Vice City Multiplayer

VC:MP => General Discussion => Topic started by: maxorator on April 09, 2011, 10:05:29 PM

Title: Discussion of features and bugfixes of 0.4
Post by: maxorator on April 09, 2011, 10:05:29 PM
Here you can discuss the changelog that will slowly start appearing in this topic:

http://forum.vicecitymultiplayer.com/index.php?topic=2634.0


Feel free to comment or ask any questions about mentioned fixes and features. Please do not ask for the release date, since I cannot give an answer to that question and it will not speed up the process.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Devian on April 10, 2011, 01:40:14 AM
seems sync improved a lot.
nice job all vc-mp team.
/me waiting
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 10, 2011, 02:43:35 AM
Don't forget to fix the Windows 7 bugs! Towncivilian made a fix that is posted here on the forum for one of the major ones.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: John321 on April 10, 2011, 04:08:59 AM
sometimes press tab won't work (before spawn)   hope can fix it  ;D
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 10, 2011, 09:57:03 AM
Quote from: SugarD on April 10, 2011, 02:43:35 AM
Don't forget to fix the Windows 7 bugs! Towncivilian made a fix that is posted here on the forum for one of the major ones.

Bugs? That annoying errors after closing server browser were fixed a long time ago (see: VCMP 0.4 public test last year).
Title: Re: Discussion of features and bugfixes of 0.4
Post by: rulk on April 10, 2011, 10:41:35 AM
Quote from: John321 on April 10, 2011, 04:08:59 AM
sometimes press tab won't work (before spawn)   hope can fix it  ;D

This occurs for me too. I am unable to spectate players on occastions.



[offtopic] The New Website is Superb!! Thumbs up chaps [/offtopic]

kind regards

Luke
Title: Re: Discussion of features and bugfixes of 0.4
Post by: OutlawZ on April 10, 2011, 12:09:27 PM
off topic yeah me too
hey rulk :)
wow the website is really cool!
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Ghostface_Killah on April 10, 2011, 03:24:14 PM
That new chatbox better be F7-able.. samp's one is THE WORST

Bold letters outlined in black = horrible
Title: Re: Discussion of features and bugfixes of 0.4
Post by: StriKe on April 10, 2011, 03:34:07 PM
Quote from: Ghostface_Killah on April 10, 2011, 03:24:14 PM
That new chatbox better be F7-able.. samp's one is THE WORST

Bold letters outlined in black = horrible

You can scroll through the chats using the console(`).

http://i.imgur.com/UkE7Y.jpg
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Ghostface_Killah on April 10, 2011, 03:35:21 PM
You mean all messages will be logged?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Kill3R on April 10, 2011, 04:20:53 PM
the chat lines limit for the console is 1000 lines  :)
Title: Re: Discussion of features and bugfixes of 0.4
Post by: OutlawZ on April 10, 2011, 04:38:53 PM
Can use any word from the character map in Nickname?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: BIG[H] on April 10, 2011, 04:46:14 PM
Must Include all Squirrel Functions :D like getservername setservername etc and stability
Title: Re: Discussion of features and bugfixes of 0.4
Post by: rulk on April 10, 2011, 05:02:38 PM
Quote from: StriKe on April 10, 2011, 03:34:07 PM
Quote from: Ghostface_Killah on April 10, 2011, 03:24:14 PM
That new chatbox better be F7-able.. samp's one is THE WORST

Bold letters outlined in black = horrible

You can scroll through the chats using the console(~).

http://i.imgur.com/UkE7Y.jpg

Capital OMG! that looks just amazing strike. thumbs up all round!

scripting
I do agree with Big[H], if possible, could you collaborate with the vcmp squirrel team and implement some/all of their functions into the official server. ( unless you already have something tucked up your sleeve, then i'll shut up :-)  )

Kind Regards

Luke
Title: Re: Discussion of features and bugfixes of 0.4
Post by: aXXo on April 10, 2011, 05:34:19 PM
I hope the vehicle's coordinates sync gets fixed.
Currently Vehicles X,Y,Z doesnt get updated when you drive vehicles....it only changes when you SetVehiclePos.

If possible, update the coordinates when vehicles are pushed around on foot. :)
Title: Re: Discussion of features and bugfixes of 0.4
Post by: StriKe on April 10, 2011, 06:02:26 PM
Quote from: rulk on April 10, 2011, 05:02:38 PM
scripting
I do agree with Big[H], if possible, could you collaborate with the vcmp squirrel team and implement some/all of their functions into the official server. ( unless you already have something tucked up your sleeve, then i'll shut up :-)  )

Kind Regards

Luke

You will be having Squirrel plugins for 0.4 servers.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: rulk on April 10, 2011, 06:07:39 PM
innovation nation! thumbs up.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Aaron on April 10, 2011, 06:14:01 PM
Quote from: OutlawZ on April 10, 2011, 04:38:53 PM
Can use any word from the character map in Nickname?
no
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Ghostface_Killah on April 10, 2011, 06:16:31 PM
Quote from: Kill3R on April 10, 2011, 04:20:53 PM
the chat lines limit for the console is 1000 lines  :)

Cool, will it be F7-able though?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: StriKe on April 10, 2011, 06:17:47 PM
Quote from: Ghostface_Killah on April 10, 2011, 06:16:31 PM
Quote from: Kill3R on April 10, 2011, 04:20:53 PM
the chat lines limit for the console is 1000 lines  :)

Cool, will it be F7-able though?

