Author Topic: Pre-launch development log  (Read 14211 times)

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Offline Mike

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Pre-launch development log
« on: February 09, 2019, 02:13:10 pm »
I will keep a log of the development here. This is simply to track the progression of development.

Most recent at top.

20/12/2018
Been a while.

Main updates:
- Decathlon finished, one in each city.
- Achievements system complete. Just a handful of achievements still need adding.
- Players now shown progress bars for player level/score and job rank/xp.
- Added firefighter random job event to put out building fires. Not yet added to all cities.
- Added Securicar mission - collect cash from 5 stores and deliver it back to the bank. Other players can help you out or steal the Securicar.
- GPS route is now automatically re-calculated enroute if the player goes off course.
- GPS route now shown on the radar.
- GPS route shows less arrows to reduce clutter.
- GPS destination can be set to nearest missions.
- Unoccupied vehicles can now be destroyed, including shooting gas tank.
- Added 'cop shop' to police departments to buy weapons and equipment.
- Police station locker rooms now has multi-function menu to change skin, go off-duty, refill health and armour and buy weapons, ammo and equipment.
- Added random tips and hints on first player spawns.
- Players must now be level 10 and have a weapon license to become a cop.
- Added multi-step Treasure Hunt event.
- Started to add property system.
- Added personal vehicle system.
- Added garage system to store personal vehicles.
- Requested job vehicles [and now personal vehicles also] spawn at the side of the road not in the middle.
- Health/damage/death system reworked to prevent future issues due to poor code logic.
- CPR revival system finished.
- Tidied interaction menu.
- Enhanced spawn selection player map: updates faster, shows key/legend of what icons represent, player icons bigger, shows player count.
- Fixed issues with city transition disturbing players that are registering, logging in, viewing the intro tutorial or that are in modshops.
- Started to redesign bank robbery to be co-op. Almost finished.
- Medics can now heal and cure themselves.

There are many more smaller changes, probably over 500 in fact.

Current focuses:
- House system (selling, garage storage, robbable items)
- Add houses all over San Andreas
- Bank robbery redesign (co-op)
- Mechanic services

I am 100% set on launching the server in 2019. Hopefully the first half of it. Just need to get these handful of core features finished. Before my birthday would be nice (May 28th).

Will try to update this at the end of every month starting next month, reflecting on what I did that past month.

10/07/2018
Update time.

Took a month break at the end of April. Before that I started to work on the event lobby system for the Decathlon. The event lobby system is now finished but the Decathlon is not.

- Development of taxi system progressed nicely, just needs a lot of testing and the ability to split fares for multiple passengers
- Score gain display will now stack
- /settings split into categories
- Many player stats added
- Achievement system added (still adding individual achievements)
- Job paydays added based on job score
- Redesigned mission complete screen with better stats list
- Job rank system now dynamic and can be used for any job
- Made a proper dynamic menu system with item definitions
- Added menus to relevant interiors such as diner
- Replaced GTA menus in fast food places with samp ones
- Fixed issues with intro tutorial camera
- Fixed spawning issues

Current focus is the achievement system and player stats. After that I'm not decided.

03/04/2018
A few months have passed. I feel like I haven't done much..

- The job events for police and paramedics are done.
  - Police: Vehicle chase, vehicle tail, CSI, stolen vehicle moving, stolen vehicle parked, 911 response.
  - Medic: CPR and organ transport.
- Intro tutorial is complete.
- Player stats pretty much done.
- Added Army class.
- Emergency vehicle lights can now be toggled separate from the siren.
- Fixed Mafia Moneybag event not triggering, and now triggers twice a week not once.
- New and returning inactive players are now prompted to reset tutorials.
  - Returning inactive accounts are prompted for a full reset if no password.
- Police rules are now displayed when a player becomes a cop.
- Players with jobs can now call for special vehicles.
- Players now have a chance to randomly spawn inside interiors instead of just outside them (currently just police departments).
- ATMs can now be robbed
- Player vehicle name is now displayed above radar location text, and both have an icon to show which is which.
- Taxi system is nearing completion. Players can go on duty, call for a taxi, select destinations, and complete fares.

