• Welcome to Vice City Multiplayer.
 
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - maxorator

#1
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.
#2
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.
#3
Quote from: SugarD on April 16, 2011, 06:36:22 AM
Quote from: Zegro on April 13, 2011, 04:56:48 PM
pretty sure it's been fixed in the beta.
It was mentioned that the original error with needing to run it under Win98/ME compatibility was, but either way this still needs the data location fixed, emulating or not.
If relocation is only needed for multiplayer, then it's not a fix, but a very hackish workaround. The real question is what is stopping Vice City from reading from the proper user directory when playing in multiplayer.
#4
Support / Re: Strange Things in Vice City
April 16, 2011, 03:49:26 PM
Quote from: Skirmant on April 16, 2011, 08:06:08 AM
But the skin change in car isn't something extremely scary even if it's not repairable because the future version will have the player skin synched to the server. And if you would want to change skin of a player that is in a car you can simply teleport him outside.
Yeah, I already made it so that players are automatically removed from the vehicle when their skin is changed.
#5
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.
#6
News / Re: Current status of version 0.4
April 11, 2011, 09:31:31 PM
Changes related to weapons.

  • Melee weapons work properly now.
    All melee weapons now do proper damage to other players, including baseball bat, chainsaw, hammer and so on. They used to do damage very rarely on previous versions.
  • Wallglitch cannot be done anymore.
    Now you can't shoot through walls if you walk so close to it that while shooting the weapon actually goes through the wall. Now when you try to do that, you only see the animation, but no shots are made.
  • Fixed a rare crash with projectiles.
    If a person whose projectile was still in the game respawned, other players could experience a crash. This mostly happened only when returning to game from paused state where the game had to quickly process all the packets that had been sent during that time.
#7
News / Re: Current status of version 0.4
April 11, 2011, 04:46:53 PM
New miscellaneous commands.

  • Added 5 utility commands.
    These functions can be useful when looking for the ID of a vehicle, weapon, object etc.
    Sample of modelsearch:
/inf_modelsearch gun
(1) Found 'chromegun' at 277.
(2) Found 'minigun' at 290.
(3) Found 'minigun2' at 294.
... and 3 more.

Usage: /inf_getwepid [weapon_name]
Usage: /inf_getwepname [weapon_id]
Usage: /inf_getvehid [vehicle_name]
Usage: /inf_getmodelname [model_id]
Usage: /inf_modelsearch [model_name]

  • Savepos command (/save) also saves current skin and weapons for a class.
    If the player has more than three weapons, it also outputs a warning and only saves 3 of those weapons.
    Sample /save output:
Class = 0 12 -1022.9858 184.6826 11.2494 143.5805 14 100 25 800 30 500
AddPlayerClass(12, -1022.9858, 184.6826, 11.2494, 143.5805, 14, 100, 25, 800, 30, 500);

// custom label!
Vehicle = 204 -1025.4694 179.7530 10.9614 0.7965 16 16
CreateVehicle(204, -1025.4694, 179.7530, 10.9614, 0.7965, 16, 16); // hermes

  • Savepos command (/save) now also supports custom labels and also outputs a pawn function call.
    This makes it more useful, since the output doesn't have to be converted to a different format by the user now.
#8
News / Re: Current status of version 0.4
April 11, 2011, 04:39:05 PM
Build mode changes.

  • Vehicle command (/v) now works in build mode. The vehicle can also be driven.
    In previous versions when you tried to drive a vehicle that was spawned with /v, it either caused a crash on entering or the vehicle couldn't be moved or driven.
  • When in build mode, command line doesn't react to online mode commands anymore.
    It used to cause a crash when you accidentally used a command in build mode that is only available in online mode.
  • Weapon commands (/setwep and /clearwep) were added to build mode.
    These functions can be used to set weapons which can be saved for class descriptions using the /save command.
Usage: /setwep [weapon_id] [ammo]
Usage: /clearwep

  • Quit command (/q) no longer crashes in build mode.
    Previously caused a crash.
  • Skin command (/skin) in build mode doesn't allow skin 8 to be used, because it doesn't exist.
    Previously caused a crash.

#9
News / Re: Current status of version 0.4
April 10, 2011, 09:28:39 PM
New console and chatbox.

  • Text in the console and chatbox has a black outline.
    This makes it more easily readable, although lighter colors are recommended. This also eliminates the need for a box behind the normal chat area.
  • Text supports color changes inside messages.
    You can now have multiple different colors used in the same message. The syntax for that is [#HEXHEX], for example [#FFFF00] for yellow. Semitransparent colors are at the most for special internal uses only, for example the names of unspawned players in the chat.
  • Text supports different fonts.
    Any font installed on the machine can be used for the chatbox. You can change the font either with the /font command while in game or from the console configuration file, which is created when VC:MP is first executed. You can also specify the extra horizontal space between characters of a font, since some fonts might look better with a non-zero extra space.
  • Players can define a timeout for chatbox messages, after which the messages will disappear from the chatbox.
    The messages will still be in the console. Some people might prefer not to have ancient messages wasting space on their screen. The timeout can be set in the console configuration file. People who don't like the text to disappear can specify 0 as the value, which means it doesn't disappear.
  • Players can define how many lines are shown in the chatbox and console.
    This can be changed in the console configuration file.
  • Command line stores 20 last commands entered by the player.
    You can switch between the last commands with up and down arrows. Command line also remembers the current typed text when going through history lines. Otherwise its functionality is largely identical to the old command line.
  • Players can spawn the console by pressing TAB.
    By pressing TAB you can spawn a console which remembers up to 1000 previous lines that the player received and allows you to scroll through them. You can scroll the console history with mousewheel. When you press insert, you enter the console history mode which allows you to also scroll console with up and down arrows and scroll by page at a time with page up/page down keys. When not in console history mode, up and down arrows scrolls command line history and page up/page down scrolls console history one line at a time.
  • Players can see the timestamp of console messages when they hold Ctrl+U.
    This allows everyone to easily check when some message was sent.
  • Command line supports pasted text.
    You can use Ctrl+V to paste text that will be appended to the current text in the command line.

