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Presenting: Rockstar's version 5.2

Teddy · 3621

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Offline TeddyTopic starter

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on: April 17, 2016, 01:07:48 am







Our current team took the helm of developing for ArgonathRPG SA-MP with a single objective: make it something truly special. We quickly took the progress by storm and started implementing more and more of player's ideas. Admittedly along the way we made mistakes, we learned, we grew better and better and deciding what should, could, and would be added. We eventually had too much to do that we decided the current core of RS5 was no longer stable enough to support the new scope and era of Argonath and the path we wanted to lead the development on. We came to the agreement that we would need to take time and hold future updates and focus solely on updating this core and also neatly wrap a host of new features into a nice gift, which we branded "RS5.2".

RS5.2 isn't just another version of Argonath. It's a world of it's own that we've created based almost entirely on the community's feedback, suggestions, and ideas. We see RS5.2 as the driver of a new era to the community and once against setting a new standard in the roleplay global community. We're also opening a new area of focus, user experience research, which will focus on analysis of in-game activities and focused research sessions to learn how to improve the gameplay, the experience, and more importantly the entertainment value of the release.

We have talked so much about the core of RS5.2, but we didn't just change the core, we changed the fundamentals of Argonath, we scrapped the vision, we welcomed the idea of diversity, to the idea of engagement, to the idea of promoting roleplay and uniqueness in every aspect we could dream of. Argonath RPG is a world of its own and we never have been able to achieve this because because of different restrictions or limitations. I'm glad to say that with RS5.2, Argonath truly is your story, it's a world of our own.

Today we're glad to release that new page of your story. After months of what seemed like endless scripting, repetitive and stressful testing, and lots and lots of coffee we've finally put something together and we're confident you can be proud of. While admittedly, we're not totally finished and the following weeks will continue to add new features and improvements. We decided to do this intentionally, so we don't overwhelm players with too many amazing changes and so many different activities to keep you busy for months to come.

So.. what do you say? Let's go on this new adventure together and let's build something great!





Business, Logistics and Supply Chain

We took a simple system concept and totally redesigned it from the ground up with a system provides a truly player driven economy with realistic logistics and a fully functional and player driven supply chain. We have sources such as wood cutting and ore mining which provides materials for factories to produce items that are then sold to businesses, and again off to players from within those businesses. In addition, farm owners can now begin growing crops and managing staff on their farms along with rising cows, sheep and hens!

Do note, this system is not yet entirely finished but updates over the next two weeks will complete the release.

Drugs, drugs, and blue sky

A lot of you got tired of the same old business of going point to point to grow weed in a seemingly repetitive system. So we once again took a system and redesigned it and re-envisioned it from the ground up. Our new drug system features two new drugs: meth and cocaine; but that's not all we also redesigned the fundamentals of our drug growing system. We've done away with the point-based system and allowed players to grow anywhere logical, with of course an added risk factor to balance out the ease.

That's not all! Also touched by the magic redesign hands is the drug market. The new drug market provides different fluctuating prices and bonuses for different criminal status like group affiliation and notoriety.

Economic upgrade

The economy interaction is now based on a streamlined system called "Cash Inventory", a dialog based system that provides users interaction possibility only when the user needs it. No useless information is ever provided on the screen. Using a flawless series of algorithms to determine what data is needed for the user at the point they are asking for it, the system is able to create a simplistic feel for a relatively now larger and more complex economic system.





Core and fundamentals
Code: [Select]
* Re-wrote a majority the foundation of core of RS5.
* Updated core plugins essential to the operation of the server to newer, faster and improved versions.
* Removed legacy support for account version 1 and account version 2.
* Various performance improvements and user interface improvements.
* Added new MOTD-styled news and announcements system. Displayed before spawn selection.
* Removed legacy "reward" system, replaced fully now by achievements.
* Global code improvements, changes and fixes

Account, settings, and interactions
Code: [Select]
* New players will now always spawn at Los Santos Airport
* Fixed animations so they don't have to write the animations twice to make it work
* You can now show your passport to yourself or players around you by doing /showpassport
* /infobar has been added for server staff (it's the same like the eventinfo bar)
* Spawn timer added when logging in to give the exterior objects time to load
* Welcome message added for server staff (with their rank - was there in RS5.1 but was never shown)
* /hduty added for those who want to welcome and help new players (like in RS4)
* Added around 40 to 50 new animations (yes, /piss is one of them!)
* Animation bugs fixed (you can /stopanim all animations now and have to write the animation once to apply the animation)
* /animhelp more organized in a list instead of an unorganized message box. When you click on one it'll apply the animation aswell.

