby players together.
- You can now enable a sound that plays when you take damage. It can be toggled in /settings > MCNR Settings > Sound > Hitmarker sound.
- Added a message to bounty placer when someone completes their bounty (even if offline).
- Added chat quickstring $pv to show your current personal vehicle in chat.
- Added /spv to summon active personal/job vehicle. /pv will still request your favourite.
- You can now unlink your Discord account with /unverify. Useful if you lose access to your Discord account and want to link another.
- A special 'heart' clothing item can now be unlocked once you reach medic rank 10. It cannot be obtained any other way.
- Added over 100 new personal helicopter spawn points around the map.
- Added /detachtrailer /removetrailer to detach your vehicle's trailer.
- You can now set your GPS (back) to your mission objective location if it gets cleared or if you have the auto GPS setting off.
  - Simply use '/gps objective' or '/gps obj', or access the /gps menu and set the destination to 'Objective location'.





CRIME CHANGES
- Various crimes have had the wanted points changed, meaning you may get a high or lower wanted level for committing certain crimes. Most have been increased.
- Players can now only attain a 6-star wanted level (most wanted) by committing murder or attempted murder or similar crimes, including all damage towards cops (even punching). Cops are now authorised to take down most wanted suspects on sight. This removes any doubt about if someone is a threat.
- 'Drive-by shooting' has been split into three separate crimes, depending on if you hit nobody, a cop, or someone else.
- The 'Assault with a deadly weapon' crime has been reverted back to 'Attempted murder'.
- /coprules (/prules) has been updated to clarify some things and make it flow better.
- Please re-read /coprules (/prules) to ensure you are familiar with the rules.

PLAYER SETTINGS WIPE
The backend system for saving players /settings has been rewritten for efficiency and code maintainability.
Unfortunately all players' existing settings have been reset to defaults.

Other changes
- /accept and /reject will now accept/reject a single offer (bribe) if you only have one sent to you.
- You can no longer rob a store again immediately after it resets. You must wait 24 in-game hours.
- /wsfix now shows the options rather than cycling through them.
- The Tractor can no longer tow vehicles except the Farm Plow, as it causes whacky physics.
- The cash packets dropped by the Securicar if it is destroyed are now based on the actual amount of cash in the truck.
- Increased wanted level for robberies.
- Active personal data is now saved more frequently to prevent loss of repair status etc. and garage labels will update to show the true state of the active vehicle.
- The end of mission stats box will now stay open for 30 seconds (was 20). It can still be closed after 5 seconds or so.
- Locating a trucking mission ('/gps trucking') no longer limits search to active city, as trucking takes you all over San Andreas.
- Slight increase to Securicar briefcase theft payout (was 10-15% now 15-20%).