No.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Cypher on April 10, 2011, 06:21:57 PM
Yea, the new sync it's very nice. I hope that we can have the release as soon as possible. :P
Anyway, will all players know about the 0.4? Because there are players that don't know anything that 0.4 was under developing.


* Cypher waits for 0.4! *
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Ghostface_Killah on April 10, 2011, 06:24:03 PM
Quote from: StriKe on April 10, 2011, 06:17:47 PM
Quote from: Ghostface_Killah on April 10, 2011, 06:16:31 PM
Quote from: Kill3R on April 10, 2011, 04:20:53 PM
the chat lines limit for the console is 1000 lines  :)

Cool, will it be F7-able though?

No.

Aww, don't you think that it should be. The more messages you can see simultaneously, the better - so you don't have to use scroll most of the times
Title: Re: Discussion of features and bugfixes of 0.4
Post by: StriKe on April 10, 2011, 06:31:10 PM
Quote from: Ghostface_Killah on April 10, 2011, 06:24:03 PM
Quote from: StriKe on April 10, 2011, 06:17:47 PM
Quote from: Ghostface_Killah on April 10, 2011, 06:16:31 PM
Quote from: Kill3R on April 10, 2011, 04:20:53 PM
the chat lines limit for the console is 1000 lines  :)

Cool, will it be F7-able though?

No.

Aww, don't you think that it should be. The more messages you can see simultaneously, the better - so you don't have to use scroll most of the times

You will be having 15 lines of chat during the start of the game so you don't have to worry about it.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: maxorator on April 10, 2011, 07:00:00 PM
Quote from: Ghostface_Killah on April 10, 2011, 06:24:03 PM
Aww, don't you think that it should be. The more messages you can see simultaneously, the better - so you don't have to use scroll most of the times
You can change the number of lines that are shown, but it will be with a command instead of a hotkey.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 11, 2011, 01:55:28 AM
Quote from: [AoD]NC on April 10, 2011, 09:57:03 AM
Quote from: SugarD on April 10, 2011, 02:43:35 AM
Don't forget to fix the Windows 7 bugs! Towncivilian made a fix that is posted here on the forum for one of the major ones.

Bugs? That annoying errors after closing server browser were fixed a long time ago (see: VCMP 0.4 public test last year).
It's not fixed in the current release though. Ironically, the work-around of running it in a compatibility mode OS creates another bug, which Towncivilian fixed.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Sephiroth on April 11, 2011, 12:56:20 PM
Alright, i like what i see great work guys.

Super excited about vehicle sync and the ability to stand on a car without falling off easily.


question: is the server browser bug fixed? where it will spam you with a bunch of access violation messages when you close it?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: OutlawZ on April 11, 2011, 01:05:16 PM
Quote from: [AoD]NC on April 10, 2011, 09:57:03 AM
That annoying errors after closing server browser were fixed a long time ago (see: VCMP 0.4 public test last year).
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Skirmant on April 11, 2011, 01:06:16 PM
Quote from: Sephiroth on April 11, 2011, 12:56:20 PM
Alright, i like what i see great work guys.

Super excited about vehicle sync and the ability to stand on a car without falling off easily.


question: is the server browser bug fixed? where it will spam you with a bunch of access violation messages when you close it?

Try VRocker's unoficial server browser for Windows 7 & Vista. It fixed the problem for me :P

http://forum.vicecitymultiplayer.com/index.php?topic=1350.0
Title: Re: Discussion of features and bugfixes of 0.4
Post by: aXXo on April 11, 2011, 02:35:03 PM
Is it possible to have the feature in 0.4 that let scripts cancel an Event/Callback??

Example: If we put 'return 0;' in 'OnPlayerChat'
Then, the chat wont be displayed in console. That is, the the callback will be cancelled.

Or if we put 'return 0;' in OnPlayerSpawn' the player will not be able to spawn.

But if the callback returns '1' (or bool true), then the event is called like it normally does.

More examples:
Returning '0' in OnPlayerDeath wont take the player to spawn screen, it will stop on the dead body and "Wasted" screen.
Return 0 in OnRconCommand will not execute the rcon command.
Return 0 in OnPlayerSwitchWeapon(*exists in squirrel) wont switch player wep.

etc etc. for all Callbacks.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [MKs]WiLsON on April 11, 2011, 03:22:54 PM
i was thinking that vcmp 4 will got garage for repair car,park car etc   :(
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Aldo on April 11, 2011, 05:42:11 PM
My questions
Will the current functions for Pawn be fixed
Will there be more functions for pawn (SetTimerEx, DCMD support etc)
Will there be plugins for pawn (MySQL, sscanf etc)
Will there be actual rcon commands like in samp

That's all my questions for now
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Skirmant on April 12, 2011, 09:30:12 AM
Here's my modest little list, of things I think most of us would like to see / be fixed.

