Update Log 18/03/2024 - PLPD 2

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Update Log 18/03/2024

Today's update includes changes to drug growing inside bases, as well as several small fixes, its main change being the movement to a newer version of PLPD Online.
Thanks all the developers who contributed to this update: @Fredy, @Carrot, @Maia, @GP.
I want to also extend a extremely heartfelt thanks to @Fredy and @Carrot for there amazing work on PLPD 2!

PLPD 2​

Earlier today VanillaBear was retired it worked decently for many years, and myself and the community thank everyone who put work into it. Over the past few months we have been developing a replacement site, one that is made in languages that many members of the server's core development team know, so its support and development can continue beyond any one person. While we have performed extensive testing there will almost certainly still be bugs, please submit bug reports using the Helpdesk feature. Applications may be on a small hold as department heads work to create the applications within the new system.

Server Police Changes​

  • You can now be both in Traffic and Patrol at the same time
  • New Traffic Training Situation
  • 'Traffic Gear' is now based on wearing the high vis vest, rather then membership in Traffic
  • Traffic training death timer changed to 10 minutes
  • You can suspend people from the PD Computers without needing to go into PLPD Online
  • Suspended players cannot bypass suspensions by just not relogging and waiting 30m
  • Brute rank set correctly to SO
  • Several backend changes to improve further development

Property Drug Limits

To curtail excessively large groups of players basing in the same properties, per-property limits on the number of players who can be growing drugs have been added. If these limits are exceeded then all drugs being grown in the property will suffer from increasingly harsh yield penalties depending on how many additional players over the limit are growing.

This is determined by the number of players who have planters or chemical tables being used to produce illegal drugs that had drugs placed in them while they were on the property. Planters which have been brought onto the property after planting (such as those brought back from a raid) will not count towards the limits of the property they have been transferred to and will retain any yield penalties applied to them from the property they originated from.

Attempting to circumvent these penalties by intentionally planting drugs in a planter outside a property and then moving it into a property to grow and not count towards the property's limits is considered exploiting and is forbidden.

  • Office: 8 Players
  • Farm: 8 Players
  • Industrial Buildings (Parker, Glass Co., and Morons): 6 Players
  • Hungriges Schwein: 6 Players
  • Puffermart: 6 Players
  • Large Subs Houses (Subs 1-3): 6 Players
  • Church: 5 Players
  • Small Subs Houses (Subs 11, 8, 7, and 4): 4 Players
  • Apartments (Projex, Regals, and Slums): 4 Players
  • Wood Cabins: 4 Players
  • Trailers (Hicktown and Scrappy Joe's): 2 Players
  • Bazaar & Business Shops: 0 Players

Weapon Switching QoL​

You can now very easily change your weapons, there are some options, you can use some of the below console commands, or do a basic version of this and use the new bind option within the F1 menu under inventory.
  • ph_use_primary
  • ph_use_secondary
  • ph_use_equipment
  • ph_use_grenade
  • ph_use_any

Other changes​

  • Removed Dundreary Limousine from spawning for hard chop shop
  • Added slider to F1>Options to adjust sensitivity for zoomed optics
  • Added confirmation dialog for aborting missions that can't be immediately restarted
  • Made government vehicles not show in the Road Crew vehicle repair dialog for civilians
  • Blocked warranted players from selling properties so that ownership can't be transferred to dodge warrants
  • Removed force upright constraints from planters, they will now only grow when they are not significantly rotated
I am missing out is anything good or bad?
 
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When will we be able to be both Patrol and Traffic division at the same time?
 
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Controversial opinion: reset materials and firearms economy, overhaul the pricing (maybe introduce new expensive materials for the strong as fuck guns?), overhaul performance of some of the weapons (use the better viewmodels first of all and maybe overhaul how recoil generally works?). A reset sounds crazy and hell I know monolith have only just done a reset so it's pretty coincidental to even bring this up but if everyone started on a fresh path, it would be really refreshing.. snipers such as the as50, m82 etc genuinely aren't a big loss for what it does and its worth considering you can just shit out 50k these days.
the only way I'd see this actually being feasible is if V6 brings us more variety in crime as criminals to even hop back on and go hardcore. Obviously a reset ain't affecting the newer players nearly as much. The older players need new shit to main and actively or passively do to reignite their passion; else it's just the same shit starting from scratch;Raiding, Mugging, Car chopping, crafting explosives and powergrowing. I wish I wasn't able to name the main 5 crimes people do in one hand with each finger.
 
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