Jump to content
  • Announcements

    • Fright

      Open Q&A   12/03/2017

      Hello guys, We decided to have an open Q&A thread for you guys to ask us questions. Me and @Shields will be the ones to answer your questions. Feel free to ask anything and we'll do our best to provide an answer. Go to the Open Q&A thread >>

Fright

Management
  • Content count

    25
  • Joined

  • Last visited

  • Days Won

    6

Fright last won the day on December 6

Fright had the most liked content!

Community Reputation

12 Good

1 Follower

  1. Agreed, though there is no prison interior. That's gonna be an interesting one.
  2. Open Q&A

    Not sure. I know role-playing as an animal is going to be an easy implementation. I haven't dug into pets (so NPC animals) yet to tell, sorry.
  3. peekaboo

    I remember you for sure. Welkom!
  4. Open Q&A

    Hello guys, We decided to have an open Q&A thread for you guys to ask us questions. Me and @Shields will be the ones to answer your questions. Feel free to ask anything and we'll do our best to provide an answer. Post your questions here!
  5. What Roleplay are you Interested in?

    Seems like a good match, @Trench!
  6. Development Blog #2 - Enhancements & Contributions Welcome to our second devblog. We're happy to share the things we have been working on for the past few weeks. Team additions, welcome new developers! Let us welcome two new staff members who are also members of our Development Team. @Jan who was around since 2012 and was leading the development of LC:RP and V: Role Play in 2015, is back with us again. He will be slightly less development oriented and will be responsible for our Development Operations (DevOps), such as servers, automatic deployment, security and services. He will also act as an infrastructure consultant as he possesses a lot of experience in the low-level architecture field. On a personal level, he works as a Software Engineer for a big technology corporation in Berlin, Germany. @RanST who was also a staff member back in 2014, when we were working on LC:RP. He will do development on both client (UI Overlay) and server sides, but mainly UI. He is a very talented developer and specializes in front-end development in his career. Ran works as a Software Engineer in a technology company in Amsterdam, The Netherlands. Although it's great that all of ours developers are either full-time Software Engineers or Engineering/Computer Science students, we are still looking for more developers who are willing to join an environment full of knowledge and professionalism. We encourage developers to check out our recruitment threads and reach out if they are interested in joining our team! Clientside Scripting - custom event handling library for V: RP The past two weeks I've enhanced our internal library for handling communication between the CEF instance (overlay), the client's V8 engine and our gameserver. This was not absolutely mandatory, but (without going too technical) the communication method between those parties provided by RageMP is very basic and does not scale very well (it's not meant to). I took the tools that RageMP provide us and created a library that is currently closed-source (considering making it open-source as well), that simplifies the way you communicate between those parties. The implementation makes it very natural for developers to perform UI operations that are dependent on the server as well. For example, if you send money to another player, the player will then be prompted to accept it. There is a lot going on under the hood (on the server's side). The main problem is the asynchronous nature of almost any action in game, the server not knowing exactly what happens when. Let's take the example of sending money to another player. These are the steps: 1. Verify that the sending player is near the receiving player, and that he has the amount of money he's trying to send. 2. Display a popup to the receiving player, waiting for him to accept. 3. Once accepted, next step. If rejected, show a popup to the sending player, notifying him about the receiver's rejection of the request. 4. Remove the amount of money from the sending player, add it to the receiving player. 5. Display a notification to the receiving player about his new money addition, same for the sending player. Those actions are almost always followed by some UI feedback, and that event pipeline is very hard to maintain with the default event handling methods provided to us by RageMP. The library makes it way easier to handle. What does it mean for you? It means that we have a solid system to build UI feedback upon. The amount of time that this is going to save us in the future is impossible to describe. You will be able to see that as soon as we start focusing on more UI implementations. More technical stuff for the technical people: Login Screen & UI Overlay Infrastructure After designing the system described above, I decided it's time to put it to the test. What better feature suits a test more than the login screen? Since it already existed as an operation, that was previously triggered by a command ("/login"), let's see how well it all works together. It all turned to work out like a puzzle, and within no time we had a functioning login system. That verifies our vision that features should first be implemented as