---BUGS---

Player crashes and experiences weird bugs when his health is being setted while he is in a car.
Player sometime crashes when uses all of the ammo in a setted gun.
Player behaves weirdly when using classic controls. For example: Shooting north, bullets hit player that is standing east.
Players that aim with a sniper cannot be harmed from far range with most weapons like M60.
Players that aim with a sniper get zoomed out when someone joins the server.
Player that aim with a sniper can sometimes get a random shaking effect that can repeat it self multiple times in a row.
When spawning to a corpse of a dead car, it goes on fire again.

[EDIT]

If a vehicle is seted to re spawn and a player is teleported to it before it does, the vehicle becomes immortal.
If a vehicle is teleported & burned between a wall and a player is teleported to it after it re spawns the vehicle becomes immortal.
The clothes pickup causes powerful lag for the player near it and eventually crash.
Setting player skins multiple times to multiple players can sometimes cause weird anomalies. Player can't die, can't enter cars, can't see him self shooting and sometimes disappears at all from the sight of all other players.
Setting player skins to invalid ids crashes all the players inside the server.
When calling multiple animations one after another they begin mix up. Selling anim starts switching into turning around, ect.
When having two colored types of announcements on the same screen the center announcement turns into pink.
Vehicles cannot be locked completely anymore so even the passenger couldn't exit. Yes I'm talking about status 4.
Setting player team to an id that doesn't exist causes complete chaos in the chat box. Messages repeat them self in many different colors. 
Voodoo crashes! (as always).
At some point the server doesn't allow you add more different types of vehicles.
Vehicles cannot be locked if they haven't been ever entered.

That pretty much exceeds all of my knowledge about the current version's bugs. Some of them are pretty small and don't really mean much, but at least I pointed them out. Some of they may have been already fixed in the beta version, but at least I checked :P

---IMPROVEMENTS---

SetPlayerSkin Should be synched to server instead of online players.
SetPlayerTeam Should be synched to server, visible to everyone.
SetPlayerHealth & SetPlayerArmour should go higher than 100 (immortality included).
SetVehicleHealth should go higher than 100 (immortality included).
Players shouldn't be able to pass the enter car detection with some bizarre "keep holding enter key" mambo jumbo.

---SUGGESTIONS---

An optional ammu nation.  
An option to change vehicle colors.
An option to spawn and remove markers visible to a specific person.
An option to remove markers visible to everyone and synched to the server.
An option to  spawn and remove "auroras" that are synched to the server.
An option to detect when someone touches an aurora.
An option to spawn a "soundless" pickups. This has been done to the save pickup in R2. So why not make an option for it?  
An option to SetAlarm that would work when none is in a vehicle and could maybe only be heard to local players.
A function that would inform the clients to start a classic Vice City countdown. Which I believe would be much more precise than doing it with a script.
Weapon ammo detection.
Far more animations.  

---CRAZIER STUFF---

An option to enable/disable ammu nation.  
An option to spawn objects that are synched to the server.
An option to disable players from going to the spawn screen when dieing and instead teleporting to a certain cord.
An option to enable walk mode which is basically a walking animation called instead of running.
An option to generate all kinds of explosions and flames.
An option to spawn interactive props, like movable boxes and exploding barrels.  
An option to set the auroras wideness.
An option to text draw in the game using Vice City font.

Title: Re: Discussion of features and bugfixes of 0.4
Post by: OutlawZ on April 12, 2011, 12:21:56 PM
lol, all those bugs are already fixed, check the current status thread by maxo
Title: Re: Discussion of features and bugfixes of 0.4
Post by: aXXo on April 12, 2011, 12:50:28 PM
Current BUG
OnPlayerEnterVehicle does not get called when entering boats.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Skirmant on April 12, 2011, 07:26:54 PM
Quote from: OutlawZ on April 12, 2011, 12:21:56 PM
lol, all those bugs are already fixed, check the current status thread by maxo

