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Messages - stormeus

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1
Resolved Bug Reports / Re: [BUG] Players are not burning, but just affected
« on: November 29, 2014, 02:42:37 am »
This is not a bug. Players are not shown as on fire on other people's screens anymore because they would become bugged to other players. This was the lesser of two evils, and is the same behavior as in 0.3.

2
General Discussion / Re: Forget the password of new forum
« on: November 13, 2014, 09:49:39 pm »
A new password has been sent to you here.

3
News / Check out the new forum
« on: October 16, 2014, 10:55:24 pm »
A couple of announcements:

First of all, a number of you guys might have noticed that the 0.4 wiki at http://wiki.vc-mp.org was down for an extended period of time. There was a configuration issue on our end that has been resolved and the new wiki is now back up for use and editing. With that, editing has been made open for all users and registration has been re-enabled with a few verification questions to avoid spam.

Secondly, we have a brand-new forum over at http://forum.vc-mp.org which we intend to use for all development for 0.4 and beyond, featuring faster and more refreshing forum software and a new theme. At the moment it's incomplete as there is information that still needs to be moved over; if you want to help move over important threads and tutorials, by all means, register and do so.

While the new forum is still being populated, we will leave this one open, but discourage the use of only this forum for support and script releases. We'll make another announcement when we feel we're ready to jump and fully move onto the new forum.

Once everything is in place, this forum will be archived (read-only), registrations will be disabled, and because the forum will be read-only, no new posts will be accepted. Because the new forum only has 0.4 sections, this essentially means that official support for 0.3 will also end then, and users will be encouraged to upgrade to 0.4 by that point.

4
Script Discussion / Re: What does ".Immunity" do?
« on: October 08, 2014, 09:53:43 pm »
Code: [Select]
Binary  | Hex  | Dec | Field
---------------------------------------
0b00001 | 0x1  |  1  | bulletproof
0b00010 | 0x2  |  2  | fireproof
0b00100 | 0x4  |  4  | explosion-proof
0b01000 | 0x8  |  8  | collision-proof
0b10000 | 0x10 |  16 | melee-proof

0 means no immunity to any damage, 31 means immunity to all damage. You can add all the numbers together or use bitwise OR/AND to toggle flags.

5
Resolved Bug Reports / Re: [ Crash ] NewTimer
« on: October 07, 2014, 05:43:56 pm »
This is a known issue that has been documented on the Squirrel issue list on Bitbucket.

6
Script Discussion / Re: Server not starting after the recent update
« on: October 07, 2014, 12:31:39 pm »
Redownload the server, this was already patched out.

Server RC Update Released
  • Fixed address-sanitizer libraries accidentally being included in the Linux version
  • Fixed client version to be valid for the updater

7
General Discussion / Re: Official Plugin Update Announcements
« on: October 07, 2014, 12:45:23 am »
Squirrel Updated
  • Added to correspond to server update:
    • player.Action
    • player.AimDir
    • player.AimPos
    • player.GameKeys
    • player.IsCrouching
    • player.IsOnFire
    • player.Redirect(ip, port, [name, [server pass, [user pass]]])
    • onPlayerOnFireChange(player, isOnFireNow)
    • onPlayerCrouchChange(player, isCrouchingNow)
    • onPlayerGameKeysChange(player, oldKeys, newKeys)
  • Added GetSkinID(skinName) (thanks SLC)
  • Squirrel-dependent plugins like MySQL now register their functions after reloading scripts
  • Fixed returning of game values like hour, minute, gravity, etc. (thanks Gudio)
  • Fixed a memory leak in GetVehicleModelFromName
Updated binaries:
https://bitbucket.org/stormeus/0.4-squirrel/downloads



Announce Updated
  • Enabled the ability to override the announce server using the announce <server> format in server.cfg
  • Enabled the ability to announce to up to five servers by using multiple announce config lines
  • Default masterlist changed to master.vc-mp.ovh
  • Messages are no longer printed on success
Updated binaries:
https://bitbucket.org/stormeus/0.4-announce/downloads

8
General Discussion / Re: VC-MP 0.4 RC announce
« on: October 07, 2014, 12:38:16 am »
The same problem...
Masterlist master.vc-mp.ovh failed with error 200 while attempting to list this server.

But it shows on the list! What's the matter? :o

The plugin was not a final version. Try redownloading.

9
General Discussion / Re: VCMP 0.3 multiple instances?
« on: October 06, 2014, 11:57:04 pm »
It requires some surprisingly deep game hooking which, while theoretically possible, would be difficult to implement as a separate DLL. I honestly wouldn't continue developing for 0.3; with 0.4 in release candidate phase, we're looking to phase out 0.3, starting by shutting down the masterlist upon release.

