Version 4.3.2

Written by TommyB

Changes/Adjustments

  • The new player tutorial has been given a face lift to improve readability and fix some outdated information.
  • Improved the syntax of the /locker command.

Fixes

  • Fixed an issue where masked players could drop their mask while wearing it, making it impossible to unmask.
  • Fixed an issue where backing out of a paginated dialog would not reset the player's current page.
  • Fixed an issue where drawing cards in blackjack didn't work at all.
  • Fixed an issue where purchasing licensed firearms from ammunation didn't actually mark the weapon as a licensed weapon on its creation.
  • Fixed an issue where beanbag shotguns were missing from RCSD's loadout.
  • Fixed an issue where the FBI was not a valid entity in the department radio.
  • Fixed an issue where house furniture textures didn't save properly when they were edited.
  • Fixed an issue where temporary object textures didn't save properly when they were edited.
  • Fixed an issue where dropping fish had a high chance to not work properly.
  • Fixed an issue where the job vehicle for the Coalmine sidejob would not despawn when doing the 2nd route.
  • Attempted to fix an issue where vehicle modifications didn't save correctly.
  • Further fixes to some active object tracking and loops that could cause the server to hang during interior cleanups.

Version 4.3.1

Written by TommyB

Changes/Adjustments

  • The Silenced Pistol firearm will no longer cause gunshot labels to appear when fired near/in interiors.
  • Reorganized interior cleanup methods to simplify code and reduce overhead.

Fixes

  • Fixed an issue where police dispatch features for RCSD weren't functioning.
  • Fixed an issue where the Shopping Basket item in /hold would give the user a steak.
  • Fixed an issue where interior cleanup could fail when business opening data was inserted into the database.
  • Fixed an issue where /contacts would show an unknown command error despite the command actually working.
  • Fixed an issue where the inventory hotkey worked while playing blackjack and disrupted gameplay.
  • Fixed an issue where setting a faction leader via /fedit would trap the user in a dialog loop.
  • Fixed an issue where a buffer overflow could occur when saving certain character settings, causing data to not save properly.
  • Fixed various issues with admin spectating.
  • Typing error fixes in various client messages.

Version 4.3.0

Written by TommyB

New Features

  • The server's faction system is now fully dynamic and allows for player-created factions to be formed in-game through /createfaction. This command requires the user to be level 3 and have two other accompanying starting members for the initial formation of the faction. Player-created factions do not have any official features unlocked by default and only have access to membership rosters and faction chat. Any faction-centric feature is available to be unlocked at the discretion of server staff depending on a faction's needs and quality. Player-created factions are susceptible to being deleted for inactivity when no members have played for 30 days.
  • Added a new faction permission system which allows for various faction-centric server features to be arbitrarily assigned to any faction. The features covered by this system are: Faction Advertisements, Use of /alias, Use mountable GPS on vehicles, Drug Ordering - Heroin, Drug Ordering - Cocaine, Drug Ordering - Weed, Use of /elm, EMT Features, FD Features, Use of /gunrack, Law Enforcement Features, Use of weapon lockers, News Features, Use of /psa, Restricted trunk access, Use of /roadblock, Use of /snowplow, Trucking Faction Features, Weapon Crates
  • The inventory system has received a completely new user interface designed by Earl from the ground up. While the server's underlying inventory system has been very fluid and dynamic for quite a while, this new interface takes it to the next level by offering the following features:
    • Allows for any custom icon to be assigned to any inventory item. In the original menu, game models needed to be used. While this was fine for the most part, if a matching (or close enough) model was not present in the game, it was often difficult to get a custom model created for the purpose of showing in the inventory menu. Using simple icons makes this much simpler.
    • Less reliance on commands. The new UI adds a side panel which is populated with all actions relevant to its respective item, such as:
      • Dropping items. One simple click to drop an inventory item.
      • Giving to other players. Clicking the give option brings up a dialog with all nearby players, and stackable items get an additional dialog for quantity. No more remembering the confusing /give syntax.
      • Storing in houses, businesses motels or vehicles. No need to use the various commands for storing, however retrieving items is unfortunately still command-based.
      • Arbitrary per-item inventory actions. For example, the Blindfold item has a "Use Blindfold" option which brings up a dialog of nearby players to use the item on. The fallback /blindfold command will also still work. In pursuit of better game balance, some items can now only be triggered through its accompanying inventory action, but most still have their legacy commands as fallbacks.
  • Vehicle licenses have been completely reworked and updated with the following features:
    • Each license can now have the following states: valid, suspended, expired and revoked.
      • Valid licenses are, as the name implies, valid and clean licenses with no infractions.
      • Suspended licenses are licenses that have been temporarily suspended by law enforcement. Suspension time increments have been changed from in-game hours played to real-life days with a maximum of 14 days.
      • Expired licenses are licenses that have expired due to "old age." Licenses now expire every 30 days and will need to be renewed at the DMV.
      • Revoked licenses are licenses that have been completely revoked by law enforcement. Players with revoked license cannot resit any driving tests.
    • Your character's license will now show in the inventory UI and can be viewed or shown to others via the action menu.
  • Inventory items can now be thrown away/stored in various trash bins/dumpsters around the map. This only applies to custom-mapped objects since the open.mp server doesn't have quick access to objects built into the base game.
  • The oldschool Lottery script has been reintroduced. The ticket price has been increased from $5 to $250, which should result in more meaningful jackpots.
  • Added the ability to opt into mobile push notifications, powered by Pushover. Opting into this feature will enable push notifications when various things happen with your account while offline, such as selling a house on the Silver Trading home listings. Requires creating a 3rd party account at https://pushover.net/. Do note that this service is not free after 30 days. If this feature is underutilized, it will likely be removed. If anyone would like to see support for other push notification services, please submit a suggestion.

