November 25, 2024, 01:51:03 pm

Author Topic: The Almighty 1.5  (Read 12373 times)

0 Members and 1 Guest are viewing this topic.

Offline Enigma

  • Chairman Of The Board
  • Hero Member
  • **********
  • Posts: 842
  • Reputation: 38
    • View Profile
The Almighty 1.5
« on: May 17, 2013, 08:53:15 pm »
Finally......Finally....The 1.5 has come back.....to EGC! (The Rock reference :P)
We're EXTREMELY proud and excited to release this update. Myself and Wataki have worked on this for almost Three months straight. There was a week long period where I didn't change my clothes or shower because we were working on this...Wataki won't admit to it, but he was just as smelly as I was! Through working on this update, we had some great laughs and even some fights! No Two men should be working with eachother for that long haha. Enough about our slightly confusing relationship and let me talk about the actual update itself.

As far as I can remember, this is the largest update I've ever worked on. Yes, for all you old school players, it trumps the 2.0 on my old community! It has a little bit for everyone, cops, criminals, unbiased civilians, Firefighters, Trash Collectors, the lot!
I personally believe this is exactly what ECNR and EGC as a whole needs to take it to the next level.
The only bad thing about this update is, we set the bar too high...So I'm absolutely terrified to work on ECNR's 2.0! Haha

Enough with the introductions I hear? Ok, lets get on to it, here is the change list:


General Improvements

Optimizations

What are optimizations?
When we say "optimized code" we mean that we have modified and in most cases, re-written the code involved. By improving the efficiency of the code, it will then use less of the server's resources, therefore improving server wide performance.

What have we done?
Absolute annihilation of the old way of the whole script working. It is no much more efficient and less stressful on the CPU. Mr Watako deserves the credit for a good chunk of these optimizations. You will definitely notice the difference, your overall ECNR experience will be much more enjoyable.
Loadssss of useless timers removed. Including ones that were pretty pointless. For example, the cooldown for robbing a lot of places had Two timers - One for the server and another for the player. Pointless in most cases.
I can't exactly give a list of what was optimized and how due to the fact we've been doing it all the way through working on 1.5. Wataki started on a mission at the beginning where he wolfed through a load of absolute shite and made it efficient and work 10x times better than previously. And I've been making large changes on a nightly basis.
It was possibly the most boring part of working on 1.5 but it should benefit us all massively in the future.
Removed some commands that were doubled up.
My old friend GeeZee was invited in to test The Federal Reserve function with myself and Wataki. He couldn't believe the difference in not just the gamemode itself, but his client. We had optimized it to such an extent that his client was a lot more responsive. Meaning a new SA-MP experience.
He actually referred to the update as "GTA 6" .. Which is such a compliment considering it came from him!
There is always a possibility of reduced functionality with such optimizations, so if anything has stopped working, let me know!