I'm pretty sure that some of them haven't been seriously looked into yet.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: maxorator on April 12, 2011, 09:05:33 PM
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayer crashes and experiences weird bugs when his health is being setted while he is in a car.
Haven't been able to reproduce in beta.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayer sometime crashes when uses all of the ammo in a setted gun.
Did occur in earlier version, but I am not completely sure if this is fixed.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayer behaves weirdly when using classic controls. For example: Shooting north, bullets hit player that is standing east.
Will disable classic controls.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayers that aim with a sniper cannot be harmed from far range with most weapons like M60.
Mostly fixed. Remote player aim might not be accurate when the local player zooms though. Will work on that.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayers that aim with a sniper get zoomed out when someone joins the server.
Fixed. Check the thread.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayer that aim with a sniper can sometimes get a random shaking effect that can repeat it self multiple times in a row.
First time I hear this and I've never seen it.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMWhen spawning to a corpse of a dead car, it goes on fire again.
Haven't checked this out. Not really critical though I guess.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMIf a vehicle is seted to re spawn and a player is teleported to it before it does, the vehicle becomes immortal.
You mean when it respawns because it blew up? Haven't noticed this.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMIf a vehicle is teleported & burned between a wall and a player is teleported to it after it re spawns the vehicle becomes immortal.
Between a wall? I don't understand what you mean because the location really isn't relevant.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMThe clothes pickup causes powerful lag for the player near it and eventually crash.
Haven't tried this, but I am planning to change the pickup system so that things like this wouldn't even be possible.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetting player skins multiple times to multiple players can sometimes cause weird anomalies. Player can't die, can't enter cars, can't see him self shooting and sometimes disappears at all from the sight of all other players.
Haven't noticed any bugs with skins at all in the current beta.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetting player skins to invalid ids crashes all the players inside the server.
Fixed.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMWhen calling multiple animations one after another they begin mix up. Selling anim starts switching into turning around, ect.
That seems to be the default behaviour of the animation system. I am not really sure this needs changing.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMWhen having two colored types of announcements on the same screen the center announcement turns into pink.
Any bugs related to the old chatbox are irrelevant.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMVehicles cannot be locked completely anymore so even the passenger couldn't exit. Yes I'm talking about status 4.
I have never really understood why anyone would want to lock someone INSIDE a vehicle.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetting player team to an id that doesn't exist causes complete chaos in the chat box. Messages repeat them self in many different colors.
Haven't tested this in new chatbox.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMVoodoo crashes! (as always).
Voodoo hydraulics are disabled now.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAt some point the server doesn't allow you add more different types of vehicles.
It wasn't the server that stopped it, it was the game engine. This limit has been raised now.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMVehicles cannot be locked if they haven't been ever entered.
Locking system is now interactive (OnPlayerRequestEnter).
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetPlayerSkin Should be synched to server instead of online players.
Done already.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetPlayerTeam Should be synched to server, visible to everyone.
Done already.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetPlayerHealth & SetPlayerArmour should go higher than 100 (immortality included).
Not implemented (yet). For immortality I might make different functions (set immunities).
Quote from: Skirmant on April 12, 2011, 09:30:12 AMSetVehicleHealth should go higher than 100 (immortality included).
Same as previous.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMPlayers shouldn't be able to pass the enter car detection with some bizarre "keep holding enter key" mambo jumbo.
Vehicle entry is now completely controlled by the server and there shouldn't be any way to bypass it.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn optional ammu nation.
Can be done with already available scripting functions.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to change vehicle colors.
Will do.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to spawn and remove markers visible to a specific person.
Maybe will implement, not sure yet.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to remove markers visible to everyone and synched to the server.
Already possible, although I'm not sure if synced properly.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to  spawn and remove "auroras" that are synched to the server.
An option to detect when someone touches an aurora.
Maybe. Not sure yet. Depends on how many other things I have to do.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to spawn a "soundless" pickups. This has been done to the save pickup in R2. So why not make an option for it?
No sound when picking up? Either way, with the new pickup system the server would have to manually play the sounds anyway.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to SetAlarm that would work when none is in a vehicle and could maybe only be heard to local players.
I don't understand what you mean by "could only be heard to local players".
Quote from: Skirmant on April 12, 2011, 09:30:12 AMA function that would inform the clients to start a classic Vice City countdown. Which I believe would be much more precise than doing it with a script.
Not sure if this will be implemented.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMWeapon ammo detection.
Will be done.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMFar more animations.
If I don't have anything better to do.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to enable/disable ammu nation.
Scripts are for that. There will be no hardcoded Ammu-Nation.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to spawn objects that are synched to the server.
Already implemented.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to disable players from going to the spawn screen when dieing and instead teleporting to a certain cord.
Can be implemented by scripts by forcing spawn immediately.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to enable walk mode which is basically a walking animation called instead of running.
You mean make the player "tired"?
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to generate all kinds of explosions and flames.
Explosions done, flames not.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to spawn interactive props, like movable boxes and exploding barrels.
Would need sync also, probably not going to implement (yet).
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to set the auroras wideness.
If they will be added, might do that too.
Quote from: Skirmant on April 12, 2011, 09:30:12 AMAn option to text draw in the game using Vice City font.
Not sure if I will implement this. Depends on other things.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 12, 2011, 09:39:47 PM
QuotePlayer crashes and experiences weird bugs when his health is being setted while he is in a car.
@max: try to set the hp to lower when in car. I have tried to make a realistic mod, which decease the hp, when car is damaged. It didn't worked properly just because sometimes after setting new hp, my actor was teleported outside the car, but was still controlling it (?).

QuoteWhen spawning to a corpse of a dead car, it goes on fire again.
I think that's because of desync since R2, was not present in R1. See my vid: http://www.youtube.com/watch?v=mqOH09Qqfxo

QuoteVehicle entry is now completely controlled by the server and there shouldn't be any way to bypass it.
Agree./me cries

QuoteA function that would inform the clients to start a classic Vice City countdown. Which I believe would be much more precise than doing it with a script.
VC doesn't have a countdown, it is a simple script that uses draw text stuff + play sound.