command-based features, and when we have the time (and priority), we can enhance them into UI views. This took us more time than expected, due to the reasons described in the next section. Please bare in mind that this login screen was made in the last day before this dev blog was posted, and it's NOT final! Our login screen: This one issue. RageMP is immature, and we accept it. As I described before, V: RP's implementation on RageMP consists of three layers: the gameserver, the client V8 engine and the CEF instance (overlay). Communication between the server and the player's overlay (in the current setup) must go through the client's V8 engine, hence we refer to it as "the middle man". For the sake of good order (and from real life experience of most of us), we write our code both on the server and on the overlay (Angular) with a technology called TypeScript. This code must be compiler into JavaScript, which eventually runs on the gameserver/client V8/overlay. For the server and the overlay, everything is fine. Compilation process from TypeScript into JavaScript is not a problem. However, many parts of our code are modular and reusable (we maintain shared modules in our code repository, to prevent writing the same code twice). However the module resolution system of the client V8 engine doesn't work as expected. I've spent quite some time this week attempting to find a fix, and it was blocking me from proceeding with the things mentioned above. The RageMP team has confirmed that this is indeed an issue and it should be fixed, but I did not have an idea of how long it would take to fix it, therefore I started looking for an alternative solution (which I found), and I also reported the issue (and the solution) in RageMP's issue tracker and Microsoft/TypeScript's official repository as well. Right now, this is not blocking us anymore. Deep dive into containerization and continuous integration/deployment As we have a testers team and we start developing more features, I had to start looking into automating our deployment system for testing. The ideal way I want it to work is that once a feature is ready, it will automatically be deployed to a test server where testers can go and test it. This way, developers don't have to spend any time manually setting up servers. I've learned a lot about the world of containerization and I already have some neat ideas on how to improve our server's performance by taking advantage of containerization and microservices. This will need more planning, and is not my top priority though. The little things Those little things that don't deserve their own title: @Jan has implemented SSL certificates (https) to some of our services. We are also planning to apply it to the forum and eventually any service that we have, because security is key! @RanST is going through on-boarding and will start rapid development soon. @HBTV will finish his orientation around Angular and will be able to contribute to UI development as well soon. I will be done with a semi-intensive language course that I am taking in two weeks, then I will have way more time to dedicate to development. @Viccie started working on the Factions system. Basic operations such as creating, removing, managing ranks, inviting and removing members etc. are already existing. We'd rather post more about this at a later dev blog, when we have a fully-featured feature documentation and presentation. We had a multi-team staff meeting in which we discussed key matters of the community, set milestones and key features that should be present upon release. @Shields will post more about this meeting in the upcoming devblog after processing the input given by the staff members. RageMP 0.3.2 has been announced! Check out the official thread posted by the RageMP staff team. ________________________________________________ That's it for this week! Leave your comments below to show your support and tell us what you think.
  7. I would love to see a faction for all those who got ashamed of their poor permission management skills, confronted by @Samuel (You can lead it, @Shields)
  8. Development Blog #1 - Setting up! Who doesn't like development blogs? We are going to make this concept on a bi-weekly basis. If we find development has become more rapid, we might even release it on a weekly basis. "Emregency Recruitment" Some of you already know. V: Role Play has existed for years. This time I decided to come back for RageMP. For me it was a bit scary even, as the ideal thing would be to have the same staff team as I had for years. At the beginning I was a bit worried, because first I wasn't sure if I could contact everybody again and get their contact information, and second I wasn't sure if they'd be interested to come back. TLDR; a week later we managed to restore our whole staff team from the past generation of V: Role Play. Everybody came back to their original positions and this is the best feeling for me, because we never had any drama. Our team is so solid, and I hope you players value this as much as we do. We are working like a racing car that was stored in a garage for a while. The racing season has begun, and the team is back to work on it. This is what I call an "emergency recruitment". The community forums My first goal was to establish the community forums so that the playerbase could