Bug Fixes
?A lot of grammatical and spelling errors.
?Eggman has told us he will now say the same things to players. He's evil, but he doesn't want to confuse them. He wants them fully aware of the fact their going to die. Soon.
?The Fancy Car bug where you could drive off with a vehicle after failing a Car Jack has been fixed.
?Fancy cars vehicles can no longer be sold at the SF docks, preventing a series of bugs.
?Fancy cars vehicles will no longer respawn after a period of time.
?The chat will now correctly display your message even if it spans accross more than one line.
?Your Bank Cash not updating on screen occasionally.
?The wrong vehicle name given for Apartment owners.
?The cut off of the price in Bomb shop dialouge.
?Cops not being able to purchase a Decrypter, therefore being unable to access the Black Hand base.
?Cops being able to take C4 from Deadpros's armoury.
?Caligulas Caseno & Ireland's bank not giving you /robskill.
?A bug with !setrobskill
?Players not losing C4 when they /givec4
?Only being able to rob The Smack Shack once per server restart.
?The cooldown for /challange being a crazy amount.
?The bug with /smokeweed not giving you any health.
?The effects of heroin never wearing off.
?Heroin not "fucking you up" as much as it should of been, lol.
?Some bugs with /lv and /lbv
?Vehicles will no longer dissapear when somebody leaves. This may need to be "unfixed" if it causes other issues.
?The invincibillity bug that occured when you surrendered.
?The spam bugs where players could continue to spam without being muted.
?A severe age old pickup bug. Only discovered it now and it's been in the script since creation. lol
?Another age old bug with the anti cheat where it would ban you if you spawned with more than a Million. If you attempt to spawn with more than a Million it will automatically go into your bank account now.
?Business insurance not saving upon disconnect.
?Hopefully the bug where it says "Player is not connected" or "Player is not close enough" is fixed.
?The Anti Cheat should no longer think players have spawned an illegal weapon. Admins will also receive a better detailed message when someone is banned due to weapon hacks.
?Weapon Dealer's C4 saying it costs 5k but charging 20k. The price has also been changed to 10k
?Not getting score points when robbing some places.
?Not really a bug but more of something that makes it too easy to garner score has been fixed. I'm referring to being able to bring a perfect vehicle to the San Fierro Exportation Dock every 10 minutes and get Two score points for it. It's been adjusted slightly to prevent people from "score spamming".
?Again, not exactly a bug fix: /sewer had a stupidly low chance of working before. It was not impossible, but may as well of been. This has been sorted out by increasing the likelyhood of escape.
?The GTA San Andreas bug which allowed players to jump inside a certain building.
?Cops not getting cash for killing criminals.
?Cops not receiving money on spawn.
?Players being caught in Virtual Worlds (When there is no vehicles or players around) occasionally.
?Not being able to see prisoners in Mount Joy prison.
?The Org Bank accounts doubling up.
?BCSD members not being able to deposit money in the org's bank.
?Organization banks not saving.
?Spawning under Ireland when purchasing a flight there.
?Players can no longer abuse selling Autobahn vehicles.
?Lowered the amount that could be stolen from Club Diva - It was way too high.
?The TextDraw's should no longer dissapear after the server has been up a long time.
?The server should stop crashing when a player gets kicked. SHOULD. :P
?The zone issues and mix ups are fixed.

Miscellaneous Improvements
?Using !pm now tells you who you've sent your message to. In case it is sent to the wrong person.
?Cash Increases now echo to #Log so the main channel doesn't get spammed up.
?Thief's now receive better weapons.
?You will no longer need to run it and out of the checkpoint Drunk or Big Gunz. The menu will keep re-appearing until you close it.
?The price of a Deagle in our unique Gun Stores has been increased to compensate for an increased number of bullets being given when purchasing a Deagle.
?The /location command has been updated with some new locational information.
?Robbing ATM's can now be done from the Dialougue menu. /robatm has been removed.
?The Black Hand & BCSD members now need a Cellphone to use their chats.
?Removed /callattack - It can now be used from The Federal Reserve's dialouge menu
?Hitmen no longer need to be online for you to place a hit.
?You will now hear the sound of of being hit with a tazer.
?The commands for locating bought vehicles (/lv & /lbv) now use map icons instead of checkpoints. This should look a lot better and even fix some bugs we were having.
?The Djunkie skill has been renamed to Drug Addict.
?You can now use /weapons and /sellweapon in the Derby Arena. Hiredgun knows why! lmao
?Fire Fighters can now visit the doughnut shop.


New Features

The Federal Reserve
We've turned the 9/11 building into The Federal Reserve. Who doesn't want to fly a plane into The Federal Reserve?
The checkpoint now has a dialouge, you can choose to fly a plane into it or enter it.
Upon entering, you will notice a new interior. Credits to Swizz. It's a beauty of an interior.

Here comes the good part:
This is by far the most complicated thing I've ever coded. It actually took me Two months in total to perfect it. Constant changes and tests. I'd imagine there is still a few bugs due to how complex the code actually is. Feel free to report any!

Three criminals can work together to rob The Federal Reserve. Three men are required for this mission. Each man will need a /robskill of at least 60 to rob The Fed. Which can be obtained by robbing Caligula or any bank.

One player is needed to stand guard for on coming law enforcement. Another to decrypt the vault's passcodes. Last but certainly not least, someone will need to rig the vault door perfectly with C4. The process of disabling the vault door will take around Two and a half minutes.
Players will know where to stand thanks to a 3D Text Draw.
If any member of the three man team disconnects/dies/leaves the robbery area during the robbery, all men will fail.