At the time of writing, this forum is only accessible to myself. I want to keep a diary for future reference and to track how the progress is going. I feel like this server is more of a personal hobby project than anything with any real purpose anymore. SA-MP is now 14 years old and is getting older with every day that passes. I have no deadline in mind for 'completion', but I want to get the core important features done first and then run the server as a public ongoing beta.



It is now April. I have spent the first 3 month of 2018 mainly focusing on the Job Events. The police and medic ones are done, and I now need to do the Mechanic and Firefighter ones.

Some updates:
- There is now a map shown in the corner during spawn selection which shows the location of the spawn point and also shows where players are around the map.
- The Taxi system is coming along. Destinations can now be chosen and fares can be completed. Just needs finishing and polishing.
- The introduction tutorial is now complete.
- ATMs can now be robbed
- Hospital has a proper menu and allows you to heal/cure there
- Player stats pretty much complete (only need to add crimes and weapon stats)

The main things I'm currently working on:
- Job events
- Taxi system
- Job roles (e.g. Mechanic)

18/01/2018
A new type of event has been added called Job Events. These events happen twice daily (once before noon and once after). Players are given job events such as cops having to tail an NPC or mechanics having to tow a broken down vehicle to a modshop.

17/01/2018
Wow. Almost 3 whole years and I feel like I've not done much. I wasn't even using GitHub back then! Here's most of the stuff that I did in the last 3 years...
- Headshot is now instant kill (at close range)
- Stolen vehicles must now be hotwired to drive them
- Added vehicle Dealerships
- Added /changename
- Inactive player accounts are now automatically deleted
- Lots of player stats recorded
- Added hint system for hidden packages
- Added banks and ATMs
- Police crime respond checkpoint for a player in an interior is now placed outside the building
- Wanted players in the sight of a cop now have their location blip shown to ALL cops
- Added bank robbery
- Added vehicle scrapyard
- Weapon anti-cheat
- Health and armour anti-cheat and saving
- Added Prostitutes as a new job
- Added a custom-mapped sex shop in Garcia, San Fierro (city didn't have one)
- Airport gate guard can now be punched or aimed at to force him to open the gates
- Players can now select where they want to first spawn (e.g. at the beach, in the city)
- Added new Sweeper missions in SF and LV
- Added Trash Master and Lumberjack jobs
- Bank interest now given to players every game week
- Vehicle headlights can be manually turned on and off by the player with LMB
- Added MOTD (Message Of The Day) when players join to show useful info
- New mission/job: Helicopter Tours (at airports)
- Players that enter police station compounds now receive a wanted level for trespassing
- Players that enter Area 69 or the Easter Basin naval base now receive a wanted level for trespassing
- Information popups can now be queued, meaning the current one won't be hidden to show a new one
- Added a intro scene and tutorial
- Added unlockable items at score levels (100 levels), including skins, weapons and vehicles
- Added /mapiconlegend to show what all the icons on the radar represent
- Added throwable explosive weapons to Ammunation
- Added armour and weapon license to Ammunation (allows player to shoot in public without attracting a wanted level)
- Bicycles no longer need fuel or to be hotwired...
- Certain vehicles will no longer become 'broken' at low health and require a Mechanic such as boats - they will just explode
- Added GTA: SA artwork loading screen
- Animations are now properly synchronised between players the first time they are applied
- Fly mode (/fly) now has full key support, such as Ctrl/LMB to warp to around, numpad 4+6 for speed control and RMB for warp forward.
- When a player takes a new job, they are shown information about it and what they can do
- Added police station reception where civilians can become a cop, pay tickets and turn themselves in, and cops can access a cop shop, go off duty, view crimes/stolen vehicles/suspects/jailed players and more
- Players (non-cop) now get a vigilante reward for killing a most wanted player
- Air checkpoint collectables now have a minimum speed and height requirement to prevent cheating
- Added /settings for players to control their settings such as disabling automatic headlights or toggling the fuel bar display or changing their spawn location
- Added action buttons to skin selection: random skin, change gender, go on/off duty and cancel
- Added basic admin system and commands
- If players quit inside an interior with 'last location' as their spawn point, they will now spawn outside the building rather than in the sky
- Cops can take stolen vehicles to the impound
- Chat and command anti-spam
- Admin chat
- New job: Forklift
- Players can now rob other players
- Added a system for showing subtitle text with high or low prioriry (high overwrites low, low hides high and re-shows high after)
- Added an Interaction Menu for common actions
- Mission system structure has been revamped to make adding and changing missions much easier, with automatic 'mission flags' such as 'player can only start if innocent'
- Gang tag collectables in LS
- Staff /assist system
- /ammo ammo drop
- Added stunt challenges at Glen Park skate park and easter basin docks
- Added lost mafia money bag event
- Added Money Rush: collect all the cash in the set time
- Missions now have a cooldown period
- Weekly stats shown on city change
- Players can now break out of jail
- Added a Jail Menu for options such as breaking out and bribing
- Wanted stars now flash while evading
- Players can no longer evade police inside buildings
- Added lotto - buy tickets at stores
- Locked vehicles must now be broken into by repeatedly pressing ENTER
- Added contact/phone missions - currently only one for 'find the vehicle in area X and bring it to the lockup in area Y'
- If a player joins with a registered name, they can now change name without quitting if it's not their account
- Fixed a bug where if a player falls off a bike as a passenger, it will accuse the driver of hit and run
- Added hotel valet mission in SF
- Players now have a chance to re-enter mission vehicles before failure
- Bank and Club now open at only certain times
- Added proper clothing rooms to clothes shops, with info pickup
- If players shoot a gun in an interior, the actors inside will hide
- Cops can now place roadblocks with /rb (and /cone or /spike)
- You can now go on duty as a taxi driver, however the system isn't done yet
- Added an NPC train system
- Strippers can now be tipped
- Any player can now use a news heli to tail suspects for a journalist bonus
- Added GTA trivia quiz /(trivia)
- Medics can now perform CPR to revive dying players
- Players can now access vehicle trunks
- Added vehicle Time Trials
- The shooting range in Ammunation is now available in all worlds
- Players can now bribe cops
- Player IDs now shown in chat
- Long chat messages now truncated onto next line
- Players killed near a hospital no longer respawn at that hospital, but the second closest (to prevent spawn killing)
- Players can now change the number plate on stolen vehicles to evade the cops
- Random modded cars now spawn outside modshops
- Vehicles with mods can be scrapped for extra cash