Here is a video demonstrating the new console:
http://www.youtube.com/watch?v=wokgp0jgLoA
#10
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.
#11
News / Re: Current status of version 0.4
April 10, 2011, 01:24:47 AM
Changes with first person aim and headshots.

  • First person aim no longer warps when someone spawns.
    First person aim, either with sniper, rocket launcher or with any other weapon that supports it, used to end when any player spawned in the server in R2. With many players online, this was extremely annoying for some players.
  • Fixed the bug when remote players' shooting animation was constantly reset while the local player was in FP aim.
    In R2 when you tried to shoot someone who was in first person aim, your shooting animation often reset on his/her screen, which made the other player almost invulnerable to many weapons. This has since been fixed and it should now be possible to properly damage people with any weapon regardless of whether they are using first person aim or not.
  • Fixed the bug when remote players' move animation didn't stop while local player was in FP aim.
    It used to be that when you were in first person aim, other people's walking/running animations wouldn't end when they stopped and you would simply see them running on one place. This is now fixed.
  • Proper death reason and killer when performing a headshot on a player with armour.
    When you did a headshot on someone who had armour in R2, you would simply see that (s)he died of no reason and noone would be marked as the killer. This bug no longer occurs.

#12
News / Re: Current status of version 0.4
April 10, 2011, 01:03:44 AM
Vehicle synchronization improvements.


  • Vehicles move and turn more smoothly now.
    The rotation of vehicles changes more smoothly and also the speed of vehicle stays relatively stable compared to how it worked in R2. Now it is very easy to stay on top of a vehicle without falling off and the radar also doesn't jump when you are on the vehicle or a passenger in it.
  • Vehicles are less slippery.
    When you walk on vehicles, you don't fall off easily anymore because they are not slippery anymore. This also helps when surfing on a vehicle, especially when taking sharp turns. There is no artificial "glueing to the vehicle" though.
  • Vehicle surfing is synchronized.
    Standing on a vehicle is synchronized for other players so that they don't see you lagging behind, but they actually see you properly standing/running/doing whatever you are doing on it.

Some of this (1 and 3) can be seen in this video:
http://www.youtube.com/watch?v=NOp5-QM0o10
#13
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.
#14
News / Re: Current status of version 0.4
April 09, 2011, 09:58:27 PM
Changes regarding death / death reasons.


  • When you die in a vehicle, the damage you received before entering the vehicle cannot affect the death message.
    In R2, when you received damage before entering a vehicle, for example someone shot you with an Uzi, then when you entered a vehicle and died inside the vehicle due to the vehicle exploding, then the person who shot you before entering the vehicle would be marked as your killer and the weapon he used as the death reason (in this example Uzi).
  • When someone blows up your car with some weapon and you blow up inside it, (s)he will be marked as your killer and the weapon which was used is also shown.
    Now every time your vehicle gets shot and blows up because of that damage, the person who shot it will be marked as your killer and the death reason will also be recorded. This works even with rockets.
  • Kill commands from server should no longer cause anyone to be marked as your killer.
    In R2, the only way for the server to kill a player was to set health to zero. That, however, made the last person to damage you responsible for the death. Now, every time player's health is set to zero, his/her last damage type and damage source will be reset.

Changes regarding quitting.

  • Exiting from esc menu now reports the player as "leaving" instead of "timeout". Also it should not pop up error messages then anymore.
    In R2 exiting from the menu always reported that the player left because of "timeout". Since that is confusing, not really correct, and also delayed, it was changed so that it would properly report the player as "leaving" the server. In R2 exiting from the menu also popped error messages for some people, which is also fixed now.
  • Reduced exit splash screen duration
    The splash screen when exiting from the menu isn't shown for that long anymore. For people who prefer to exit that way, this might make leaving a server more convenient.
  • When a player crashes, his exit message reports him "crashed".
    This also makes the player exit for others immediately, so you don't have to wonder whether he has alt+tabbed out of the game or crashed.

This is just a tiny fragment of features and bugfixes. Be sure to check this thread every once in a while.
#15
News / Current status of version 0.4
April 09, 2011, 09:39:15 PM
It has been a long time since there has been a new version released. While somewhat slowly at times, VC:MP has been under development during that time. I believe it is time to show people what has been done so far.

As the current beta version still has some shortcomings, the public beta will have to wait a little bit, although I hope it takes place soon. Till then, I can list which new features have been implemented since 0.3z_r2 and which bugs have been fixed. As it takes some time to thoroughly document the features, I will start posting changes that have been made one by one.

Therefore, I hope that by the time we get to an actual release, there is enough documentation and information that people can immediately take the best of it. There have been many significant changes, although many internal changes are invisible to the average player, but will make the future development of the modification easier.

I know that many of you may be tired of waiting and some have given up, but I hope that you will still be interested in what the new version has to offer. As the amount hours that we, developers, could put into developing this mod has been dramatically decreased during the last few years, it has been difficult to keep things going.

If you have any comments or questions about the changes and fixes mentioned in this topic, feel free to post them in this topic:

http://forum.vicecitymultiplayer.com/index.php?topic=2635.0