QuoteAn option to enable walk mode which is basically a walking animation called instead of running.
@max: Walk like peds in single player.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Klaus_Meine on April 12, 2011, 09:45:16 PM
Quote from: maxorator on April 12, 2011, 09:05:33 PM
I have never really understood why anyone would want to lock someone INSIDE a vehicle.
In RPG, you might want to lock someone in your car to kidnap them.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 12, 2011, 10:47:53 PM
Quote from: [AoD]NC on April 12, 2011, 09:39:47 PM
QuoteAn option to enable walk mode which is basically a walking animation called instead of running.
@max: Walk like peds in single player.
Or make them walk by default while holding the alt key and moving forward, like in SA:MP.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 12, 2011, 10:50:04 PM
Correct me if I am wrong, but in SA it is possible to walk without any modifications (robbery missions?).
Title: Re: Discussion of features and bugfixes of 0.4
Post by: NewK on April 13, 2011, 12:45:47 AM
Shouldn't the "bugged" bug be top priority here?
When someone is bugged and can't shoot, the player just floats around...
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Skirmant on April 13, 2011, 09:02:18 AM
Than you  for the awesome response Max, I really appreciate it ;D
I'm going to to clear up a few things though.

QuoteI don't understand what you mean by "could only be heard to local players".
As you probably noticed the alarm is heard by everyone in the server. So my suggestion is to do a radius for it. Or at least play it for selected players only so it could be scriptable.
QuoteYou mean when it respawns because it blew up? Haven't noticed this.
No. If you use SetVehicleToRespawn to respawn a vehicle and you teleport in it before it respawns the vehicle becomes immortal. It also respawns immediately if you exit it.
QuoteBetween a wall? I don't understand what you mean because the location really isn't relevant.
Excuse me for my lack of clearness. What I actually meant was that if a vehicle is burned and teleported to a location where it keeps scratching it self and gets a player immediately teleported in it after it spawns, it becomes immortal. I'm not really sure if it still works in R2 tho. But it sure worked in R1.
QuoteFirst time I hear this and I've never seen it.
You should do a bit of snipping sometime in a really crowded server like XE. You will eventually get this issue.
QuoteAny bugs related to the old chatbox are irrelevant.
I was actually talking about announcements. You know, big letter messages that can be scripted to appear almost anywhere in your screen.
QuoteHaven't noticed any bugs with skins at all in the current beta.
It seems that I am the only one that experienced this, probably because my server is the only one that uses the set skin function so much. Hopefully it's fixed :)

I have a feeling that the 0.4 version is going to be sweet!
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 13, 2011, 03:49:45 PM
Ok I know probably what causes the

QuotePlayer that aim with a sniper can sometimes get a random shaking effect that can repeat it self multiple times in a row.

Sometimes the sniper got bugged and it plays the punch anim! That's why the camera shakes.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: OutlawZ on April 13, 2011, 05:04:25 PM
Quote from: [AoD]NC on April 13, 2011, 03:49:45 PM
Ok I know probably what causes the

QuotePlayer that aim with a sniper can sometimes get a random shaking effect that can repeat it self multiple times in a row.

Sometimes the sniper got bugged and it plays the punch anim! That's why the camera shakes.
lol yeah, i got that when i changed to aim mode right after jumping from a building in downtown.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Devian on April 13, 2011, 06:55:10 PM
Quote from: [AoD]NC on April 12, 2011, 10:50:04 PM
Correct me if I am wrong, but in SA it is possible to walk without any modifications (robbery missions?).
yeh,hold ALT and walk.
like robbery missions just crouch hold ALT and walk.

StuntBike feature will keep in 0.4?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: BIG[H] on April 13, 2011, 07:04:03 PM
Should add Public OnPlayerMove(playerid, distance); and OnPlayerKeyStateChange(playerid , oldkey , newkey);
OnPlayerShoot(playerid , target ,distance);
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 13, 2011, 07:33:24 PM
@Devian: why should StuntBike got deleted? No reason.

Quoteyeh,hold ALT and walk.
like robbery missions just crouch hold ALT and walk.

QuoteOr make them walk by default while holding the alt key and moving forward, like in SA:MP.

Ok so we can not compare how this is in SAMP, because it is already coded in SA. I don't know if it is possible to walk, jog and sprint with one actor in VC, I think not. However how can be walking useful? Only for RP servers. I had this walk mod for singe player, but never used it in fact, because I always hold the sprint key :P. Same is in VCMP, most players are using sprint key for moving.

Remember, that the topic is "Discussion of features and bugfixes of 0.4", so we should talk here about things already added to 0.4.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 14, 2011, 02:23:48 AM
Quote from: [AoD]NC on April 13, 2011, 07:33:24 PM
@Devian: why should StuntBike got deleted? No reason.