gather up again. It was tough for me to decide whether to restore our old forum or start a new one. Eventually I decided to start a new one. Our playerbase is loyal to us, and our team is unbreakable. We believe the old players will come back quickly (we still have our whole database ready for mass-mailing as soon as we make some more progress), and we will manage to attract new players. If you were a member in the past and you wish to recover some of your old posts, feel free to visit the old forum. It has only the database, and the whole style is stripped off. The past two weeks we had to set up the community forums, the forum theme, the domains and our gameserver hosting. Those things sadly consume some time, but they're all set up now. We got our old domain (v-rp.com) back Giving up on our name (and legacy) was tough for me as our old domain (v-rp.com) was taken. So I decided to buy a new one (v-roleplay.net). But thanks to @Shields who was alert, we managed to retrieve this back. We're back to http://v-rp.com! Fun fact: I bought this domain even before GTA: V was released, when I had the plan to bring a GTA: V role play community to life. Roles, roles roles! When I decided to bring V: Role Play back two weeks ago, I hoped I'd be able to get that qualified manpower for the important roles of the community. Luckily we managed to get everybody back to their original roles. @Marcus. as the LSPD Chief (all our past material is still backed up), @Trench (previously known as Robert) as the LSFD Chief, @Shields as the Community Manager, @Clarkson as the Head of Player Engagement and of course our development team. I'm very happy to have those people back, and they are really good at what they do. This will let me and the development team focus purely on development, because this team can be trusted with eyes closed. Development updates Development operations To have our development team functioning properly and efficiently, we need certain services to be set up. We invested quite some time setting up our code repositories (version control), project management system, servers, etc. Those things are important for us to be able to do our work properly. Especially because all of us are real-life engineers, it was easier to get this done as we are all used to work with those standards. I've also invested time into writing documentation for our developers. It's important that we will all work as one, following the same guidelines. This makes our code scalable. Our gamemode already consists of tenths of files and tons of modules, so we need to make sure it will be able to build upon that. Our development team is very solid and professional, and you will see amazing progress and features produced by us. It was important for me to get this done before we all rush into writing code without being aligned with each other. Special thanks to @Viccie for closely monitoring those changes with me and giving his input. Thanks to @PurpleDrain as well, and welcome @HBTV to the development team! UI Overlay (user interface) This is a great feature possible in RageMP. Going a bit technical: RageMP allows us to use CEF (Chromium Embedded Framework), which is basically a "Google Chrome" browser in game. That means, we can build user interfaces using modern web technologies, and make them interact with the server. Our aim is to use this to put an end to common chat-based operations that can provide better experience in the UI. We will be using the cutting-edge front-end framework, Angular, to build beautiful, experiential user interfaces for you. Myself and @HBTV have a lot of experience with web development (apart from server development, of course). We feel very comfortable around these technologies and I promise you guys - it's worth waiting for! Hard decision affecting the release date We made a hard decision that has good effect on the release date. Talking about the UI Overlay above, we hope you're excited, because we are. However, we decided that almost any feature designed, will first be implemented as an in-game command. As an example feature, let's take the ability to withdraw cash from an ATM. Such feature will first be released as a command, say - "/atm withdraw". Some amazing UI will be released afterwards. The reasons: People want to play already. It's been 5 years since GTA V was released, and there's still no decent role play platform. We aim to be one. This decision ensures that functionality (the important part of a feature) will be available and released for you. The cosmetic parts are awesome and we love them as well, but those can be patched later. This is a strict role play server. Many of you guys are used to typing, and if not - you should. Strict role play involves quite some typing, and SA-MP has existed for over 10 years (still pumping, by the way) with mainly chat-based commands. You'll be fine (we hope). A big technical reason - if one of our UI features will be bugged (yes, that happens, code is code), you will always be able to use the command. So if you would like to withdraw money from an ATM but the UI will suddenly be bugged, you will not be completely blocked from this feature because you could easily type "/atm withdraw". This was not very easy to implement, but we promise you it's awesome. Some players prefer typing. We aim to maintain the common role play