Developer nex 416 Posted September 3, 2021 Developer Share Posted September 3, 2021 This one brings a lot of QoL improvements to many features around the server, including stunt races. Added the new loading screen with new information for hours played, punishment record, supporter tier, and more (by @nex) Added streamer mode compatibility (enabled/disabled via FiveM client settings) to player names, hiding them when enabled (by @nex) Added countermeasures and bombs for certain aircraft (by @glitchdetector) Added support for open wheel vehicle usage in the chill lobby (by @nex) Added anti-lag visual effects (backfires) to accompany the "random pops-and-bangs" sound effects (by @nex) The hope with this addition is to reduce confusion among players Adjusted the spawn vehicle commands to use server-sided spawning (by @nex) Adjusted the scale/size of long-range player blips, they were a tad too big before (by @nex) Adjusted entity policies of all lobbies to only allow server-spawned entities (by @nex) This one is useful for preventing disruption by cheaters, but may impact emotes with objects/props Adjusted anti-lag system to require super supporter (or above) privileges (by @nex) Fixed a bug where the button for long-range player blips would display an incorrect state after re-joining from a session with it enabled (by @nex) Fixed a brief error with long-range player blips that was caused by slow data being received for the current lobby (by @logan) Fixed a bug with the server hub and anti-lag system where there would be no feedback upon clicking on the toggle button for it (by @nex) Fixed a bug where incorrect female inheritance was used for MP peds (by blattersturm) Loading Screen Changes: Added information for current supporter status (or 'Player' if none) and the total number of hours played on the server (by @nex) Added the number of active (and possibly-expired) bans, mutes and warnings that are associated with your RSM profile (by @nex) Complete modernisation and redesign of the screen, with smooth animations to compliment it (by @nex) It's about time we did this to be honest - we've been using the same design for the past 2 years! Speedometer Changes: Added a new component-based system for indicators and bars around the speedo, with support for bars on the bottom (by @nex) Added NOS and Turbo bars below the speedometer for knowing exactly how much NOS you have left, and how effective Turbo is (by @nex) Adjusted the display of the Turbo Pressure bar to display approximate PSI values instead of percent, which is now displayed via bars (by @nex) Fixed the functionality of performance/smooth modes - smooth is now way smoother, and performance is actually made for FPS performance (by @nex) Fixed a bug where the selected gear would be incorrect when used with a steering wheel (by @nex) Fixed display bugs where the speedometer would appear above the pause menu, during lobby switch, and when menus are open (by @nex) Nitrous System (NOS) Changes: Added requirements for maxed-out engine and transmission upgrades in order to use NOS (by @nex) Added custom nitrous and backfire effects, different to the base game (by @nex) We are currently researching particle effects so you can customise the nitrous effect to your liking via mod packs Adjusted the exhaust effect to use the proper nitrous effect instead of backfires (by @nex) Adjusted the boost strength to double its original value, this may be changed in the future however (by @nex) Handling Editor Changes: Refactored a lot of code, resulting in optimisations across-the-board (by Carmine Giugliano, the author) Stunt Race / Minigame Changes: Added new maps, nothing else to it (by @logan) Added dynamic map selection based on the number of players queued for the race (by @logan) Added a vehicle boost when the countdown reaches the "GO" stage (by @logan) Adjusted a value to account for network lag, causing finishes and checkpoints to be missed (by @logan) Adjusted event-sending to account for slow network connections, improving reliability on a network-level (by @StOneR) Adjusted the respawn logic to delete your previous vehicle and create a new one (by @logan) Adjusted the race finish logic to gradually slow your vehicle down (by @StOneR) Adjusted the join race logic to teleport players to the ground if they were in mid-air before voting (by @logan) Adjusted the colour of the frontend menu (vehicle selection screen) to purple, matching the branding colours of RSM (by @logan) Fixed a bug where the respawn logic of stunt races would still run if you were already respawning (by @logan) Fixed a bug where alt-tabbing would hide the voting screen (by @logan) Fixed a bug where the countdown for a minigame would go below 0, causing it to become a negative number (by @StOneR) Fixed a bug where minigames wouldn't update quick enough, causing them to seem available/joinable when they really weren't (by @StOneR) Fixed an exploit where players could start driving before the race had started (by @StOneR & @logan) Fixed a bug where it would appear as if you'd be in a certain place after others had finished before you (by @StOneR) Fixed a bug where certain vehicle features would still be disabled after finishing a race (by @logan) Fixed a bug where queue notifications would be sent while a minigame is in-progress (by @StOneR) Fixed a bug where map selection would pick an incorrect map when the time runs out (by @StOneR) Fixed some inconsistencies with dual-checkpoint map blips being incorrect sizes (by @logan) Removed certain maps due to conflict with custom content (by @logan) The upcoming content update will have some exciting changes for the car geeks, so stay tuned... Thanks for your patience as always, and have fun! 5 Link to comment Share on other sites More sharing options...
Recommended Posts