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Mega9

SAES Inactive
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Everything posted by Mega9

  1. @SAFP-Stoner It wouldn't, the key word here is vicinity, because of the nature of GTA:SA interiors where you're physically teleported elsewhere it's no longer in the vicinity of interior's entrance. I'm sure people can live with that though...
  2. To prevent overhead of new commands/new functions people have to learn to use, I'd like to propose a simpler solution, like initially mentioned by @SAFP-Stoner said in [SUGGESTION] Mark Vehicles Immune to Respawn: Or it detecting a player(s) near to it and it marking itself as immune to a respawn as long as it has been recently used and it is not unoperational. If the last driver of said vehicle is in the vicinity, don't respawn it. Simpler and more conistent, also automatic. If your next question is: "What if someone took my private vehicle?" Answer would be: lock it. This would be the best middle-ground solution and includes GSC, public and private vehicles. If enough people agree, this can be done rather quick.
  3. @Bartman I'd love to put some of my words into your mouth. Ruf mich an Schatz
  4. @DyamDouglas That was my attempt of internet sarcasm, it does not make sense to have it DMV is what I meant :P
  5. If it's something logical sure. DMV, Department of Motor Vehicles?
  6. Let me weigh in as a dev. Old trucker vs new trucker The point of 2 jobs back in the day was to test then new script, hence the lower income which was later slightly increased, but remained low because of an issue how the income was calculated, how this was resolved in recent update will be said further down. "Old trucker", won't be coming back, reason is quite simple, it's deprecated, has less features, no diversity and generally is inferior to the new one. Judging from your topic, you seem to be a frequent trucker, with that being said, I am surprised you made this topic 2 weeks ago and somehow did not notice that 4 months ago (when the most recent trucking update was pushed) we included illegal trucking (granted a little different), increased payments, included truckers in the fuel economy and added bonus for hard to reach spots making the entire struggle more worth. That's how the payment issue was aided. I think many people are looking at the money aspect too much and were too spoiled by the broken balancing we had back in the days that their entire argument of why something is shit, is because it's paid less compared to 2-3 years ago. Captain job Captain job was removed due to a crippling bug many of our players refused to report in time and rather abused it, and generally was often more broken than it worked. Glue nerf First we removed shooting because how stupid and overpowered it was when 15-20 people started spraying their guns, then we removed glue from regular passenger vehicles and restricted it to platform vehicles and pickups, such as Picador, DFT-30 etc. as a general vehicle ecosystem improvement, which encouraged players to use more vehicles and strategize their means of transportation more. We have thousands, literally, mapped vehicles around the map, yet gangs and squads would use only 1 out of dozen in their fleet with everyone being glued on top. I understand why many liked this, out of practical reasons, but thousands of vehicles mapped around the map, which do put stress on our players and server mind you, should be used once in a while. ALT-GR locking feature You are free, as anyone else, to suggest a feature or open a discussion topic about one and we greatly appreciate it. We can not go through every topic and respond to every post because we have to utilize our free time and prioritize tasks if we want to accomplish anything. That doesn't mean we don't read suggestions. SRs automatic Yes, manual choice was worse. Criminals preferred few out of many locations due to low distance of travel, hard access for cops etc. Old House Robberies worked also automatically; for which was a great cry for to bring back, reason it can't happen is see first topic of my post. We wanted to utilize more locations, spread out the players and break the monotony of same locations are few reasons. There, hopefully I gave you answers you wanted. I'm sorry we can't cater to all, but we are trying to find the best golden middle and it is not as easy as many think. "Reverting" and "bringing back" is not a solution for everything. :)
  7. @NanoBob said: Warping in custom vehicles will not be removed. It's there for a reason. Despite custom vehicles not having collisions they can still prevent people from entering a custom vehicle. This is because of the way GTA picks which vehicle to enter, and how MTA prevents you from entering client sided only vehicles (which the non-base vehicles of custom vehicles are) In short; due to technical issues and limitation, it has to work the way it does.
  8. Thanks everyone, appreciate it <3
  9. It's not a bug, vehicles in San Andreas catch fire when health reaches 250 (25%) or below.
  10. You can refuel the refinery as a trucker. No point in making entire fuel economy a bowl of spaghetti with more groups.
  11. @Joshbond said in Server Update v1.5.1: @NanoBob said in Server Update v1.5.1: @Joshbond said in Server Update v1.5.1: @Brophy Will do but im pretty sure its been a lasting issue for the last 7 years which has been raised plenty of times. But is it on the bug tracker? It has been before, think I even reported it on the old forums. Its fine ill do another bug tracker and wonder how long it will take for it to be reviewed.. We have had a report with nightstick issue which could not be reproduced, therefore wasn't fixed, if you strongly believe there is an issue with it feel free to report with as many details possible.
