Update (27/08/09)
Been a long time since the last progress report so here is one!
So what have we been doing for the past few months... well some of us have done lots, while others... haven't 
Lately progress has been fairly slow due to all of us being busy with 'real-life' stuff. (yes, we have lives away from the computer
) It should pick up soon though 
Some things we have done since may... hmm... i'll just make one of my lists! 
- I did some work on the GUI system a while ago to improve its efficiency and make it easier to add new things, so it will look better and use less resources. Currently when testing on a crappy onboard intel graphics chip, the GUI has no effect on FPS with many things on screen

- Optimised many of the loops in the code to use less resources. Less ram and less cpu usage is now used making it very light

- Tweaked the player sync to make it more accurate and less dodgy, its still a bit warpy with laggy players jumping about but that will be fixed soon... i hope

- Himselfe has been a very busy guy. He has recoded many of the core GTA3 functions in LU to give more control over the game, and to optimise many things. This will help us eliminate bugs VERY easily, since the functions are redirected to our stuff, so its easier to add error checking/handling.
- Started adding control for the shoreside vale bridge. We are aiming to have the script controlled. and yes, it will be sync'd

- Added a feature to set vehicle colours to ANY colour. You are no longer limited by the 94 default vehicle colours of GTA3. The colours can be set via scripting and any RGB value
- Network stuff has been improved for better efficiency, lower bandwidth and more accuracy (in regards to sync)
A few other features are currently being worked on too. Our main aim is to get a release out but these cool features keep popping onto our ideas board, should really stop adding features.
Juppi is still working on adding script functions to give players more control over the game and improve customisability.
Thats all i can think of for now, hope to have some better news soon!
P.S. Theres some short videos of LU on youtube from recent tests, and also a couple on my xfire profile, which can be found Here
Update (08/05/09)
The site and blog looked a bit empty so heres an update on the current progress of the mod! 
Lately me and the other developers have been working hard fixing various bugs and tweaking certain aspects of the mod. We've also done some work on adding some new well needed features. 
Shortly after AdTec_224 joined the team, he got to work on implementing a spawn screen. I'm glad to say that its in and works pretty well
Theres a couple of things to be added and tweaked but its near enough done.
Another thing AdTec has done was do some more on the client config file to personalise your settings in game (chatbox colour etc)
I have been working hard on fixing various bugs, crashes and performance issues recently and hammering through them nicely. I'm glad to say melee now works 90% of the time (dont ask about the other 10% because i have no idea yet) and the GUI has had some more optimisations added. I have also added mouse support to the GUI so you can drag windows around the screen. One day i will get around to being able to resize windows via the mouse but thats low priority.
I have also fixed quite a few crashes, potential crashes and also some desync issues.
Last week i got around to finishing off one of the cool things in LU, the ability to play custom sound files in game. You can now use any wav, mp3 or other sound files in game. Just add the file to the server and it will transfer to the clients. Then use the client scripts to play them whenever you want 
Speaking of client scripts, there is now basic gui creation/control via client-side scripting to make scripts easier to operate with. Much like with MTA:SA.
There has been a lot more done lately but far too much to list all of them in detail. We are racing towards a basic release very soon though so stay posted!
Update (20/03/09)
Thought i'd post an update on what i've been doing the past month or so since the site seems fairly dead lately.
I've been working hard on fixing the bugs found in the public beta aswell as adding things that are essential to a release. I have managed to fix the crappy sync bug when jumping or when a player respawns (Player always tries to run forward even though he shouldn't)
Also fixed weapon accuracy a little to make it easier to kill people 
There are also a number of other bugs which wern't found in any beta which i have also fixed. Some could have been pretty bad if they had been found.
Also fixed a few crashes that were occuring in the server.
I've also done some work on improving the efficiency of the code to stop the minor FPS lag that a few people encountered.
Currently i am working towards implimenting a spawn selection screen, adding vehicle passenger and sorting out a server browser/launcher. Once these are done the mod will be tested again, either privately or publicly, then i can think about a basic release.
I am desperate to get a basic release out very soon, as i am sure a lot of people are waiting for this.
Progress Report (08/02/09)
Thought i'd post a small progress report on whats been happening 
I've been busy looking into and eliminating certain bugs which either effect gameplay/sync or cause crashes. Some things have been fixed but theres still a lot to be done.
When i havn't been fixing things, i've been adding new things. Some of these things include:
- New script functions (Mostly timers)
- A client verification thing. To make sure files are the original ones
- File transfers between server and client. This will be used for various things including client-side scripting
- Re-implimented the custom objects system. Still in its early stages and needs some work, but it works

- A memory dump to the exception handler. This will help me debug and track down any crashes easier
- Added the Xfire SDK. Sends server/player information to Xfire
I've also done some small work on the sync, to make it a bit smoother.
I'm continuing to work on the project every day so its always progressing.
Progress Update (15/01/09)
Woo! The first dev blog post of 2009 
Some people have asked me what i've been doing since the public testing which we held back in December, so heres my answer 
I've been busy investigating the most common crashes that occured, unfortunately they are a bitch to fix, so i'm still attempting to fix them. Dont worry though, i will fix them eventually 
Another thing that i've been doing is optimising the code all over the Liberty Unleashed core. This had to be done since it was getting a bit inefficient and a few people (including myself) noticed minor FPS issues when testing. These should now be gone and we can now play without interruptions 
The optimisations also improved the server efficiency. It used to eat anywhere between 10 and 25% on my main system, which is a dual core athlon 6000+ at 3.1GHz, so thats a lot. Now it just sits at 0% and hardly ever spikes 
I've also been working on adding script functions and expanding the rcon stuff. This will allow bigger and better scripts/gamemodes to be made when testing and when released.
I'll keep you all posted on the latest developments as they happen 












