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Everything posted by MelonDisrupt
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This isn't a bug, we're being diverse with the wider community... Will be patched in next update.
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We've torn down our entire firearms system and rebuilt it from the ground up. This isn't a tweak. This is a complete overhaul of what it means to carry a gun in our city. Realistic Milspec Weapons Every firearm now carries its real-world identity. The Pistol is now an M1911A1 (.45 ACP). The Combat Pistol is a P226 SIG (9×19 Para). The Carbine Rifle is an M4A1 (5.56 NATO). The Assault Rifle is an AK-103 (7.62×39). The Sniper Rifle is a Remington 700 (.308). Every weapon has a real name, a real caliber, a real magazine size, and a real fire rate. Caliber-Locked Ammunition Generic ammo is dead. Every round in your inventory now carries a specific caliber - 9mm Para, .45 ACP, .380 ACP, .50 AE, 5.56 NATO, 7.62×39, 12-gauge buckshot, .308 Winchester. Try to load a .308 round into your AK and the magazine refuses. Buy the right rounds for the right gun, or your weapon is a paperweight. Per-Weapon Magazines Every weapon item carries its own loaded magazine. Pick up a pistol someone dropped - the rounds in it are the rounds they had loaded. Drop your gun, pick up another player's - different mag, different round count. Each firearm is its own physical object with its own state. Per-Part Durability - Six Parts Per Weapon This is where it gets serious. Every weapon has six tier-specific mechanical parts. A pistol has a barrel, slide, hammer, recoil spring, magazine spring, and trigger group. A rifle has a barrel, bolt carrier group, gas system, buffer spring, mag spring, and trigger group. A shotgun has its own for end and ejector. A sniper has a scope mount that walks loose under recoil. Every shot wears the firing parts. Every reload wears the springs. Each part degrades independently and each part matters. Real Mechanical Consequences Worn parts don't just look bad - they break things. Slide wear under 30% - random jams mid-magazine. Your weapon dies and you're forced to /reload to clear it. Get caught in a firefight with a worn slide and you'll feel it. Magazine spring under 40% - your reload cooldown doubles to 5 seconds and the animation visibly slows. Worn springs mean fumbling hands when you need speed most. Barrel under 50% - outgoing damage scales down. A 0% barrel deals half damage. Worn barrels make weak shooters.
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Thanks, we believe we've patched a majority of these bugs. I will leave the thread open for you to comment if this hasn't been repaired, however we believe it's now repaired.
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Patched. Will be fixed in next restart.
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patched Wellfare characters stuck in white clothes
MelonDisrupt replied to Oheus's topic in Old Bug Reports
This has been patched. Characters being created must now also create an outfit in the same process, which is totally free for the player. $300 will be given to new welfare characters. -
patched Trucking Job Delivery Terminal
MelonDisrupt replied to Hellishape21's topic in Old Bug Reports
Patched. -
Patched. Fix is live in server.
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patched Deadly lifts in the gym spawn multiple barbells that kill
MelonDisrupt replied to Oheus's topic in Old Bug Reports
Clearly you can't lift, bro. Known bug, we discovered this yesterday flying through the map after trying to lift. @SNDRSN ended up falling through the floor for an hour. We'll patch this now, let us know if this continues please on a new thread. We've patched this issue. -
patched Deadbodys sometimes become npcs peds that are aggressive
MelonDisrupt replied to Oheus's topic in Old Bug Reports
Don't kill them then! They're returning from the afterlife! Will patch now again, let me know if this continues, keep this thread open so you can notify me. -
approved REFUND REQUEST - Natasha_Valentine
MelonDisrupt replied to Natasha_Valentine's topic in Refund Requests
Issued in-game. -
Weapons approved.
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Issued.
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All of the above has now been patched, including adjustments to /propertyadmin that should now work, and visible for your team. Please let us know if this isn't the case.
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We informed your team of this bug being repaired. This has been patched. Please re-test and let us know if this continues. We will push a patch shortly to repair this outstanding problem, apologies.
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approved REFUND REQUEST - Natasha_Valentine
MelonDisrupt replied to Natasha_Valentine's topic in Refund Requests
Refund approved. Can be claimed in-game via /report on Friday. Please have an admin update this request when the refund has been issued. -
approved REFUND REQUEST - Natasha_Valentine
MelonDisrupt replied to Natasha_Valentine's topic in Refund Requests
Thanks for your transfer request from another server, this has been provisionally approved, with changes.; Large Property (Value Cap: $1,000,000) x5 Vehicles (Value Cap: $250,000) per vehicle. Total refund: $2,250,000 Please confirm if you're willing to accept the offer. -
There's currently no server side mods to support fingernails. This is something that we implemented; in preparation for our modding team to provide fingernails. I will loop back into the modding team, and get back to you.
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Patched.
