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Messages - stormeus

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61
Script Discussion / Re: Admin Commands
« on: September 14, 2014, 01:42:37 am »
RCON is no longer a built-in component of the server and so administrative functions like /kick and /ban must be scripted.

62
General Discussion / Re: Interest towards VC:MP
« on: September 12, 2014, 11:07:46 pm »
Locked before a personal argument breaks out further. The OP's been answered anyway.

63
General Discussion / Re: Interest towards VC:MP
« on: September 12, 2014, 02:04:36 pm »
You are complaining about 0.4's (non)release by years... And now, when it is almost released, you are complaining about it's slow development ?!
What a shitty atitude !
You will never stop to complain about vc:mp, because this is your tipical atitude !
You spelled the word "attitude" wrong,anyway.

If you don't have any intention of actually discussing the topic of the thread, you're welcome to leave.

64
General Discussion / Re: Interest towards VC:MP
« on: September 12, 2014, 01:16:11 am »
I just came here to say that the progress of VC:MP is very slow.You started the beta in august 2013 if I'm not wrong and still we are in this beta period,shall I ask if it's normal ?I've never seen in my life something to be in beta for more than 1 year.In 1 year I can do a lot of things,it's not a little time,that's the truth.

0.4 is a complete rewrite of the multiplayer mod

I'll be thoroughly impressed if you can write an entire multiplayer mod with the complexity of 0.4 in a year.

65
Script Discussion / Re: Calculate the forward point
« on: September 11, 2014, 06:14:15 pm »
Quote
Code: [Select]
// [Ka]Juppi's func from http://forum.liberty-unleashed.co.uk/index.php/topic,398.0.html
// ported to fit your needs
function GetForwardPoint( pos, angle ) // you must pass an angle in degrees
{
local rad = angle * PI / 180; // we convert to radians
                local x = pos.x, y = pos.y;
local x2 = x + 1.0 * cos(rad) - 25.0 * sin(rad); // we calculate
local y2 = y + 1.0 * sin(rad) + 25.0 * cos(rad);
                return Vector( x2, y2, pos.z ); // return a vector
}

usage:

Code: [Select]
player.Pos = GetForwardPoint( FindVehicle(0) /* example */, FindVehicle(0).EulerAngle.z );

You can modify it to your needs, it's from the unofficial forum
Well how to specify how many points forward? I need this to make my plane and UFO in my server (and custom vehicles).

Modify the 25.0 constants to however many X/Y units you want, and if you need to spawn something overhead just change the Z field of the Vector.

66
General Discussion / Re: Interest towards VC:MP
« on: September 10, 2014, 10:19:47 pm »
It seems that some people think beta is just a partial version of the full 0.4 version which they believe was released just for testing purposes. And that developers actually have a second non-bugged version of the 0.4 release that they keep for them self. At least that's the impression I got from reading a few posts.

This is a rather silly assumption for people to make, since there's no incentive for us to release an intentionally broken version of 0.4 only to release a fully unbroken version on release. 0.4 is a complete rewrite of the multiplayer mod, and so there are bound to be bugs that need to be fixed over time, and we've already fixed a good many of them since Beta 1.

Also, 0.4 seems to have some issues on the client version. At least the browser has for me. When i re-installed my OS it worked for a while. Until I've installed Chrome and then it stopped working. It's the same bug (probably the first in 0.4) I've posted in the 0.4 release thread. When I close the client browser the game path isn't saved so when I start it and set the path then try to start the client it starts in single-player mode.

This would probably depend on what version of the browser you have; the latest version is guaranteed to install to and save in a user's application data instead of Program Files, which could cause issues with saving settings and launching the game.

67
General Discussion / Re: Interest towards VC:MP
« on: September 10, 2014, 05:51:27 pm »
lol

none from the VC:MP Dev team gives an actually shit about this community except Stormeus(rarely helped by another dev)

This is actually completely false since maxorator wrote 0.4 from scratch almost entirely by himself. I've helped out with some minor bugs and outlying feature requests but I can guarantee that at least 80% of crash and bugfixes since 0.4 Beta 1 have been by him as well.

Vrocker that says he's too lazy in doing something then correting himself saying busy

Believe it or not, VRocker is a busy person with a job and life like the rest of our devs. However, he also provides a lot of the infrastructure we use for maintaining our development work, so saying he doesn't do anything for development is a large understatement.