Once the Two minutes have ended, the vault door will have been disabled. Players must then enter the vault and press the ALT key to pick up the cash bag (Yes, an actual fucking cash bag!) this will then become attached to you.
You must then make it to any bank without being arrested or killed. If a member of your team gets killed or arrested after getting the cash bag, you won't fail the mission. It's every man for themselves at that point. However I would recommend working together considering every cop in game will be after you.
Upon making it to a bank, each member will receive an equal cut of the robbery which in total could equal anything up to ... TWELVE MILLION DOLLARS. Yeap. That is the maximum that could be stolen. Not guaranteed that amount, but I think it's safe to assume each member will get at LEAST One Million from the robbery.

This new feature means several things
?A new rule. Explained below.
?Teamwork should increase massively. Not just with criminals, but with cops needing to stop these robberies.
?The maximum /robskill has been increased to 60.
?New rule: The short gap between the vault door being blown and players going in and getting the Cash bag can be used by any criminal. Meaning, a criminal can come in after someone has robbed The Fed, kill them and grab the cash bag himself. Once the player leaves The Federal Reserve building however, only law enforcement can go after them.


Byrner's Casin0
Possibly the worst mapped thing ever, lmao. Yes, we've established I can't map interiors, ok! haha
I've wanted this re-mapped since I first did it all those years ago. I want to give a big thank you to Deadpros for mapping it for me!
It is still robbable, but much better now. You need to be a terrorist and equipped with C4. You plant the C4 at the safe (At the very back on the right). It will cause a massive explosion (Move back the fuck lmao)
It will then create a cash pick up. Be aware, anyone can pick up the cash, so be sure to be the first one to get it. This can be used to increase your /tskill from level 40-50.


Terrorism (Aircraft Carrier)
(See Byrner's Casin0)

It is now possible to blow up the Aircraft carrier. This can be achieved by entering the checkpoint at the door of the carrier. You will then position bombs all around the carrier, then your view
is set perfectly for you to enjoy the randomized explosions all throughout the Aircraft, with it eventually sinking into the deep, dark ocean. Only Master Terrorists with a skill of 70 can accomplish this act of pure terror.



Trash Collection
We have made a series of improvements to the Trash Collection job which seriously improve the experience. It's now easier to play and more new player friendly.

?The /pickup and /placetrash commands have been replaced with the ALT Key
?All of the remaining default trash bags in LV have been removed.
?The rear of a trash master is now detected with far greater accuracy.
?Level 0 players are given a tutorial. You can view it with /trashintro
?When someone is blown up by a trash bomb, it is now announced in the main chat and the kill list is updated.
?/helptrash now appears in a dialogue.


Eight Ball's Bomb Shop
I am aware that there is several existing ways to blow up your vehicle with C4. This way works quite differently though. I've added a custom Eight Ball's bomb shop next to the Pirate Ship on the Strip,
You can drive your vehicle in there and it will be fitted & equipped with explosives. You will then receive a detonator. Which you use to blow up this vehicle at any point you wish, as long as the vehicle isn't destroyed before hand.
This can be used to obtain /tskill if you manage to kill someone other than yourself.
There is a more advanced system to calculate the splash damage around the origin of the explosion.


The New Firefighting Job
This update is a dramatic improvement over the previous firefighting system. The new version promises to offer a fun and engaging experience for all players regardless of the availability of other firefighters.

So, what's new?
?Each flame at the scene of a fire is now completely independent.
   ?In order to extinguish the flame, you now have to physically apply water to it.
   ?They each have a visible health indication as such that you now get real-time feedback.
   ?All fires on a scene must be extinguished in order to "put out the fire".

?We have dramatically improved /waterdrop
   ?Instead of typing /waterdrop, you may now press your primary fire key to release the water.
   ?The FDSA helicopters can now carry three tanks of water each. (Three uses)
   ?Each released tank will extinguish at random, between 3 and 6 flames.
   ?This means that every use will deal between 300 and 600 hit points (damage) to the fires in range.
   ?Fires are detected within a cylindrical area beneath the helicopter.

?Every fire is different.
   ?The scene of the fire is chosen at random from 23 locations.
   ?Every fire on the scene will be placed randomly by the new wall detection algorithm.
   ?Fires may occur on the buildings, around them and on nearby objects such as trees.
   ?The number of fires on the scene and the placement of smoke effects is random.