28/04/2015:
- Added a teleport from the LSPD interior to the roof (helicopters)

27/04/2015:
- Added 'idle NPCs' in every interior

25/04/2015:
- Tow Trucks, the Ladder Firetruck and the Sweeper now have lights on top that can be toggled with the horn key

23/04/2015:
- Planes can now be refueled at any airport

22/04/2015:
- Bounties can now be placed on players at payphones
- Added wanted level 'points' system
    - Each crime committed gives you a certain number of 'points'
    - Get so many points, and your wanted level goes up
    - You need about 30 points to become wanted level 6

21/04/2015:
- Added siren to all ladder firetrucks and the Prisoner Transport van
- Added /flare to drop a flare

19/04/2015:
- Added shooting range in ammunation
- Added 'shifting' when player position set so players don't end up inside eachother (;))

18/04/2015:
- Added trucking
- Fixed Silenced Pistol giving no damage (was going to be tazer)
- Weapon skills now work
    - Shooting range vastly increases weapon skill

17/04/2015:
- Cuff object offsets re-done for 0.3.7 animation fixes
- Pursuit vehicles now use SA-MP 0.3.7 built-in sirens, so they have sound now!

16/04/2015:
- Sped up ammunation cameras to make buying weapons quicker
- All foodstands (chillidogs, icecream and noodles) around SA (roughly 30 of them) now function. Just need to add the NPCs (and get rid of the hotdog for ice cream/noodle stands - alternatives?)
- Cuffs now removed when players sent to jail
- Pressing MMB as a cop will now taze, cuff THEN arrest a player (will taze if they are moving, and cuff if they are still)
- Added payphones (can call 911 and place bounties soon)
- Added checkpoints at 3 main fire stations to become a firefighter
- Fixed respawning at Blueberry hospital after dying after bail in jail
- Added high ping warning/kick
- When exiting a vehicle, you can hold ENTER/F to keep the engine running (was previously opposite)
- Fixed various bugs with 'crime response' checkpoints not destroying properly after use

15/04/2015:
- All active missions are now ended when the city is about to change
- Players cannot start missions 2 mins before city change
- You can no longer enter a vehicle during the weed burning mission
- Fixed bug where areas around Blueberry Acres (coordinates 0, 0, 0 - center of map) were being explored upon spawning
- Added checkpoints in gyms to learn fighting styles (currently only boxing and kung fu)
- First skin shown on connect or skin change is now random, not 'first available
« Last Edit: September 30, 2019, 10:26:32 pm by Mike »

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #1 on: April 13, 2019, 07:24:13 pm »
Just a quick summary of what I'm working on and what has been fixed during the alpha testing.