commands the same, so experienced players will feel at home. Some people would rather skip those mouse clicks and just use a command. IMPORTANT: Not all features will feature commands. Certain features such as login, character selection, character creation & customization etc. can only be implemented properly with proper user interface. We might reverse this decision if we get good developers who are able to work on the UI in parallel to game development. Game development We spent a lot of time working on the infrastructure of our game server's code base. This is super important, and it was proven to be worth it. Lots of staff discussions (and big thanks to @Viccie for pairing with me countless times in the past two weeks). Our game mode is heaven for developers, and we are proud of that. It was developed by professionals and we considered two concepts the most - scalability and modularity. The infrastructure is built so well, that when we started developing actual features, we realized how easy it is for us to rapidly work on that certain feature. This might not tell you a lot, but this is very important as it makes it easier for us to implement features. Going a bit more technical, we've implemented our own commands definition and events definition engines, taking leverage of TypeScript Decorators. We're very happy with the current state of the game mode and we are motivated to work on it. Apart from that, basic features such as login, character selection, communication commands (IC local, low, shout, OOC local, global, me, do etc) were implemented, along with admin commands and player commands. We've implemented a Roles, Permissions and States systems that are going to be used by nearly all future systems to be implemented. We've established database connections and hooked it up with our ORM (Object Relational Mapping) system. We did way more, of course. Regardless, those of you who remember - we have many features already implemented in different code base (for V:RP 2015, on a mod that was shut down by TakeTwo). Those features were implemented by myself and Jan, with the same technology we're writing the game mode for RageMP. That means many features are re-usable and that is going to save us a lot of development time. We expect to be able to show you more visual stuff in the upcoming development blogs. But trust us, we worked hard on these ones! UCP Development Who doesn't like User Control Panels? It has become a huge part of modern role play in GTA. You players don't need to log in to perform basic account operations, and our admins don't have to be in-game to make sure everything is going well. Luckily, our user control panel is still functioning from the past version of V:RP, and since we have a fully functioning UCP, we have one less thing to worry about as developers. It will be released when it's time, we promise! Recruitment We are still looking for developers and graphic designers. Although our development team is fully functioning (at a very good phase, by the way), we would love to add more developers to be able to release faster. Please take a look at the recruitment topics in the Information & Updates section. If you have a talented friend who might be interested, let him know! _________________________________________ To sum it up, we are very happy to be back. I'm personally very happy to see the whole team gathered again without missing even a single person. Our motivation is high, our codebase is great, we have all the development power needed and we can't wait to provide you with more visual updates. We are working hard, on a daily basis, to finally give you the ability to play on a decent role play platform for GTA V. Please show your support simply by leaving a comment here. That would motivate us all. If you have any questinos, feel free to ask.Thank you for reading!
  9. UI/Web Developer Description Front-end developers are a part of V: Role Play's development team, in the "Front-end Chapter" team. They work on two main scopes, the main one is VRP's in-game overlay (the cool thing that lets players do amazing things with their mouse), and the smaller one is VRP's website. What you will do You will participate in the design process of features, maintain the codebase of VRP's front-end overlay, communicate tightly with the back-end developers to make the UI work in harmony with the back-end. You will also work closely with designers who will provide you with the relevant sketches and you will bring them to life as fully-functioning components in our UI Overlay. You will also work on the front-end of VRP's website. What you will get Whether you are a hobbyist developer or a professional, you will be introduced to professional ways of developing software. Our team works in a Scrum-like methodology where we divide work into sprints. You will be introduced to project management with JIRA, write code in TypeScript for Angular 4, craft amazing UI components. If you are looking to become a professional developer, there is a lot to learn from all of us. Hopefully we can learn from you, too. If you are already a professional developer, please share your knowledge with us by joining the team. Requirements Experience with JavaScript development in ES6/ES2015. Bonus points for TypeScript experience. Experience with developing front-end applications with Angular (currently Angular 4). Experience with the git version control system. Writing clean code, documented when necessary, with taking performance into account. Style responsive (desktop only, different screen sizes) web interfaces with Sass. You are familiar with HTML5 and CSS3. Bonus points: experience (or willing to learn) how to use JIRA. How to apply Please contact me by sending me a forum private message. Introduce yourself, and make sure to include some of your work. We'll continue from there