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A huge fortnight. New careers, a casino, a forensics overhaul, a full radio system, and dozens of quality-of-life upgrades. Highlights below. New Career: Farming A complete farming system has gone live. Head to the Farm Office to get started. Ten crops across four skill tiers (Lettuce all the way up to Watermelons) Farming levels 1–25 — every level boosts your sale price, capped at +50% at L25 Plant / water / harvest minigames — perfect scores cut grow time and boost yield Live market surges push random crops to ×1.5, ×1.75, or ×2.0 sale prices for 5–15 minutes Two sale points: the Farm Stand (quick, lower price) or the City Market (premium, taxed) Plot locations are persistent and admin-placed (max 5 active plots per farmer) New Career: Brewing Brewing has rolled out across six phases — fully end-to-end now: Kit shop, recipe catalogue, and equipment placement (place gear straight from your inventory) Hobbyist brews → commercial-scale batches in warehouses with parallel fermenters Phase 5: spirits + oak-barrel aging Phase 6: licensed businesses can buy bottled stock from the distributor XP grants on bottling, full distributor sale flow Diamond Casino — Roulette Is Open Real GTA V casino assets: table props, a working dealer ped, sync'd animations Multiplayer roulette tables at Diamond Casino #1 NPC bartender with proper queueing and RP /me sequence Fishing Overhaul Reworked tier system, fishing hotspots, weather-driven catches New stats UI and an achievements layer Law Enforcement Forensics & Evidence Lab — collect, process, and track evidence MDC Cases tab surfaces evidence directly from the cruiser LS Coroner's Office is back online (relocated to 240.81 / -1379.32 / 33.74) LSPD fleet wipe and reseed Female LSPD uniform now uses the correct canonical police pack Various MDC fixes: cleaner design, Mark Cold no longer crashes, archived CAD calls Traffic & Speed Cameras Per-road speed limits driven by GTA V's own pathfinding nodes Speed-camera fines now route to /fines with a proper appeal flow (no more 3D text or pop-up warnings) /speedcamera and /speedlimits admin commands Speedo always queries the speed-limit system; defaults to MPH with a km/h toggle in /settings Plates & Vehicles /takeplates and /installplates — with MDC mismatch detection for stolen plates /takeplates runs a 4-screw minigame /reportstolen <plate> — flag a vehicle and trigger an NPC dispatch BOLO /lights on|off|auto plus headlights and engine state now persist after exit /plate UI rebuilt with a design preview and RP-tier pricing SA Exempt plate design for factions (also exempt from speed cameras) /vdoor (renamed from /door) /amodify admin vehicle mod UI with faction-aware audit Death & Body System Cleaner death modal, transparent overlay, time lock before respawn Full corpse appearance match (head blend applied before hair tint so colour is right) /lootbody, ragdoll, and a quit penalty if you log out while down /abury admin command to force-remove the nearest corpse Identity / Mask System /maskname — assigns a Mask_NNNNN alias, hides hair, with admin-only reveal Force changechar on name change so the world updates correctly Discord Rich Presence always shows "Roleplay Project" as line 1 Nametag rendering rewritten to handle moving players and sit higher above the head Scene Safety / Roleplay Tools A new toolkit for keeping scenes consensual and safe: /cwc — Character Will & Consent editor, viewer, and request flow (replaces /consent) Green-zone disclaimer added; combat/death prefs dropped from CWC Bus Service Rebuild /abusroute — admins build routes in-game (no more hardcoded list) /submitroute — players draft routes, admins review, +50 RPP on approve Submit-route tutorial tab and admin pending-tab with private-dim test Phone Voicemail divert when the target is offline or set to Do Not Disturb Inventory, Clothing & Wardrobe Wearable backpacks — visible on the player, give a carry-weight bonus, stocked in 24/7 24/7 now correctly lists backpacks under Accessories Clothing is no longer an inventory concept — handled by the wardrobe /strip tightened up + per-slot toggles: /hat, /shirt, /shoes, /glasses, /ears, etc. /outfit <slot> — quick-load a saved outfit by ID /shareoutfit / /acceptoutfit / /declineoutfit — gift outfits to other players Menyoo character import in /settings (first import free, 100 PP after) Barber properly honours /hat /glasses /ears toggles through wardrobe re-sync Removed the destroy-item flow /stashitem — RP-stash items as world props, with an admin-audit confirm modal UI / UX Modernised login + register screens, RP intro, redesigned new-character quiz /fines UI redesigned to match the farm-shop look ATM, bank, hospital, and pickup proximity prompts now use the new drawPrompt CEF widget Welcome box rebuilt with the logo, chat clears on character switch Hidden the native bottom-right GTA widget (vehicle name, area, class, street) GPS HUD pill restyled and lifted clear of the minimap (currently disabled while we tune it) Force lock-on targeting by default, with a toggle in /settings Combat roll and stealth kill disabled Adverts (/ads) /ads rebuilt in the /settings shell with an RP boost flow Per-player cooldown, donator perk, all-active listing The Purchase button now tells you why it's disabled when it is Login / Account Remember Me and Auto-Login toggles on the login form Warning modal explains what enabling them does /settings → Privacy → Disable Saved Login (per-device opt-out) Register + device verification emails routed through Resend Polished email theme, unsubscribe links, an inactivity-comeback campaign Dev-mode autologin check tightened 2FA / register CEF↔server bridge fixed Admin Tools /resetpw <username> — admin-5+ password reset with audit log /atestwindow — public test windows (DB-driven schedule, default Friday 5pm–11pm) Department flag management moved into /adminmanager profile pages Developer flag grants a curated set of dev-test commands Several permission-check holes patched (/setfaction, /setrank, /createfaction for FM, property admin perms, dev access to non-mod commands) /ck now runs the full CK pipeline, names the admin, and kicks the target Economy New farming tab in /economy with manual surge controls Mining prices, farming seed costs, and farming buy/sell prices all manageable from /economy Surge chat alerts are now opt-in (toggle in /settings) Notable Fixes Vehicle entry crash (wrong arg count to getPedInSeat) Engine-reinforcement client tick was crashing — removed Recurring runtime errors in property blips, email sweep, admin import, and drug lab migration /editproperty fixed Speed-camera passenger fines no longer mis-fire /doormanage no longer crashes Casino roulette: switched to mp.objects.new, fixed model handling, added dealer ped sync animations Barber: per-frame prop scrub stops GTA's deferred auto-apply Real server time on the welcome and login screens Country Escape House and Private Island blip ranges limited
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