?Realism
   ?Accurate water impact detection. (Firetruck and Extinguisher)
   ?Highly decorated scenes for an immersive experience. (fire and smoke)
   ?Teamwork will be required when a large number of firefighters are online.
   ?With the addition of the weather system, fires will gradually go out during periods of rain.

?General Changes
   ?Firefighters now spawn with infinite extinguisher ammo.
   ?The fire starting formula has been improved.
   ?An icon is now placed on the map, to indicate the location of the fire.
   ?If you arrive at the scene of a fire within 90 seconds of it starting, you will be rewarded.

Gameplay
The number of fires and the frequency with which they occur will vary depending upon how many firefighters are currently active. Basically, fires will occur more often when more firefighters are online and there can potentially be more fires at the same time.

When a fire breaks out, it's your job to reach the scene as quickly as possible and begin extinguishing the fire. The fire will not go out until the FDSA or the rain extinguish it. As an FDSA Firefighter, you have multiple tools at your disposal. These include, firetrucks, fire extinguishers and helicopters. All of which are capable of drenching a fire. Your firetruck is the most effective general purpose tool, fire extinguishers allow you to put out fires in hard to reach places and the helicopters are required to drop staff off on roof tops as well as to drop water onto the fires on the roofs and building walls.

The fires will start at a range of locations from the smallest of house fires to massive casinos and airport utilities.

As you extinguish a fire using your chosen method, you will be rewarded continuously. You will notice that your cash increases steadily. For every $150,000 that you earn, your score will increase by 1. This makes firefighting an extremely effective way to gain score and cash.


Notes
?A fast response bonus is $50,000 and 1 score.
?For every $150,000 that you earn, you will receive 1 score.
?A single tank of water from a helicopter will deal between 300 and 600 HP (damage) to the nearby fires.
?This damage is absorbed by the fires as such that you can extinguish a maximum of 6 fires with a single drop.


Complete List of all Fire Scenes
Code: [Select]
LV hospital
Air Support Base
South LV Ammunation
Four Dragons cahsino
Regular Player's Lounge
Autobahn
The Pirate Ship
W4nteD's Dildo Palace
LVPD
Club Diva
Boxing Arena
Emerald Isle Supermarke
North LV Ammunation
City Hall
Byrner's House
Abandoned Airport
Bone Country Snake Farm
Fort Carson Bowling Alley
Whitewood Estates Burger Shot
A house in Whitewood Estates
A house in Prickle Pine
Old Venturas Strip 24/7
Motel in Pilgrim

Dueling Command
Players can now offically duel eachother using /duel.
Upon using this command, a dialouge menu will show up listing avaliable potential opponents.


You can duel players who are
?Innocent civillians
?Not currently dueling
?Close to you


Players who do not fit into the above category will simply not appear on the list of available players.

Once you select your opponent, another dialouge appears where you must enter the bet amount. You and your opponent will need to have the cash either in your pocket or bank account.
After you've entered the amount, the opponent you selected receives a dialouge of their own informing them they've been challanged to a duel and the wager amount.
Once the duel is organized, the battle may begin.
The loser will automatically transfer the wager amount into the winners bank account.



New Spawn Selection Screen
First of all, we changed the background just for an apperance adjustment as promised.
We also now have a new menu. You can choose to spawn in your house, Apartment, Organization base, Las Venturas, Ireland or Eggland.
Currently cops & civillians are the only ones that can spawn in Ireland or Eggland.
All civillian spawns in LV, Ireland and Eggland will be random. Cops spawning in those areas have designated spawning vicinity's.
I feel this will give players more power over their own personal experience in ECNR.


Skyview Cards
These are cards which can be purchased from any 24/7 store for One Million Dollars. They will enable you to pass through the Irish toll gate hassle free, without having to use the checkpoint.
Once you have this card, the gate will automatically charge you. If you haven't got the cash on you, it'll take the money from your bank account. If you have neither, it simply won't open for you.
Players have long been protesting about the awkwardness of positioning yourself in the Irish toll booth checkpoint, thankfully this will no longer be a problem!


Weather
I can't believe we let the weather be so boring and standard for so long! The weather will now update regularly. We will experience different weather depending on the time of day. If this causes people issues, I will make a function so players don't get affected by weather updates. Just let me know!
This should be developed into a much more complex system in the not so distant future.