Main issues currently working on
I'm currently working on fixing all the issues with the bank robbery. Mainly the fact that it doesn't reset properly afterwards.

Working on next
Securicar mission unable to progress if the main mission player dies and an assistant collects the dropped briefcase.
I will start working to fix Securicar issues after the bank robbery is fully tested and working.

- Fix issues with camera flying into the sky on login screen.
- Fix issues with respawn after cop tail cutscene.



Recent updates

Build 55 - 14/04/2019
  • - If a player shoots an ATM to rob it, the dropped cash can now be collected by a cop/medic for a bonus.
  • - If a Dealership test drive ends due to vehicle damage, the damage charge to the player is now taken.
  • - Fixed issue with white squares appearing in place of contextual key names (e.g. 'Press LMB to fire', was appearing as 'Press [    ] to fire'.
  • - Fixed bank interior slow loading resulting in players falling through the floor.
  • - Fixed duplicate message when a vehicle is broken into stating 'Vehicle unlocked'.

Build 54 - 14/04/2019
  • - Increased time abandoned vehicles respawn after from 10 minutes to 20.
  • - Fixed issues with bank robbery:
  • > Vault was still opening after hacking failed.
  • > Robbery was not reset after failure resulting in the bank being
    inaccessible until the server restarted.
  • - Added 'FUEL' indicator to fuel bar to ensure players actually know
    what this bar/percentage represents.
  • - Fixed issue with vehicles used in the intro tutorial being destroyed
    on a city change. This resulted in empty scenes and NPCs disconnecting
    from the server.
  • - Newly created accounts' `Skin` database field now defaults to -1
    meaning no skin selected rather than 0 as skin 0 is valid (CJ). However
    it should never be set, bugs happen and all accounts with skin 0 (now
    -1) are deleted on server start.
  • - Fixed issues where players could acquire CJ skin (ID 0).
  • - Added measures to protect against CJ skin being saved to a player's
    account if they somehow acquired it.
  • - Fixed issue with players not respawning at hospital after becoming a
    paramedic, spawning at beach.
  • - Fixed incorrect player facing angle in skin selection when becoming a
    paramedic.
  • - Fixed vehicle scrap price stating the amount given to the player with
    damage deduction taken off but player was given base price cash with no
    damage deduction taken off.
  • - Fixed message shown when robbing Ammunation 'You robbed $x from
    Ammunation' showing to all players.
  • - /info now shows players' state as 'Viewing intro/tutorial' if so.
  • - Updated mySQL plugin.

Future updates posted as replies.
« Last Edit: April 16, 2019, 08:58:59 pm by Mike »

Offline Uncle Mega

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Re: Development log [ARCHIVED]
« Reply #2 on: April 14, 2019, 08:04:05 pm »
 Awesome,
Thats another step forward to success, it's important to keep the server without bugs so players will enjoy the server without any further interruptions!

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #3 on: April 15, 2019, 09:02:48 am »
Build 56 - 15/04/2019
Addresses issues with NPCs disconnecting from the server. The NPCs are still sometimes disconnecting but this no longer breaks the entire server. They will automatically reconnect afterwards.

Still working on fixing them disconnecting in the first place.

OTHER
- Vehicle dealership test drive can no longer be started via the checkpoint menu with a wanted level.
- [INTERNAL] Fixed issue with system file handles not being closed after use resulting in unnecessary
persistent file handles open at all times.
- Marked more intro tutorial vehicles as 'permanent' to prevent their removal on city change.
- Server hostname now contains launch date again.
- Fixed issue where robbing bank increases stat and awards achievement for stores robbed AND bank robbed.
- Fixed tabulation misalignment in /info for job rank.
- Fixed issue where bank withdrawals were counting towards a player's 'Total cash earned'.