Quoteyeh,hold ALT and walk.
like robbery missions just crouch hold ALT and walk.

QuoteOr make them walk by default while holding the alt key and moving forward, like in SA:MP.

Ok so we can not compare how this is in SAMP, because it is already coded in SA. I don't know if it is possible to walk, jog and sprint with one actor in VC, I think not. However how can be walking useful? Only for RP servers. I had this walk mod for singe player, but never used it in fact, because I always hold the sprint key :P. Same is in VCMP, most players are using sprint key for moving.
So you're saying RP servers should be left out just because DM is the dominant server type? That hardly seems fair.

As for the walking animation, of course it's hardcoded in SA:MP...we are requesting the same thing in VC:MP. I hardly see an argument here. If you meant it's hardcoded in SA, it's possible in VC too. I had a player do it with a joystick in MTA:VC, and that is severely limited in terms of everything compared to VC:MP. It's literally just the character moving at a slower pace that causes that animation. It even looks normal.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Skirmant on April 14, 2011, 05:31:52 AM
All it really takes is to code the alt key to play the ped walking animation in the direction the player is aiming. Of course, it would require some sync between the server and other clients, but it doesn't seem like something extremely difficult to do.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Charleyutton on April 14, 2011, 10:29:01 AM
Quote from: SugarD on April 14, 2011, 02:23:48 AM
I had a player do it with a joystick in MTA:VC

Talking of which, joysticks analog controls are desynced in Vice City, you see the player moving but it doesn't play the run animation. (It is as if they player is bugged). They can still shoot though. I don't know the ins and outs as I don't own a joystick, but perhaps this is something that could be fixed?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 14, 2011, 12:43:58 PM
Quote from: Charleyutton on April 14, 2011, 10:29:01 AM
Quote from: SugarD on April 14, 2011, 02:23:48 AM
I had a player do it with a joystick in MTA:VC

Talking of which, joysticks analog controls are desynced in Vice City, you see the player moving but it doesn't play the run animation. (It is as if they player is bugged). They can still shoot though. I don't know the ins and outs as I don't own a joystick, but perhaps this is something that could be fixed?
Actually it's only desynced in VC:MP then, because it works fine in MTA:VC, and there's obviously no way to check that in singleplayer being that it's just that...singleplayer. As for the type of desync you're describing, that seems to happen a lot in VC multiplayer clients in early development regardless. It's just a animation sync bug.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Charleyutton on April 14, 2011, 01:48:26 PM
Quote from: SugarD on April 14, 2011, 12:43:58 PM
Quote from: Charleyutton on April 14, 2011, 10:29:01 AM
Quote from: SugarD on April 14, 2011, 02:23:48 AM
I had a player do it with a joystick in MTA:VC

Talking of which, joysticks analog controls are desynced in Vice City, you see the player moving but it doesn't play the run animation. (It is as if they player is bugged). They can still shoot though. I don't know the ins and outs as I don't own a joystick, but perhaps this is something that could be fixed?
Actually it's only desynced in VC:MP then, because it works fine in MTA:VC, and there's obviously no way to check that in singleplayer being that it's just that...singleplayer. As for the type of desync you're describing, that seems to happen a lot in VC multiplayer clients in early development regardless. It's just a animation sync bug.

It's actually slightly different to the bug that you might be thinking of. There is an animation sync bug whereby you can be 'bugged' from when you spawn, meaning people won't see your running anims or shooting anims. The one I'm describing is one in which you can see their shoot anims, but not their run anims. I've seen players messing around with it, they can switch from the two settings on their joystick to appear with what is the general definition of 'bugged', without actually being so, to having all their anims displayed normally.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 14, 2011, 06:51:54 PM
QuoteSo you're saying RP servers should be left out just because DM is the dominant server type?
@SugarD: I have just said, that the walking animation wouldn't be useful at DM servers (as I said, most players tap sprint key), only at RP servers for me.

QuoteI don't know if it is possible to walk, jog and sprint with one actor in VC, I think not.

It looks for me technically impossible, so you can say what you want :>. There is however a function in VC's engine to "set actor walking style", but this works only on bots created via the game, not for the player. Maybe with joystick you can walk, but just because you move it a little bit. Some of you may know, that a similar trick with keyboard and pushed for a while the arrow key + replay also gives you the opportunity to walk. :o
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 15, 2011, 01:22:25 AM
Quote from: [AoD]NC on April 14, 2011, 06:51:54 PM
QuoteSo you're saying RP servers should be left out just because DM is the dominant server type?
@SugarD: I have just said, that the walking animation wouldn't be useful at DM servers (as I said, most players tap sprint key), only at RP servers for me.

QuoteI don't know if it is possible to walk, jog and sprint with one actor in VC, I think not.