- Bribing in jail is now possible again (both ways).
- Vehicles that were not wanted for export are no longer being scrapped immediately with no confirmation.
- Securicar skin should no longer get stuck on your character if you die.
- Fixed blank offer name when a bribe is accepted.
- Fixed Dwayne Island Bait Shop being selected as a Securicar collection location (was thought to be fixed months ago).
- Fixed player not being directed to go to hideout when exiting bank during robbery.
- Fixed player clothes disappearing on respawn.
- Fixed bribe offer sometimes being 'invalidated' after being accepted.
- Players are now prevented from being able to bypass Trashmaster animations.
- If a player somehow gets into the Trashmaster while holding trash bags it will now eject them.
- Fix player being removed from mission vehicle on failed start.
- Exiting passenger drive-by mode no longer changes the weapon back to the SMG.
- Medics are now frozen while performing CPR on a patient in the CPR job event.
- Possible fix for Andromada plane interior object appearing at random places.
- Fixed players unable to send chat messages while replaying the intro tutorial.
- Fixed 'random player' quickstring $rp not able to be used in commands.
- Fixed SWAT helmet not providing headshot damage resistance.
- Players are now prevented from cracking safes just before a city change, as it can result in them getting stuck.
- Fixed players unable to control character after safe cracking cancelled.
- Fixed low draw distance of LS prison.
- Fixed low draw distance of snowy areas (Xmas event).
- Prevented staff vehicle respawning from respawning trailers which are connected and in use.
- Trucks and trailers are no longer prevented from spawning at their set locations if the vehicle density in the area is too high.
- The 'collision map' of the game was not taking into account objects that were added or removed by the server, namely the aircraft carrier at Ocean Docks.
- Fixed low draw distance of many server-created buildings, including Bayside prolaps, ammunation, and bait shop.
- The kilometers/miles distance unit setting (/settings > MCNR > Display > Distance unit) is now working in most places.
- Fixed Securicar respawn points not setting the player's facing angle correctly.
- Fixed players with latency (lag) able to shoot Tazer twice or even more before the reloading animation was applied.
- Fixed issue where is a player had a temporary mission skin (Securicar, Mailman, Pizzaboy, Maid etc.) and they go on duty as a job, they would enter a state where they had the job skin but were not 'on duty' as far as the script could tell. The skin they had on did not match what the server thought they had.
- Fixed Securicar mission being bricked if briefcase stolen, no money in truck, and no Securicar main guard.




Thanks for reading, we hope you enjoy this update! Huge thanks as always to the beta testers and admins which help keep MCNR running. Have fun everyone!



Revision 1
- Fixed players' wanted level getting reduced from 6 (most wanted) to 5 when committing any non-attacking crime as most wanted.
- Fixed players getting ejected from a vehicle due to it being 'locked' in circumstances where it shouldn't happen, such as on a test drive or entering your own personal vehicle.
- The Securicar yellow vehicle objective arrow is no longer at the back of the truck once the cash is deposited, it is in the middle.
- Fixed for police helicopter and ranger persisting after Weed Burn mission and staying at Blueberry Acres (middle of map).
- Fixed @mentions in group chat showing to the mentioned player even if not in the group.



Revision 2
Fixed player settings sometimes not saving correctly. Unfortunately all existing player settings have been reset. Sorry for any inconvenience.



Revision 3
The following issues have been fixed:
- Adjusted 'Easter Basin' GPS destination closer to the boating checkpoint.
- The 'vehicle over-density' protection script was not working, leading to game crashes near LVPD due to a high number of vehicles that spawn there.
  - Some vehicle spawn points in and around LVPD have been removed.
- Unable to damage opponent in duels if in group with friendly fire on.
- /gps destinations menu was off by one, e.g. if you selected the 5th item it thought you selected the 4th.
- 'Weapon threat' crime did not indicate the victim of the crime.
- If a chat mode was set (group/whisper/shout), players' messages were also shown in the selected chat mode while in a /helpme assist session.



Revision 4
- Quick-strings will now include the player's color, e.g. $medic will show the medic's color.
- Added some extra debugging in order to investigate an issue where the script is attempting to destroy vehicles that don't exist, causing internal errors.
- Fixed issue where satchel object was not destroyed if the bank robbery was reset.
- Fixed players unable to break out of jail for 1 minute after entering it.



Revision 5
NEW
- Added on-screen notification when invited to group.

FIXES
- Fixed /findheal /findcure command showing wrong column order.
- Fixed an internal issue with the Decathlon script destroying vehicles that don't exist.

Revision 6
- Fixed an internal runtime error (script crash) when surfing a vehicle.

52
Information / Staff roles and responsibilities
« on: December 29, 2021, 08:27:28 pm »

Staff roles and responsibilities

There are various staff roles in MCNR and each plays an important part in keeping the server running.
Each staff role comes with certain duties and responsibilities, as detailed below.
Click on the rank images to view a list of staff with that rank.