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #4 on: April 15, 2019, 04:44:28 pm »
Build 57 - 15/04/2019
This update fixes an issue where when a player earns cash and as a result levels up and/or gets an achievevment, the money they got from the action, the achievement and/or the level up did not save. The next time they earned any money it went based off the money they had before the level increase and/or achievement.

FIXES
- Fixed another issue with NPCs not connecting to the server.
- Fixed bank robbery not resetting after completion.
- Fixed issue with duplicated fuel bar textdraws caused by fuel bar being enabled while already enabled (via 'reset all settings').
- Fixed taxi mission panel not updating for players.
- Fixed issue where a downed player could be offered services e.g. mechanic cuff removal or medic heal/cure or prostitution.
- Fixed incorrect level up bonus amount displayed. $50 per rank not $100.

ADMIN
- Added /transactions to view a player's transaction history.

INTERNAL
- NPCs are now properly disconnected when the server restarts. This is to have them freshly connect on startup.

Added new testers to /credits!

Sorry for all the recent issues with being unable to join the server etc. there are issues with the host being Linux which is causing the server's NPCs to leave and players are taking their place and the server thinks you are an NPC..

Offline GtaFreak

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Re: Development log [ARCHIVED]
« Reply #5 on: April 16, 2019, 01:59:42 am »
Good work on these fixes  :)

Offline Uncle Mega

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Re: Development log [ARCHIVED]
« Reply #6 on: April 16, 2019, 07:09:03 am »
Good work on these fixes  :)
Lots of updates in such a small time!

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #7 on: April 16, 2019, 03:55:47 pm »
Build 58 - 16/04/2019
0.1a b58

MAIN CHANGES
This update fixes a number of issues with the bank robbery:
- Bank robbery not resetting after failure.
- Bank robbery 'hack' textdraw persisting after failure.
- Bank robbery guard not resetting status.
- Bank robbery safe door not closing on lockdown or on reset.

This update also fixes a lingering issue with players' cash being reset slightly caused by the 'Total cash earned' achievement. Essentially whenever a player is given cash, the script checks if they now have enough cash to get the achievement for total cash earned - right? But if you do get that achievement, it gives you more cash, while still in the middle of giving you cash from before. You then have cash being given while cash is being given, and the first lot of cash is not yet given so the second lot of cash adds its cash to your original cash. Cash!

OTHER FIXES
- Added a 'wait period' between the time a player is given cash and the
time when 'cash lowered client-side - reflecting on server' is checked
to allow client to sync new cash value.
- Increased tier thresholds for Makin Bank (Cash robbed from banks)
achievement. Also now 4 tiers not 6. Was previously 25,000, 50,000,
100,000, 500,000, 1,000,000, 5,000,000, now it is 100,000, 500,000,
1,000,000 and 10,000,000. This is because robbing the bank for the first
time generally yielded the player over the second tier threshold for the
achievment awarding the player both tier I and tier II at the same time
for a single robbery.
- [ADMIN] /transactions fixed to show transactions of target player not
self.
- [ADMIN] Removed duplicate 'Server restarting' message on /restart.
- [INTERNAL] Removed old debug messages in console/server_log relating
to infraction expiry.
- Added info about bounties to /help.
- Added /bounties for info about bounties.
- Fixes issue with players stuck on class selection GUI (<< >> SPAWN
buttons on-screen). Caused by changing pClassSelection values.
- Fixed issue where players were not automatically respawned if they
returned to class selection by mistake (e.g. pressed F4 and died).
- Players can no longer enter dealership vehicles as a passenger.
- Robbing bank upstairs counter no longer shows 'You robbed $x from the bank' to all players on the server.
- Fixed incorrect value display in subtitle when scrapping vehicle. Was not showing damage reduction.
- Fixed popup sound replacing bank alarm sound in bank robbery.
- Fixed issues with screen fading getting stuck. Players left with a black screen.
- Fixed a server crash caused by players attempting to change name to a blank one.

OTHER
- Bank opening hours changed from 6:00 til 18:00 to 5:00 to 20:00.
- Lighthouse beam spin speed reduced.
- Entering the bank vault now counts as trespassing crime.
- Hourly time update in chat removed. Consolidated into weather forecast message every 4 minutes (in-game hours).

