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Freeroam #2 Update


nex
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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!

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