It looks for me technically impossible, so you can say what you want :>. There is however a function in VC's engine to "set actor walking style", but this works only on bots created via the game, not for the player. Maybe with joystick you can walk, but just because you move it a little bit. Some of you may know, that a similar trick with keyboard and pushed for a while the arrow key + replay also gives you the opportunity to walk. :o
1. DM servers aren't the only kind that exist, though.
2. You don't need to add an animation for it. You just make the player move slower and they literally walk. Like I mentioned in a previous post, I had a friend in MTA:VC use his joystick to cause a skin to move much slower rather than going at running speed, and it forced him to walk. The default walking animation works on it's own. It's the same one as the running one, just slower, and it looks normal! Literally just have the Alt key cause the player to move at a much slower rate and you have walking. No extra work needed.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 15, 2011, 02:30:53 PM
QuoteYou just make the player move slower and they literally walk.
Just :P? VC doesn't have a function to walk slower and as I said, it probably can't handle 3 ways of moving at one time. There is a function to set the walking style, but doesn't work for the players. However maybe max could hack it, but for me, it is not an important thing.

QuoteLike I mentioned in a previous post, I had a friend in MTA:VC use his joystick to cause a skin to move much slower rather than going at running speed, and it forced him to walk.
But we won't play MP's with joysticks, or do we? o/o
Title: Re: Discussion of features and bugfixes of 0.4
Post by: rulk on April 15, 2011, 07:27:18 PM
[suggestion]
It would be good to keep track of changes/bug fixes in an organised fashion with severity levels etc, similar to gta iv:mp's bug tracker which i have just come across.

http://bugs.iv-multiplayer.co.uk/


sounds like the ideal job for thijn :-)
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 15, 2011, 07:44:06 PM
Rulk, I have suggested that months ago, we will see if a bug tracker will be set up in the future.

I think it can be also as a new forum board.

Maybe it is a ideal job for thijn, but would be nice if at least bug tracker was under vcmp.com domain ;).
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 16, 2011, 06:34:08 AM
Quote from: [AoD]NC on April 15, 2011, 02:30:53 PM
QuoteYou just make the player move slower and they literally walk.
Just :P? VC doesn't have a function to walk slower and as I said, it probably can't handle 3 ways of moving at one time. There is a function to set the walking style, but doesn't work for the players. However maybe max could hack it, but for me, it is not an important thing.

QuoteLike I mentioned in a previous post, I had a friend in MTA:VC use his joystick to cause a skin to move much slower rather than going at running speed, and it forced him to walk.
But we won't play MP's with joysticks, or do we? o/o
Just set the player to move slowly when the alt key is pressed. You would just have to emulate the user telling the character to move forward at a much slower rate. I'm sure it's possible because there are cutscenes with the characters walking.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: cycu on April 16, 2011, 02:17:52 PM
About the slow walking thingy, it's not hardcoded into sa-mp it's already coded in San Andreas it self.

If you use walking mod while playing vcmp and other players does too they will actually see the animation :)

I think it's an really genius idea to add it, death to DM servers already! xD jk.

Let's be honest it's boring to run like idiot with shotgun/stubby and shoot others all the time, on other hand to make great RP server vcmp will need a lot animations added and re designed SetAnimation function and ClearAnimation func plus some other stuff.

However i wish it will be possible soon.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: OutlawZ on April 16, 2011, 05:05:32 PM
http://www.youtube.com/watch?v=7i-TtgVjeD4
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 16, 2011, 07:43:27 PM
Quote from: OutlawZ on April 16, 2011, 05:05:32 PM
http://www.youtube.com/watch?v=7i-TtgVjeD4

Used replay bug to walk v_v.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: maxorator on April 16, 2011, 09:39:43 PM
Quote from: [AoD]NC on April 15, 2011, 02:30:53 PMHowever maybe max could hack it, but for me, it is not an important thing.
Of course I can hax it. Not sure it is worth the effort though.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 17, 2011, 04:58:00 AM
That was a bug. If you slow down the running animation even more, it will do normal walking.

(http://i208.photobucket.com/albums/bb187/ms-sugard-x/walkingmodcomment.png)
The above comment is from someone who made a walking mod for GTA:VC. You'll notice that he confirms walking is possible in the game with a joystick, which is how I can confirm all you need to do is slow the character's movement down. If you could simply implement this idea into the alt button and have it force the character to slow down while held, you can make him walk instead of run, simple as that.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: cycu on April 17, 2011, 09:29:26 AM
What about different skins ? in SA every skins does walk differently from each other.

I know that in VC this also happens, however in vcmp no matter what skin you have you will walk/run like tommy.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 17, 2011, 11:33:10 AM
Quote from: cycu on April 17, 2011, 09:29:26 AM
What about different skins ? in SA every skins does walk differently from each other.