Offline Uncle Mega

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Re: Development log [ARCHIVED]
« Reply #8 on: April 16, 2019, 05:36:37 pm »
Cool updates, nice work!

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #9 on: April 18, 2019, 04:42:29 pm »
Build 59 - 18/04/2019
A number of issues have been fixed with the Dealership test drive function:
- Test drive entities and variables not properly reset on clean-up.
- Fixed issue in test drive where the vehicle had to be hotwired.
- Fixed issue in test drive where test drive could fail immediately due to 'too far away', 'vehicle damaged' or 'left vehicle'.
- Fixed issue in test drive where test drive did not end if the player died or was arrested.
- Cops no longer keep a test drive vehicle if they go too far with it. They cannot commit the crime of 'vehicle theft'.

FIXES
- Fixed issue with /help dialogs displaying so wide they were off-screen for low resolution displays. 800x600 lowest supported resolution.
- Fixed issue where players had full health restored after 'respawn data' was applied. For example when a player collects the treasure hunt clue, their current location etc. is saved, they are taken away to be shown the clue, then they respawn with the saved data. Health was not being saved.
- Fixed issue where 'INJURED - Crouch to revive' label could persist after a player respawned with full health (should never happen - see above issue).
- Fixed an issue where if the class selection GUI (<< >> SPAWN buttons) were displayed to a player before they connected (timed out or server restarted in class selection for example) they could not spawn/login etc. until clicking << or >> (dev: fixed OPRC GUI fix).
- Fixed an issue where a player's camera could fly into the sky during the login screen.
- If a player dies or is arrested while waiting to view the treasure hunt clue camera, this action is now cancelled.
- Fixed issues with screen fading to/from black sometimes flashing/skipping. For example if a player's screen is fading to black and is instructed to fade to black again, it will simply continue to fade rather than starting again from no-fade.
- Fixed box size issue in treasure hunt 'Type /TH to see clue cam again' popup.
- Fixed box size issue in first intro tutorial popup 'Welcome to San Andreas, player_name.' where the end full-stop could be on the next line if the player's name was 5 characters long.
- Fixed a bug where a cop can't go off duty if they aren't level 10 and have a weapon licence. This should only be checked if they want to BECOME a cop, however seeing as they cannot become a cop in the first place without these it doesn't matter too much.
- Fixed issue where 'You have an STD - call a medic' subtitle text persists on-screen after cure.

OTHER
- Dealership vehicle labels now shown level unlocked at.
- Dealership vehicle labels can be seen from further away.
- Yellow enter/exit marker at back of LSPD is now animated to match all the others.

NOTE: Global debugging is enabled by default for this build. Turn it off with '/debug 0'.

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #10 on: April 18, 2019, 06:16:08 pm »
Build 60 - 18/04/2019
FIXES
- Fixed issues with players being stuck on a black screen and/or with class selection GUI stuck on-screen (<< >> SPAWN buttons), generally on (re)spawns.
- Fixed camera clipping out of interior bounds on bank robbery vault cam.
- Fixed vehicle dealership test drive vehicle not being destroyed if the player selected to not buy it.
- Fixed Sweeper mission trash pile map icons being visible to all players.
- Fixed garage door at Michelle's garage (SF) not being removed from the game, blocking the mechanic skin selection.

DEV/INTERNAL
- Removed many spammy debug messages from SetPlayerHealth and property system.

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #11 on: April 19, 2019, 09:57:17 pm »
Build 61 - 19/04/2019
Fixes Valet mission NPC not playing.

Offline Mike

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Re: Development log [ARCHIVED]
« Reply #12 on: April 19, 2019, 11:04:14 pm »
Build 62 - 19/04/2019
- Fixed a couple of'index out of bounds' runtime 4 errors.
- Removed not-yet-added events from /events (navigation still not added).
- Fixed an issue where a player could rob a player from a long distance away by opening the player interaction menu when close to the player but then that player moves away.
- Players can no longer rob players while cuffed.
- Players in jail can no longer rob players outside jail and vice-versa.
- Players in jail can no longer rob players in adjacent cells.
- Cops no longer get the bonus for 'tailing suspect' while paused, stationary or both in the same vehicle.