October has been a busy month for Jump On Studios. Between finalizing scripts and handling last-minute tasks, we have worked tirelessly to improve the user experience on our RedM scripts. Balancing my time between releasing new scripts and fixing bugs is one of my biggest challenge. This month, we also launched a highly anticipated new script: the Horse Breeding Script.
Last-Minute Mission for Entropy Server
At the beginning of the month, I took on an unexpected task for the Entropy server. Their front-end developer was on vacation, and they asked me to create the user interface for their crew script. Fortunately, I was able to use the existing designs they had, which made it easier to complete the task quickly.
Horse Breeding Script Release
It had been nearly six months since I last released a new script. I finally found the time to complete the Horse Breeding Script after several weeks of development and testing. The script is now available for purchase in our shop. Here are some of the main features:
- Breed a stallion with a mare.
- The mare's belly grows during the gestation period, adding a realistic touch.
- The foal is born after a set amount of time, with a randomly generated coat color.
- The foal's stats are influenced by the parents' stats, making each foal unique.
- There is a cooldown period before the mare can breed again, to maintain gameplay balance.
This script enriches the player experience by offering an immersive horse management and breeding mechanic.
Before releasing the breeding script, it was important for me to fix all known bugs in the Stable Script. I spent several weeks working on patch 1.10.10 of kd_stable. This new version fixes many bugs, including the black coat issue. For more details, please refer to the patch notes on the script's page.
Hairdresser Script Update
The Hairdresser Script received a new update this month. After several days of work on revamping the back-end that manages the menus, the current version is much more stable and optimized. Issues with parallel menus have been resolved, and the main problems with the script were patched during October. The script is now stable.
Update to jo_libs with RSG V2 and New Modules
In parallel, I added compatibility with RSG V2 for jo_libs, while maintaining backward compatibility with version V1.
jo_libs also received a new module: gameEvents. This module makes handling game events more intuitive and understandable while improving optimization. Here is an example:
jo.gameEvents.listen('EVENT_ENTITY_DAMAGED', function(data)
print(json.encode(data))
end)
This new module simplifies event management and brings significant performance improvements.
Additionally, the callback module of jo_libs has been updated to allow callbacks from client to client or from server to server, making interactions between scripts much more flexible and powerful.
A new promise module has also been added to jo_libs to handle asynchronous responses more easily. The documentation will be updated in the coming weeks.
local results = jo.promise.new(function(cb)
jo.callback.triggerServer('theCallbackName', function(results)
cb(results)
end)
end)
Conclusion and Goals for November
October has been intense, but it's always rewarding to see our projects move forward and to receive your feedback. For November, the goals are clear:
- Continue supporting the scripts by fixing the remaining bugs.
- Release the character creator, which becomes quite the running joke.
Thank you all for your continued support! Don't forget to check out the Horse Breeding Script now available, and stay tuned for upcoming updates.