The role of Helper is given to members of the community that have been around for a while and know MCNR well enough to help others.
Their responsibility is to help new players, and try to help anyone that has any issues or problems, such as their game crashing. They can also be a mentor to help people get started or to provide advice on things such as how to earn money, rank up, find certain things and so on.


Testers are responsible for two things: testing script changes such as new features/systems and changes to existing features/systems and also reporting issues, either directly or on behalf of a member of the community. Without testers, the script would be overrun with bugs and the player experience would suffer as a result. It is important all changes to the script are thoroughly tested before release onto the public server to maintain a stable and bug-free experience for players.


Developers are the ones responsible for coding the MCNR script, adding new features/systems, and improving and fixing existing features/systems. Different developers specialise in different areas, such as PAWN scripting, web app development, and mapping.


Moderators are the front line soldiers of the effort to keep MCNR safe and fun. They are responsible for monitoring the SA-MP server, Discord server, and forums, to ensure everyone is playing by the rules and bad behaviour is stopped promptly. They are on the look out for cheaters and rule-breakers in-game, and can pushish these players in a variety of ways, including short temporary bans (which can then be extended by admins after sufficient evidence is provided to support the ban).

Moderators are eventually promoted to Admin once they have been around for a while (generally over 3 months) and shown dedication and professionalism.


Admins are the reinforcement behind moderators. They deal with more serious matters such as ban evasion, as well as ban appeals and more complex player complaints. They do not have any authority or power over moderators, but should act as mentors to moderators to guide them.

Admins may be promoted to Manager once they have been an admin for a while (generally 3 months or more) and shown their worth.


Managers are there to ensure the staff team has good leadership, and that everyone is performing their duties correctly and to the needed standard. Managers handle staff recruitment/promotion and discipline, marketing/advertising, monitoring activity and player count/retention and more.


The Assistant Operations Manager (AOM) or Asst. Op(eration)s Manager, helps the Operations Manager (OM) with their responsibilities and takes their place if they are unavailable.


The Operations Manager (OM) is a very important role within the MCNR staff team. They have a range of responsibilities, all in the aim of keeping MCNR running smoothly.

Duties include staff recruitment/promotion, staff training/guidance, staff discipline, managerial duties such as planning, dealing with staff complaints, liasing with community members and many more behind the scenes duties.


Mike is the owner of the server. He is essentially god and you should worship him. He types really fast and somehow it adds new features to MCNR, it's like magic.



Want to apply to become staff? We are always looking for more!
Click below to apply for a role.







53

54
Events / Seasonal event stats
« on: December 19, 2021, 12:56:56 pm »
At the end of each seasonal event (Christmas, Halloween, Easter etc.) I will post the stats here.

55
Archived / SERVER HOST MIGRATION 19/12/2021 5PM GMT
« on: December 19, 2021, 12:01:05 am »
The server will be moving host and therefore changing IP address tomorrow. Please ensure you have MCNR added in your favourites with the address play.mikescnr.com:7777 and not the direct IP address! If you have this done, you won't need to do anything when the IP changes.

It is important that you don't have the direct IP address and play.mikescnr.com:7777 added as it will mess things up. Please ensure only play.mikescnr.com:7777 is in your favourites.

The move is scheduled for 5pm GMT, which is 17 hours from now. At that time, the server and forums will go offline and should be back up within an hour, but we won't rush it as we want to ensure the migration goes smoothly. We will post updates here so keep an eye out.

Once the move is complete, the recent performance issues on the server will hopefully be resolved. Apologies for this over the last few weeks, and thank you for your patience.

A script update will follow shortly after to address a couple of issues, including the inability to bribe your way out of jail.

56
Information / Weapon damage values
« on: December 14, 2021, 06:39:03 pm »

Weapon Damage Values

Introduction
The weapons in MCNR have custom damage values. The reason for this is they are based on range. Weapons do more damage at close range than at medium range, and more damage at medium range that long range. This is not a feature in the regular game, it's specific to MCNR.