Note that the weather system will interact with the firefighting job during periods of rain.



Events
Events will now be organized much more effectively. Admins & Regular Players now have a dialouge menus which can be accessed through /event. (/adevent has been removed and with all event commands, other than /joinevent)
You can start an event from there, set the weapons for the event, give everyone in the event armour and health. You can also freeze and unfreeze everyone at the event should you have to. Choosing weapons has been simplified by dividing weapons into categories and the name attached to it. So no more looking for a weapon ID.
This will especially benefit FnF, enabling it to run a lot smoother.



ECNR Store
Deadpros:
A personal chat wave for those with keys to his house. - /dpc
C4 & Decrypter added to his personal armoury.
A personal 24/7 store in his base territory.
Saw's house has been moved to Deadpro's base.
A personal Cluckin Bell.


Hiredgun:
Hiredgun purchased skin is now avaliable only to him.
Hiredgun purchased and had Pie Inc. renamed to Grand Army Caseno.
Hiredgun purchased The Federal Reserve business. He will experience both dramatic losses and profits.

eXon's purchased skin is now avaliable only to him.


Miscellaneous Additions
?Drunk Gunz are now proud distributors of Country and Sniper Rifles. They seen the niche in the market and were happy to fufill it. Their sister company Big Guns has followed suit.
?You can now actually personally message people on IRC from in game. It is now /ircpm (IRC User name) (Message)
?You can still talk to everyone on IRC from in game using /ircpmall
?I am extremely proud to announce the removal of the rapist skill. It was a disgusting, perverted feature that should of never been introduced in the first place. I've always wanted to get rid of it, but it has finally been done. Thankfully.
?Slightly changed how Caseno Security work. They are now called Security Guards instead. Security Guards are to patrol all Three islands, Las Venturas, Ireland and Eggland keeping an eye out for any business robberies.
?Caseno Security guards can now /detain criminals and bring them to an officer personally.
?Completely re-did the Anti Spam system. It should be a lot more affective now.
?Muting players has been changed quite a bit too. I've removed / & !timemute. The usual mute command now sets the player to be muted for 60 seconds. This will prevent players from being left muted and works along side the anti spam.
?Normal insurance will still be lost upon disconnect, however you can save up your total amount stolen while you have insurance and then re-cash it. In other words, the fact you have insurrance won't save, but whatever is robbed from you while you have insurrance will save up, even if you disconnect.
?An Anti-Racism system has been implemented. Time to end the childish idiocy.
?Robbing TextDraw's now appear in the bottom Right corner so they don't block the players vision.
?Robbing Rank:
?The highest /robskill you can achieve is now 60. You will need a skill of 60 to rob The Federal Reserve.
?You can acquire the /robskill of 60 by robbing Caligula's Caseno or any bank. This includes the LV bank at night.


There you have it. The mighty 1.5. I sincerely hope you enjoy playing on this update as I have enjoyed working on it.
*The Byrner has a 1.5 smoke.*

Offline Noes

  • The Black Hand
  • Full Member
  • ****
  • Posts: 165
  • Reputation: 6
    • View Profile
Re: The Almighty 1.5
« Reply #1 on: May 17, 2013, 08:54:04 pm »
FREAKING ASUUUM SHIT BYRNER YOU AND WATAKI MADE!

Offline Curiosity

  • The Vox Populi Boss
  • Full Member
  • ******
  • Posts: 157
  • Reputation: 6
  • Rudeboy!
    • View Profile
Re: The Almighty 1.5
« Reply #2 on: May 17, 2013, 08:57:32 pm »
Wow, I was excited for just the bug fixes, but all that juicy new content is looking brilliant! Good job guys!  :-*

Offline Deadpros

  • Bone County Sheriff's Department
  • Sr. Member
  • **
  • Posts: 280
  • Reputation: 5
    • View Profile
Re: The Almighty 1.5
« Reply #3 on: May 17, 2013, 09:02:11 pm »
Holy an awesome update love ECNR and byrner and wataki thanks for all the hard work you put in 1.5 ;D
"An expert is a person who has made all the mistakes that are possible to do in a restricted area!!"