  12. Good day people! We have not updated our version since the 1.5 patch in February; Many updates were done since, all of which we documented inside of our Discord server channel #saesdev-changelog, for anyone looking for changes between this patch and 1.5 you can find them there. What was this patch about? It was mainly focused on a big trucking update from our coding department and some memes from our modding department. :wink: :wink: Trucking Update :truck: Back when Trucker v2 was introduced, it came with a good idea, that failed to realize due to various reasons and it never could be called a finished product or a worthy successor to Trucker v1. Its main issue was the removal of illegal loads & a broken payout system that did not reward players fairly. Which brings us to our first change to the trucking: Revamped payout system :moneybag: The system will now take multiple factors when calculating the payout. One of them would be distance multiplied by a fixed multiplier value, as the base payout. If your start/end point has a difficulty bonus, that will also be included in the payout. After all these have been calculated, if you chose an illegal load, you will get a bonus on arrival to destination. Difficulty bonus :money_with_wings: We had to encourage people to use some of our hard to reach locations, but most importantly, make the extra effort worth it. For that reason, depending on the location, it will have a difficulty bonus. Example is shown below. If your start & end point have a difficulty bonus, the higher from two will be picked when calculating the payout. Illegal loads :no_entry_sign: They are back, but with a different implementation than seen in Trucker v1. In the old script you would have a special set of illegal loads and regular civilian loads, now you can pick every delivery to be illegal, by choosing to load extra 15%, which will give you certain amount of wanted level. They, naturally, offer another bonus to payout. New load type: Crude Oil :oil_drum: For a reason! Truckers are now able to refill our refinery by delivering Crude Oil. Available above certain amount of deliveries, truckers will be responsible for keeping oil supply to our refinery, which in return, allows Fuel Truckers to supply San Andreas' gas stations with fuel. More locations! Full Changelog Coding: * Trucking Update* - Revamped the payout system - Illegal loads are back - Places now have difficulty multiplier to encourage people to go to hard-to-reach places and get rewarded nicely; If you are on top of Mt. Chilliad f.ex. and pick another difficult place, the higher difficulty multiplier from two will be picked to calculate the payout - Connected fuel delivery to refinery and removed automated refinery refill, now it depends on truckers delivering Crude Oil (not all locations support this cargo type) - DFT Fuel Truck's capacity has been increased - Added more locations * Other Changes * - Disabled activation of Click Control (Alt-Gr) if there is already a cursor active, or chat/console input - Removed SAF interior markers - Relocated a public ATM which ended up in someone's base - Added a blip for cinema - Fixed infinite cinema extending if you have no money - Fixed an issue where players would get stars if in vicinity of an exploding vehicle - Adjusted jail's red door colshape as it was reported to be too sensitive when reporting criminal breach - Admin: fixed 'x' button issue with punishments panel - Fixed kidnap victim not detaching from players who use "I'm stuck" function - SR in progress is now announced to police teams when it reaches 20% - Allow CC Mecanicos to pick up vehicles with DFT again - Killing wanted people in water as a cop now arrests them as supposed to - Fixed issue with '/sur' enabling players to toggle back their controls - Fixed an issue with refuel UI staying sometimes after being arrested inside refuelling marker - Various minor fixes and modifications Modding: -- - Changes to various handlings, some tweaked, some nerfed - Crown victoria available fully unmarked - Tweaks for certain models - Memes added at Nano shop - Glitching wall near LS transporter spawn patched, can't be driven through - Removed arms dealer modded skin -- We hope you will find to enjoy these updates and stay tuned for more in the future. As always, we are very appreciative of people who take time to report bugs, issues and suggest new features on our bugtracker. Please keep it going! :moistpepe:
  13. @Bone said in Suggestions regarding the SR System: Also, the notifications are unbalanced right now criminals and police receive the notification at the same time, to fix this a fix is proposed on bugs.saesrpg.uk to notify cops once SR reaches 20% to create a playable space for cops to claim the SR back and for criminals to defend the robbery in short your suggestion is to revert back SR which is sadly not happening, but still, improvements are about to happen As mentioned in-game, there is stuff in the works especially for the SR I also recently found the old HR files :D it might be an option to re-introduce it after debugging and fixes. Yes Yes and no
  14. @Anas_ said in Store Roberys on the sea: no nein niet, bring back the HR, thats all No...
  15. What is it that you don't like with the new system exactly? I find it hard to understand, seems like you're using a translator or something...
  16. There are no impactful benefits of this, pretty sure it's not coming anytime in the near future, appreciate the suggestion though!
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