This generally only refers to bullet weapons. Other weapons use the game's damage, except for the Katana which deals 3x damage, and Brass Knuckles, Golf Club, and Nightstick, which all deal 2x damage.

Health & Armour
The damage values are health/HP. If a player has 25 health and you shoot them with a weapon that does 20 damage, they will then have 5 health.
Armour and health are taken at the same rate. If a player has 100 health and 5 armour and you deal 10 damage, they will lose their 5 armour then the 5 health, leaving them with just 95 health.

Range
Each weapon has 3 damage values per range when on-foot. The three values refer to the following ranges:
RangeDistance
Close< 15m
Medium15 - 50m
Far50 - 200m

Bullets will not do damage past the above 'Far' range value.

Drive-by
Each weapon also has separate damage values for driver and passenger drive-by. These do not currently take range into account.

Damage values
Below are the damage values for each weapon with the three on-foot ranges and driver and passenger drive-bys:
WeaponCloseMediumFarDriver DBPassenger DB
Colt 45 (9mm) 10 7 5  0 7
Silenced 9mm  1311 8  0 8
Desert Eagle  3934 30  013
Shotgun       4018 10  023
Sawn-off      1810 7  012
Combat Shotgun2415 8  0 10
Uzi            5 4 31.5 7
MP5            9 6 5  2 8
AK-47         1311 9  010
M4            10 8 5  2 8
Tec-9          5 4 31.5 7
Country Rifle 413530  019
Sniper        443835  021

Disabled weapon damage
The following weapons won't deal any damage in MCNR:
- Spraycan
- Fire extinguisher
- Teargas (doesn't work in SA-MP at all)

Weapon values can be changed at any time, with or without prior notice.
Any changes will be posted in reply to this topic.
Above values correct as of 23/08/2023.


Shotgun pellets
Something to note is how shotgun pellets work. While the game does physically represent multiple pellets shot from shotguns, the damage system (vs a player or a vehicle) either registers a hit or not. There is no way to tell how many pellets hit the player or vehicle, and the damage values are therefore the same no matter how many pellets hit the target.

Feedback
We have tweaked (nerfed/buffed) weapon damage values in the past. If you feel like one weapon is too strong or too weak, feel free to post a suggestion in the suggestions board.
The aboves values are correct as of 23/08/2023 and are subject to change at any time. Changes will be mentioned in changelogs.

57
Archived Events / Christmas Event 2021
« on: December 12, 2021, 08:12:16 pm »

It's that time of year again - the MCNR Christmas Event is here!
This event will run from the 12th of December until the 5th of January (inclusive).
This is the third year we have run a Christmas Event, and we hope you enjoy it again if you were present for either or both the last two events.

Check out the blog post for all the info you need:
https://mikescnr.com/blog/christmas-event-2021

58
Updates and Changelogs / 1.14.2 (Christmas Event 2021)
« on: December 12, 2021, 08:11:46 pm »

Version 1.14.2 (Christmas Update)


It's that time of year again - the MCNR Christmas Event is here!
This event will run from the 12th of December until the 5th of January (inclusive).
This is the third year we have run a Christmas Event, and we hope you enjoy it again if you were present for either or both the last two events.

Check out the blog post for all the info you need:
https://mikescnr.com/blog/christmas-event-2021





PLAYER OFFER SYSTEM
A new system has been added, which is mostly a behind-the-scenes system, which allows for easy management of player offers (where one player offers an item/service to another player and they must accept or reject the offer).
This has mainly been added due to a bug with the bribe offer system, and currently only bribes use it. However, other things will be moved to this system in the future including existing things such as property invites and personal vehicle selling but also future planned features such as GPS sharing and inventory trading. It lays the foundation for future features like that, and also makes the code easier to maintain going forward.

- 'Ambient actors' have been added to some more interiors to give them a bit more life.
- Added a setting to disable the supply drop plane flyover sound effect.