I know that in VC this also happens, however in vcmp no matter what skin you have you will walk/run like tommy.
It shouldn't be a huge enough difference that it causes it to look abnormal. All of the skins can run, so I can't see why all of them can't walk too.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: tato on April 18, 2011, 07:57:00 AM
must fix all pawno bugs plz
and the rcon-console plz


Stop Double Posting and posting in spanish
Title: Re: Discussion of features and bugfixes of 0.4
Post by: SugarD on April 18, 2011, 08:25:45 AM
Please use the edit button and don't double-post! ;)
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Morphine on April 22, 2011, 09:55:03 PM
Hello to everyone.
I have a question here - back in 0.3 R2 (which we're currently on), there's this bug when writing private messages. Sometimes if you type someone's full nick into the /msg command and send a message, it just sends it to someone completely else. I'm aware that using IDs is recommended but will this bug be taken into consideration for 0.4?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: maxorator on April 22, 2011, 11:45:59 PM
Quote from: Morphine on April 22, 2011, 09:55:03 PM
Hello to everyone.
I have a question here - back in 0.3 R2 (which we're currently on), there's this bug when writing private messages. Sometimes if you type someone's full nick into the /msg command and send a message, it just sends it to someone completely else. I'm aware that using IDs is recommended but will this bug be taken into consideration for 0.4?
So you mean that if there's a player named "player2" and one named "player", typing "player" as the recipient will send it to "player2", if he happens to have a smaller ID value?

I will look into it.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Morphine on April 23, 2011, 12:57:40 AM
What I mean is the following. This actually happened.
I've sent a message to said name Klaus and it gets delivered to a guy with the same first letter instead, called Kiel.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: BIG[H] on April 23, 2011, 02:09:44 AM
It will deliver to ID 0 guy :P cuz Getting name with /msg is not Included So instead of Name it will send it to Default ID 0  :o
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Morphine on April 23, 2011, 02:14:14 AM
Appreciate the checkup though, max.

Big, it's still annoying hehe. Imagine you send something confidential to a person you plot against and that person receives it. :P
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Ghostface_Killah on April 23, 2011, 10:02:10 AM
Please fix helicopter sound.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Morphine on April 23, 2011, 10:15:10 AM
Quote from: Ghostface_Killah on April 23, 2011, 10:02:10 AM
Please fix helicopter sound.
In what way does it not go well?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Ghostface_Killah on April 23, 2011, 10:22:21 AM
Quote from: Morphine on April 23, 2011, 10:15:10 AM
Quote from: Ghostface_Killah on April 23, 2011, 10:02:10 AM
Please fix helicopter sound.
In what way does it not go well?

When someone flying a heli appears on your screen, the sound begins like it takes off. It wasn't like this in 0.3z.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Charleyutton on April 23, 2011, 11:46:00 AM
Will we be able to force players to run/jump using a server function? This would be very helpful in detecting whether someone is breaching the fps limiter.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: thijn on April 23, 2011, 04:24:54 PM
Quote from: Charleyutton on April 23, 2011, 11:46:00 AM
Will we be able to force players to run/jump using a server function? This would be very helpful in detecting whether someone is breaching the fps limiter.
Or just a GetFPS function :P
Title: Re: Discussion of features and bugfixes of 0.4
Post by: [AoD]NC on April 24, 2011, 10:22:46 AM
/me got a deja vu about GetFPS

http://forum.vicecitymultiplayer.com/index.php?topic=143.msg19594#msg19594
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Charleyutton on April 24, 2011, 10:27:17 AM
Sure, if that can be proven to work.
Title: Re: Discussion of features and bugfixes of 0.4
Post by: tato on April 24, 2011, 07:06:28 PM
the remote grenade will work?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Morphine on April 24, 2011, 07:20:12 PM
Quote from: tato on April 24, 2011, 07:06:28 PM
the remote grenade will work?
That's definitely a useful hand-held weapon. Will it? :D
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Kill3R on April 24, 2011, 08:50:23 PM
Quote from: Morphine on April 24, 2011, 07:20:12 PM
Quote from: tato on April 24, 2011, 07:06:28 PM
the remote grenade will work?
That's definitely a useful hand-held weapon. Will it? :D

nope, they aren't synced atm  :-X
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Jancis71 on April 26, 2011, 06:09:36 AM
What are the limits for vehicles/objects/pickups/players?
Title: Re: Discussion of features and bugfixes of 0.4
Post by: BIG[H] on April 26, 2011, 11:05:22 AM
 It Will be Use full If Server Can detect  "/" cmds Like /admin /kick /ban and all words with /  like if some one hacks he heals him self by /heal .. The Server Detects it and Kick's HIM
Title: Re: Discussion of features and bugfixes of 0.4
Post by: tato on April 27, 2011, 03:02:48 AM
Quote from: Kill3R on April 24, 2011, 08:50:23 PM
Quote from: Morphine on April 24, 2011, 07:20:12 PM
Quote from: tato on April 24, 2011, 07:06:28 PM
the remote grenade will work?
That's definitely a useful hand-held weapon. Will it? :D

nope, they aren't synced atm  :-X
WHY!!! i really wan't that wep foo!!!
Title: Re: Discussion of features and bugfixes of 0.4
Post by: Kill3R on April 27, 2011, 04:57:43 PM
Quote from: Jancis71 on April 26, 2011, 06:09:36 AM
What are the limits for vehicles/objects/pickups/players?

Max Vehicle limit : 500
Max Model limit : 200


about Players & Pickups i have no idea, may be max will reply for it  :)