  10. UI/UX Designer Description One of the things that makes V: Role Play unique, is the staff's "one man's army" capabilities. Our development team is highly capable. Some of us work full-time as front-end engineers, and while we focus on developing the game server and our UI overlay, and are able to produce designs, we feel like it would be great to have someone dedicated for crafting amazing designs. What you will do You will work closely with the developers (mainly UI Overlay developers) to provide designs for our unique in-game overlay. The in-game overlay is a whole ecosystem that provides role playing experience that's never seen before. Anything you'd normally be able to do via commands, we aim to make visual. You will design concepts for new views and designs when needed. Additionally, you will craft designs for our website and forums if necessary. Bare in mind, we all have advanced Photoshop experience so you are not going to be a lonely alien. What you will get You will get to be a part of a very professional team. Whether you aim (or already are) to be a professional UI/UX designer, you will get to work in a very smooth design-to-production process and there is a lot to learn. If you have the needed skills and motivation, we can help you become a front-end engineer and involve you in applying what you design in code. You will be able to occasionally pair with one of our front-end engineers and learn technologies that are used today in the industry (Angular 4+, Sass, HTML5, CSS3, etcetera). In addition, you will have access to our development server and you have the opportunity to become a Game Administrator in the future if you wish. Requirements Experience with independently craft designs using software like Adobe Photoshop and (huge bonus) Adobe Illustrator. Ability to broaden your vision as you will be the one to propose what a certain feature will look like. Our ultimate goal is that you will be aligned with your vision. Basic communication skills in English. Ability to dedicate time into the community. We are all volunteers and we do not expect you to dedicate a lot of your free time. Just enough to maintain a smooth design-to-production process. How to apply Please contact me by sending me a forum private message. Introduce yourself, and make sure to include some of your work. We'll continue from there
  11. Gameserver Developer Description Game developers are a part of V: Role Play's development team. The team consists of two chapters, the "Front-end Chapter" and the "Back-end Chapter". This position belongs to the Back-end Chapter. What you will do You will participate in the design process of features, maintain the codebase of VRP's game server and fix bugs when decided. You will use the most recent technologies to develop the game server - TypeScript, Node.js, Socket.io and more. What you will get Whether you are a hobbyist developer or a professional, you will be introduced to professional ways of developing software. Our team works in a Scrum-like methodology where we divide work into sprints. You will be introduced to project management with JIRA, write code with TypeScript (Node.js) for our game mode and will have huge impact on performance and experience. You will be in a team of (currently 3) real-life Software Engineers, including team leads. If you are looking to become a professional developer, there is a lot to learn from all of us. Hopefully we can learn from you, too. Requirements Experience with JavaScript development in ES6/ES2015. Bonus points for TypeScript experience. Experience with developing back-end applications with Node.js. Experience with the git version control system. Writing clean code, documented when necessary, with taking performance into account. Ability to follow a team-wide accepted style guide for your code. Bonus points: experience (or willing to learn) how to use JIRA. How to apply Please contact me by sending me a forum private message. Introduce yourself, and make sure to include some of your work. We'll continue from there
  12. What Roleplay are you Interested in?

    Can't really see myself dedicated to a "time demanding" kind of role play (police, active legal faction member etc). So I guess, I'll stick to development and in my free time I'll try to act as a civilian and make sure all the systems work properly?
  13. List of Staff Members: Management @Fright - Head of Game, UI & Web Development @Shields - Community Manager Development Team @Viccie - Lead Game & Web Developer @PurpleDrain - Game Developer @RanST - Game & UI Developer @HBTV - Graphic Designer & UI Developer @Jan - Head of Development Operations & Solutions Consultant Game Administrators @Clarkson - Head of Player Experience @Marcus. - General Administrator @Kellerman - General Adminsitrator Unassigned Staff Member @Trench @Adero
×