- Players can now break into properties outside the active city, but not rob them.
  - This is to prevent situations where players can hide in their property indefinitely.
  - You also won't require a vehicle nearby for stolen items to be transported in.
- The widescreen fix for the default .ini file settings (HudScaleHeight 0.8) is now made clearer in the settings, rather than just saying 'on'.
- The widescreen fix shortcut command /wsfix will now cycle all 3 options.
- Industrial vehicles can now be scrapped, including vans, trucks, articulated truck cabs, and work vehicles such as Dozer, Flatbed and DFT-30.
- The scrapyard checkpoint no longer instantly stops your vehicle when you enter it.




- Fixed Dealership vehicle list showing vehicles unlocking 2 levels before they did.
- Possible fix for passengers being charged for a driver's Pay 'n' Spray.
- Fixed players being able to keep throwables after throwing them if they enter and exit an interior, due to weapon confiscation.
- Fixed 'Weapon/Ammo Purchased' text overlap in Ammunation gun wall UI when using widescreen fix.
- Fixed 'failed to pay ticket' showing up even after bribing after receiving a ticket.
- Fixed maid mission not able to be started.
- Fixed The Welcome Pump bad safe placement which resulted in the cashier standing above it.
- Fixed Pizzaboy not rewarding money at the end of each delivery round.
- Fixed witness clipping inside phonebox in Jizzy's Palace crime scene investigation job event.
- Fixed players getting stuck if they were frozen, teleported, or had their animations cleared while entering a vehicle.
  - This was most prominent if a player accepted your 1v1 duel invite while you were entering a vehicle.
- The widescreen fix setting (/wsfix) will now also adapt the 'TAZER' text shown when a Tazer is equipped.
- Fixed a bug where if a player re-called their active personal vehicle while it was on fire they could bypass the recovery wait time.
- Fixed an issue that would allow players to use commands before logging in.
- Fixed an issue where players could view every player's crime history before logging in.



Huge thanks as always to the beta testers and admins which help keep MCNR running.

Thanks for reading, we hope you enjoy this update! Merry Christmas!



Revision 1
- Fixed an issue which would cause players to be unable to enter certain properties (they would be stuck in a weird invisible world) if there was a locked vehicle near the property entrance.
- Fixed $gifts quick-string showing incorrect gift count.
- $gifts quick-string now shows total per city.

Revision 2
Possible fixes for gift hunt gifts being unable to be collected.

59
Help and Support / Helper applications
« on: November 20, 2021, 08:14:56 pm »

Helper Recruitment

Introduction
There are various members of the community that are a good source of knowledge for less experienced members of the community, and we'd like to recognise those people with an official 'helper' title. They will be the go-to people when players get stuck or need help.

NOTE: This is a sort of 'beta', and things might change, I just want to see how things go. I welcome any and all feedback from the community regarding this.

Also, just to clarify, helpers will not have any special powers, abilities or authority. They will only have a rank/role to show they are experienced players that can help other players with confidence and accuracy.

Responsibilities
Your only real responsibility as a helper is to, well, help people! If they are having a tough time getting started, to experiencing a technical issue, you will be known to be helpful and they can rely on your assistance.

There is a help channel on Discord and also a help section on the forums. You should check these frequently to see if you're able to help someone.

Rewards
At present, this, as are the other staff roles on MCNR, a voluntary position. However, I will not rule out the possibility of rewards in the future.
Also, becoming a helper can be your first step on the ladder to becoming a tester or moderator. It will let us see how you interact with players, how active you are and so on.

Requirements
You must meet the following requirements to become a helper:


Application
If you meet the above requirements and would like to apply to become an official community helper, please fill out the application form below:
https://forms.gle/9m24RUKhGDM4neqy9

Thank you, and good luck!

60
Information / MOVED: Experiencing game crashes? See here
« on: November 20, 2021, 07:54:25 pm »

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