Groups
Code: [Select]
* You cannot group invite members that are in the group already
* You cannot flood someone with the same invite until the person relogs, gets invited to another group or joins the group
* When a player gets invited to a group and/or leaves it, the player won't be able to join it again without an invite.
* The target player will receive a message now when their grouprank got changed
* Barrier script updated to one command (/barrier) for ARA, REBELS and SAPD. Spawned barriers wont spawn in the training VW's
* Added more objects for ARA
* Replaced the loadskin command for ARA with a duty point
* Added a group message when someone changes the name of a group rank
* /petey added with a group special permission for Argoradio DJ's

Property
Code: [Select]
* Added ability to own and maintain farms
* Added crop farming
* Farms can have chicken coups and barns
* Interior fixes, new interior added and removal of useless objects

Police and emergency services
Code: [Select]
* Taser has been added; you can rearm your taser in a police department by doing /rearm taser or /rearm
* Weapon sharing restrictions have been added when having a taser out
* /copbans has received a huge update, those with access will see all the information regarding the copban
* /speed command added to check the vehicle speed of another player
* ARPD officer colour added for SAPD Recruits
* Spikestrips have been added for cops that have the group permissions to use it (there is a limit on it)
* Panic button for police officers added (/rpanic)
* All group permissions from SAPD "side groups" have been removed and are now connected with the SAPD group itself (except for their special permissions)
* Undercover bug fixed (it stored your duty weapons as citizen when relogging)
* Weapon disappearing bug fixed when you tried to go on FD/PD duty
* FBI & SWAT are able to go on duty behind their rancher and enforcers
* Jail reward for criminals have been removed
* Carsigns added for emergency vehicles (FD, PD, EMS). This is just a trial, depends if the community likes it
* Brand new MDC
* Citation system added
* Police, fire and emergency radio will show your rank and faction
* Qualifications script for SAPD (HSU, MU, K9U) so we can remove the "side" groups that were there only for "special" vehicle access
* Drive ability of the SAPD Command vehicles added as a special permission for the SAPD group so there is no need for the SAPDCommand group
* Duty weapons fixed for SAPD & firefighter duty. It will either give you your stored duty weapons or give you new duty weapons
* SWAT can go on duty at any police headquarters
* When you get armed with "new" duty weapons you'll receive a message like the restored message.
* You can remove your callsign now by doing "/callsign none"
* When you are getting suspected (by command) you will hear the "Police, Dont move!" sound.

Vehicles
Code: [Select]
* Airplanes and helicopters cannot refill anymore at gas station but only at airfield pumps
* Vehicles will respawn to their saved virtual world
* Unique car plates have been added. You can still use custom car plates but can not use an existing one
* You can now use /bonnet and /trunk when you are close to the vehicle (aka, you dont have to enter it first; you cannot use it when one is driving it)
* Changed the refuel script; you have to use /engine first and then /fillup to refill your vehicle
* Temporary vehicle keys; those who have a temporary vehicle key can (un)lock a vehicle aswell.
* /engine will do an automatic /me action so those around you see what the engine status is (on/off).
* New speedo textdraw (thanks to Fuzzy for the "design")
* /carlock will also do an automatic /me action
* /vehicles and /groupvehicles will show the location of the vehicle instead of the distance

Jobs, career, and working
Code: [Select]
* Hookers can now select "Job" as a spawn location.
* Added new Street Cleaner Job for LS.
* New Oil Worker Job for LV.
* Mechanic duty points have been moved to mapped mechanic buildings
* Driver duty points have been moved to mapped taxi depot buildings
* Driver duty got a skin selection menu that gives you the ability to choose between your own (citizen) skin or the pilot skin
* Mechanic duty got a skin selection menu that gives you the ability to choose between 3 mechanic skin
* Exact location added in /mechanic messages
* /taxi command is only available for those that don't have a phone. Those who have one are forced to /call 500
* Taxi script fully updated (with for example new commands: /acceptfare & /cancelare, old RS4.1 textdraw and information messages
* Volunteers on fire duty will receive like ARPD officers their own color & rank "volunteer"
* LSFD exterior (at Rodeo) re-added from RS4.1

Chat and communication
Code: [Select]
* Added more than 75% new world languages, accents, dialects, and fictional languages based on pop culture to /accent
* Rewording throughout chat features (for grammar correction and more appropriate warning)
* Whisper command has changed to /w(hisper) [targetid] [message]. Will also display a /me action for people nearby you.
* Megaphone has changed to a colour to make it more clear when using it
* Able to use the /megaphone near FD / EMS / Police vehicles
* Police info messages added which you can enable or disable by doing /togglepoliceinfo
* In addition to above (^); all info messages such as escaping, cuffing, giving up, suspecting, unsuspecting and jailing will show up as a info message.
* Radio chats will split your message when it's too long into 2 lines (more chats will follow later)
* /microphone near the microphone object in the theater interior
* Radio added for taxi drivers
* Emergency radio updated
* "Over" removed from the radio messages
* Players that are around you will see the /radio, /emergency and /cb message
* You can now only /cbban & /cbkick players that are in your CB channel; enough of the /cbban flood when you're not in the channel.
* All chat ranges have been changed to a better range
* Added a local whisper command (/lw or /localwhisper) to whisper to all players that are close to you (aka the same like /w(hisper) [targetid] [message] but without playerid)
* The messages of 911 calls, taxi calls and mechanic calls have been updated

Economics and financials
Code: [Select]
* Removed scripted loans.
* Introduced dirty money (cash tied to illegal activities)
* Added numerous criminal laundry service, used to convert dirty money into cash.
* Revised debt system and added a collection agency.
* Improved the group banking system
* Improved cash management system with fully streamlined and dynamic /cash command to replace /bank, /atm and various other commands.