Offline john_peters

  • Newbie
  • *
  • Posts: 39
  • Reputation: 0
    • View Profile
Re: The Almighty 1.5
« Reply #4 on: May 17, 2013, 09:06:38 pm »
Very well made took me about 10 mins to read I love this update from all of them and Ill enjoy playing it <3 I love you Byrner :)

Offline Hiredgun

  • Emperor Of The ERR, Supreme General Of The BlackHand
  • Full Member
  • ***
  • Posts: 158
  • Reputation: 6
  • Emperor of the ERR
    • View Profile
Re: The Almighty 1.5
« Reply #5 on: May 17, 2013, 09:08:21 pm »
Excellent work Byrner and Wataki.

* Hiredgun toasts to ECNR



Offline Saw

  • Bone County Fire Department
  • Sr. Member
  • *
  • Posts: 367
  • Reputation: 9
  • Bone County Fire Department
    • View Profile
Re: The Almighty 1.5
« Reply #6 on: May 17, 2013, 09:14:16 pm »
Fucking awesome guys! I know its been a lot of work, but trust it was worth working that much. Here is hopes to 1.6 :D My name was listed in the changelog :D lol Thank you for all you guys do for this community, and we, the players, will make sure the community will stay alive :D for we love it oh so much <3 Thank you again.

Offline Sylar

  • Hero Member
  • *****
  • Posts: 776
  • Reputation: 5
  • Gray Man
    • View Profile
Re: The Almighty 1.5
« Reply #7 on: May 17, 2013, 09:27:17 pm »
8Ball's Bomb Shop and The Federal Reserve robbery combined make this the best update ever! Freat work there, WatakiWatako & Enigma.  ;)

Offline Varun

  • Full Member
  • ***
  • Posts: 191
  • Reputation: 9
    • View Profile
Re: The Almighty 1.5
« Reply #8 on: May 17, 2013, 09:33:54 pm »
We Love You Brian, This is the best gift for EGC Anniversary. Awesome update

Offline Littleman

  • Elite Member
  • Sr. Member
  • *****
  • Posts: 482
  • Reputation: -1
  • A life that touches others goes on forever.
    • View Profile
Re: The Almighty 1.5
« Reply #9 on: May 17, 2013, 09:48:42 pm »
FUCK YEA! I get my house! I can't believe 1.5 is here. I will not be in game until next Thursday when exams are done! happy gaming!
Blessed are they that mourn: for they shall be comforted.
Matthew 5:4
http://www.youtube.com/watch?v=n9cq2utk2JU

Offline godBrother

  • Newbie
  • *
  • Posts: 8
  • Reputation: 0
    • View Profile
Re: The Almighty 1.5
« Reply #10 on: May 17, 2013, 09:50:25 pm »
oh wow this 1.5 is fucking amazing! great job!  ;D

Offline Quit

  • EGCM Administration
  • Sr. Member
  • ******
  • Posts: 333
  • Reputation: 7
  • Sup?
    • View Profile
Re: The Almighty 1.5
« Reply #11 on: May 17, 2013, 10:02:38 pm »
Wow so cool :D

Offline Pr0_N00b

  • ECNR Regular
  • Jr. Member
  • ***
  • Posts: 78
  • Reputation: 6
    • View Profile
Re: The Almighty 1.5
« Reply #12 on: May 17, 2013, 10:34:16 pm »
Good work Byrner and Wataki,I am so excited for 1.5 and when will EGCRadio come? :D

Offline WatakiWatako

  • ECNR Administration
  • Full Member
  • ******
  • Posts: 202
  • Reputation: 6
    • View Profile
Re: The Almighty 1.5
« Reply #13 on: May 17, 2013, 11:03:43 pm »
Thank you very much for all the positive feedback. I thoroughly enjoyed producing 1.5 along with Byrner and the results are certainly worth it.

All the wee bugs that are found will be fixed over the next few days. I will personally be more or less, inactive until Wednesday evening as I have a series of exams (Monday, Tuesday and Wednesday) in the coming week!

Have fun in 1.5 guys!
Discovery consists of seeing what everybody has seen, and thinking what nobody has thought.

Offline Noes

  • The Black Hand
  • Full Member
  • ****
  • Posts: 165
  • Reputation: 6
    • View Profile
Re: The Almighty 1.5
« Reply #14 on: May 17, 2013, 11:52:28 pm »
Thanks Wataki ! :)