Changes/Adjustments

  • The server will now warn players who are connecting with a vanilla SA-MP 0.3.DL client and encourage open.mp launcher adoption. For those who are unaware, multiple remote code execution exploits (RCEs) have been discovered in the SA-MP client and its use is generally advised against. Security updates for the SA-MP client ceased long ago, so there is no chance they will be fixed. Please update to the open.mp launcher (https://open.mp) and use their client mod to ensure a smooth and secure gameplay experience.
  • The inventory system has been updated to allow items to be stored as floating point numbers (decimals). As an interim change before further drug rewrites, all drug items have been updated to decimals.
  • All business earnings from in-game stores have been standardized to 30% of the sticker price. Before, the earnings revenue split was very inconsistent and sometimes nonexistent for certain items. This should ensure more balanced earnings for these business types.
  • Mapped objects in the main world now have a priority calculated based on their model size. This means larger buildings will always have higher stream priority than smaller clutter objects, preventing far-off buildings from disappearing in areas with saturated object counts.
  • Gas stations can now be linked to accompanying businesses. When linked, those business will earn a percentage of money spent on fuel.
  • /equip can now be used near police vehicles.
  • It is now possible to ban players from using firearms.
  • The server's spawn selection menu has been completely rewritten and redesigned. An image of the game's map will now display on the screen with clickable icons showing all available spawnpoints for your character.
  • The /setrankname command has been superseded by /editranks, which offers a GUI for faction leaders to edit their ranks in a far more streamlined fashion.
  • Refactored the weapon crate system so they now exist as inventory items instead of its own dedicated system with its own commands.
  • Players who are holding pizza boxes during the pizza sidejob can now press RMB (right mouse button) to temporarily cancel the carrying animation to allow them to jump over obstacles.
  • Most command syntax messages will now include help text explaining what the command does.
  • The server's custom HUD elements have been redone to closer match the original design concept by Bauer.
  • The shop system has been updated to make adding new purchasable items a simple one-line function, which makes it much easier to add new things in the future when new items are added into the game.
  • Command help lists will now be organized into pages for better reading.
  • Heroin now has a cooldown to prevent people spamming the drug to get the max HP bonus immediately.

Fixes

  • Fixed memory leaks in the low-level API that powers character/account settings as well as the inventory system.
  • Fixed an issue where a player's injury status could carry across play sessions when it shouldn't.
  • Fixed an issue where /updatespawnpoint's rank check didn't work properly.
  • Fixed an issue where flat type homes couldn't be resolved when in GPS searches and similar features.
  • Fixed an issue where plates of food in prison could be placed multiple times.
  • Countless under-the-hood changes, consistency fixes and refactors.

Version 4.3

Written by toni

New Features

  • Complete frontend rewrite of the Admin Control Panel. The new ACP supports dark and light modes and has better mobile support.
  • Added business openings to the UCP and ACP. Players can view information about their business openings such as unique visitors, earnings etc.
  • Added manual account review for new players. If a player meets a number of conditions, their account will be sent for admin approval.
  • Admins can upload images for businesses/houses from the ACP. These images are used across the UCP and Prophunt.
  • Updated the homepage with new images (Thanks to NelxonT!)
  • Upgraded to Laravel 11.

Changes

  • Updated the criminal record BBCode for law enforcement factions.
  • Removed a bunch of unused assets and pages.

Bug Fixes

  • Fixed an issue where coin transaction IDs could be duplicated resulting in a player receiving the coins twice.
  • Fixed missing RC:RP logos in pages and emails.
  • Fixed an issue where inventory items would show up as "Unknown"
  • Fixed an issue where character creation would throw a 500 server error.
  • Fixed an issue where if a head admin edited a character, their master account ID would be set to 0.
  • Fixed an issue where weapons stored in deleted houses/businesses would throw an error.

Version 4.2.1

Written by TommyB

Changes/Adjustments

  • Firearms will now do 60% less damage to players inside of vehicles.
  • Armor will now be depleated from players who are shot while inside of vehicles instead of only doing HP damage.
  • Improved the order of recent text messages in SMS history based on the last time a message was sent.

Fixes

  • Fixed an issue where cancelling a furniture object snap placement wouldn't mark the object as unplaced on the database properly. This could cause previously-snapped objects to appear again after a furniture reload.

Back To Top