10
General Discussion / Re: Client/Server Update Announcements
« on: October 06, 2014, 10:57:36 pm »
Server RC Update Released
  • Fixed address-sanitizer libraries accidentally being included in the Linux version
  • Fixed client version to be valid for the updater

Updated binaries:

Windows Server (x86)
Windows Server (x64)
Linux Server (x86)
Linux Server (x64)

11
General Discussion / Re: Problem 0.4 RC
« on: October 06, 2014, 10:43:46 pm »
Fixed, new update pushing soon.

12
General Discussion / Re: Client/Server Update Announcements
« on: October 06, 2014, 06:12:23 pm »
This is the 0.4 Release Candidate
Dramatic changes in functionality like this are unlikely to occur until final release. Please note that we are planning to move to a new forum with this release. This forum will remain an archive.



Server Release Candidate Released
  • Running as root is no longer supported and must be explicitly enabled in order to continue running the server.
  • Added command line options for server hosters that override built-in server behavior and user configurations in server.cfg:
    • -maxplayers: Specifies a hard limit on the number of players allowed on a server. Configurations or function/plugin calls that attempt to go above this will be throttled.
    • -port: Forces server to be bound to a given port.
    • -bindip: Forces server to be bound to a given IP.
    • -noanticheat: Disables anticheat and forces it to be disabled regardless of configuration.
    • -allow-server-runas-root: Allows server to run as root.
  • Servers can now request users to be redirected to another server.
    • Players will receive a prompt asking if they would like to be connected to server X:Y with an optionally specified nickname, Z.
    • Redirection is optional and will only occur if the player uses the /allowredirect command client-side.
  • Added plugin functions for accessing more player information (see the SDK diff).
    • GetPlayerOnFireStatus: returns if a player is on fire (only if on foot)
    • GetPlayerCrouchStatus: returns if a player is crouching (only if on foot)
    • GetPlayerAction: returns a player's action (see below)
    • GetPlayerGameKeys: returns a 16-bit integer representing the player's game keys being held down
    • GetPlayerAimPos: returns the position that a player is aiming toward (only updated when shooting)
    • GetPlayerAimDir: returns the vector rotation of a player's aim (only updated when shooting)
  • Added OnPlayerStateChange(nPlayer, oldState, newState), a more raw callback for player events like entering/exiting vehicles and aiming:
    • 0 - none
    • 1 - normal (foot) sync
    • 2 - shooting ("aim") sync
    • 3 - driver
    • 4 - passenger
    • 5 - entering as driver
    • 6 - entering as passenger
    • 7 - exiting vehicle
    • 8 - unspawned
  • Added OnPlayerActionChange(nPlayer, oldAction, newAction), a raw callback for when a player is changing actions. Frequently used actions:
    • 0 - none
    • 1 - normal
    • 12 - aiming
    • 16 - shooting
    • 41 - jumping
    • 42 - lying on ground
    • 43 - getting up
    • 44 - jumping from vehicle
    • 50 - driving
    • 54 - dying
    • 55 - wasted
    • 58 - entering vehicle
    • 60 - exiting vehicle
  • Added callbacks OnPlayerOnFireChange, OnPlayerCrouchChange and OnPlayerGameKeysChange (see SDK diff)
  • In-built anticheat can now be disabled using the config line anticheat 0 or the command line option -noanticheat
  • Fixed the config line for servername overwriting the password field
  • Version changed from 04pb402 to 0.4.000
Windows Server (x86)
Windows Server (x64)
Linux Server (x86)
Linux Server (x64)

Updated plugin header:
https://gist.github.com/nsgomez/e0b525ed660db7f83b56



Client Release Candidate Released
  • Implement server redirection and /allowredirect
  • Ghosted vehicles are no longer solid on the local player's screen.
  • Added the /connect command for connecting to arbitrary servers while still in the client. Requires /disconnect first.
  • Spectating a player who switches interiors now switches the interiors on your screen to theirs.
  • Remote players should no longer crouch and sprint at the same time.

The update will automatically download and install upon launching the browser or joining an up-to-date 0.4 server.



Browser and Installer Update Released
  • master.vc-mp.ovh is now the default masterlist

You do not need to update in order to change masterlists; simply change your settings to point to the new masterlist server.

Link: http://v04.maxorator.com/files/VCMP04_Installer.zip

13
Resolved Bug Reports / Re: [Can't Repro.] Can't install VCMP
« on: October 04, 2014, 06:43:29 pm »
No response, can't reproduce.

14
Script Discussion / Re: Rotating Sprites
« on: October 04, 2014, 09:17:23 am »
Whitespace is created when you have a PNG with transparency around the image.

15
Script Discussion / Re: Rotating Sprites
« on: October 04, 2014, 07:44:30 am »
The sprites are fine, the problem is your math. Objects are rotated about an axis of 360 degrees. If a player is going 1km/h, your sprite rotates 180 degrees. If a player is going 2km/h, your sprite rotates 360 degrees. It will only rotate to 0 or 180 degrees or some derivative of it, and especially because you round to the nearest whole number.

Can you explain more? I didn't quite understand what you meant.

I don't know how to explain this any further without having to teach trigonometry.

Quote
Secondly rotation problems is a different case why does the sprite move in random positions?

I'm going to say because you didn't remove whitespace/transparency around the speedometer sprite.

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