Other and Miscellaneous
Code: [Select]
* Phone fix; sometimes you received an error that none is calling you while one was calling you
* /thawme added
* Weapon sharing restrictions added (you can not give your weapon to another player when you're still in a vehicle or when you/the target player are entering a vehicle)
* /giveweapon blocked for the server staff that is spectating
* Mayors can send government messages (basically like /ad) by doing /gov [message]
* "No engine" bug fixed
* Virtual (state) garages (something like properties)
* Suspects that connect while being a suspect are forced to spawn at their last location
* Old, sweet RS4.1 login screen added
* ESC bug on mSelection at duty points has been fixed (it didn't destroy the textdraws)
* performance improvements throughout
* dozens of bug fixes throughout
* UI improvements throughout




Lead Developer
[WS]Teddy

Assistant Lead Developer
Mikro

Developer
=AV=Marcel
         
Developer
[Rstar]Dylan
 
         
Lead Mapper
[Rstar]Rusty
         
 
Mapper
Mikal
         
Mapper
Conky
Mapper
Andeey



Offline TeddyTopic starter

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Reply #1 on: April 17, 2016, 01:08:15 am
There server will be reachable in about 30 minutes. Just tying up a few lose ends.



Offline Axison

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Reply #2 on: April 17, 2016, 01:09:03 am
Amazing job!!


Angels of Death MC | Argonath Veterans| Music Enthusiast


Offline Chase

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Reply #3 on: April 17, 2016, 01:09:48 am
Good work!

REEEE


Offline DeeJay

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Reply #4 on: April 17, 2016, 01:13:44 am
Well I see one job that's missing... Makes my heart cry =( No trucker job



Offline Fuzzy

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Reply #5 on: April 17, 2016, 01:14:12 am
It's been a long time coming :app:



Offline Leonardo

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Reply #6 on: April 17, 2016, 01:19:04 am
In advance, i thank you for your time and effort put into this, Teddy.

Debating with idiots it's like trying to play chess with a pigeon - it knocks the pieces over, craps on the board, and flies back to its flock to claim victory.


Offline TeddyTopic starter

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Reply #7 on: April 17, 2016, 01:24:22 am
Well I see one job that's missing... Makes my heart cry =( No trucker job

Actually:
Business, Logistics and Supply Chain
We took a simple system concept and totally redesigned it from the ground up with a system provides a truly player driven economy with realistic logistics and a fully functional and player driven supply chain. We have sources such as wood cutting and ore mining which provides materials for factories to produce items that are then sold to businesses, and again off to players from within those businesses. In addition, farm owners can now begin growing crops and managing staff on their farms along with rising cows, sheep and hens!

Do note, this system is not yet entirely finished but updates over the next two weeks will complete the release.

We've staged the trucking part, but it's coming :)



Offline TeddyTopic starter

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Reply #8 on: April 17, 2016, 01:25:35 am
In advance, i thank you for your time and effort put into this, Teddy.

Thanks but there's a few others to thank as well. The whole team has been putting in a huge amount of overtime over the last few weeks to reach this point.



Offline Leonardo

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Reply #9 on: April 17, 2016, 01:29:09 am
Thanks but there's a few others to thank as well. The whole team has been putting in a huge amount of overtime over the last few weeks to reach this point.

Of course hahah, it's been kinda of an intrinsic phenomenon lately to thank you as i'd thank the entire script and the testing team. Everyone has their fair share within these scripts. Can't wait to play. :)

Debating with idiots it's like trying to play chess with a pigeon - it knocks the pieces over, craps on the board, and flies back to its flock to claim victory.


Offline TeddyTopic starter

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Reply #10 on: April 17, 2016, 01:35:39 am
Can't wait to play. :)

While you and everyone is waiting, all of our guides are available. I'd recommend taking a skim over them and getting acquainted before getting involved. Our QA team and developers will be available to help initially. 



Offline DeeJay

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Reply #11 on: April 17, 2016, 01:53:51 am
I've read threw those guides that's being posted. Alot of the jobs looks really fun to do. Can't wait



Offline AK47

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Reply #12 on: April 17, 2016, 01:54:06 am
My fucking god, truly amazing :app:

Former SA:MP Property Administrator
Former Senior SA:MP Administrator


Offline Erion.

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Reply #13 on: April 17, 2016, 01:57:32 am
What about the weed & heroin that we got in our inventory now, will it be lost?



Offline TeddyTopic starter

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Reply #14 on: April 17, 2016, 01:59:24 am
What about the weed & heroin that we got in our inventory now, will it be lost?

No sir, it's fully compaitable with our new system. No lost items!



 


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