You promoted the LU devs here but you were blind that they were inactive,does anyone know something concrete made by them except that browser for windows seven?

  • The old R2 mIRC DLL
  • The R2 Squirrel server
  • All of Liberty Unleashed

Note that GTA3 and GTA:VC share some fundamental similarities and so having both teams working as part of a cooperative effort is for our mutual benefit. Also note that the 0.4 server browser is an extension of the LU team's.

You can recruit some more people in your team just like
-Fuzzy : active scripter and helping when needed
-Gudio: same as above
-Seby: same as above,he creates a lot of things too

Team members are usually recruited on an as-needed basis. I was first recruited as a beta tester simply because scripts were needed for testing 0.4 a couple of years ago, and since no scripting language had been developed yet, it needed to be done in C++. Were Pawn or Squirrel supported, I probably would not have been recruited then.

Developers are an even more elevated group that need to not only be competent in programming at a higher level (VC:MP is written in C/C++, and the ability to make a lot of scripts in Squirrel or Pawn does not imply the ability to write mods in C++), but also capable of being trusted with the entire codebase of the mod. Thus they're not usually recruited on a whim. Not only that, but there are already two highly active developers: maxorator and myself.

scripters say it's VC:MP fault and VC:MP team say it's not their problem etc.

Kindly point out a single time where any developer has said that the development of VC:MP was not their problem. You're probably confusing this with a couple of things. The LU devs who wrote the Squirrel server could not add functions that rely on client implementation before being invited to the team. The beta testers on the team do not have access to the code and are likewise limited.

The main reason why I created this topic is because I wanted to ask: Is VC:MP team still alive?

As heekzs said we've already had a public beta of the 0.4 server out for several months, and have been testing the client on an as-needed basis over the past couple of years. Responsibility lies solely with the community to prepare for the 0.4 release (which, as heekzs also said, is imminent). We will be encouraging people to upgrade by posting announcements on the 0.3 masterlist before shutting it down entirely. At that point, if the player base chooses not to upgrade because of the changes to sync and a refusal to adapt or lag caused by not reading the FAQs, that's their choice and we will respect it.

Ultimately the VC:MP dev team is not responsible for babysitting the community; all players are responsible for keeping their servers up to date and to upgrade to the latest versions as they are released. We provide the tools; you guys have to build the house.

68
General Discussion / Re: VC:MP 0.4
« on: September 09, 2014, 08:53:28 pm »
Where are you seeing  lost of servers?I see only 4 servers with no players.

Because players keep complaining about us having to release 0.4; meanwhile:
  • Server owners are refusing to upgrade their scripts to 0.4 despite plans to shut down the 0.3 masterlist upon 0.4 release because no one is playing because they won't upgrade their scripts.
  • While some bugs are being sorted out, people are complaining about the sync because they're unwilling to adapt to a modified fighting style that consists of things like actually shooting a person's body after they're knocked down by shotguns. (Players actually think this is an unreasonable change.)

/rant

There are many differences between a beta version and a final version.I wonder if you're a beta tester on LU,because you don't really know about these things

I can assure you that the current VC:MP 0.4 beta is very close to what you will see on release.

69
Resolved Bug Reports / Re: [BUG] 0.3z server online in 0.4 masterlist
« on: September 06, 2014, 09:56:25 pm »
The masterlist has been purged. Fixed an issue on the current masterlist server (server.vicelegends.com) where the masterlist would not be cleared of servers that have not responded over a ten minute period.

Note that abuse of the 0.4 masterlist to announce non-0.4 servers can result in the server IP being temporarily banned from the masterlist, and that the browser will be updated upon release to remove the ability to contact 0.3 servers.

70
But Why sometime player lost connection? Is network problem? BTW, please fix it http://forum.vicecitymultiplayer.com/index.php?topic=6866.0

Players can lose connection if plugin connects to the server list so long. Try to disable announce plugin temporarily to check if it's plugin fault.

The socket I/O of the announce plugin is designed to be non-blocking. If it blocks the server, it should be reported as a bug.

71
Resolved Bug Reports / Re: [BUG] Player Dies Before Spawning
« on: September 06, 2014, 12:05:59 am »
Yes I have tried that too.

Are all of your modules up to date?

Have you tried removing plugins one-by-one from your config to spot any problems?

72
Resolved Bug Reports / Re: [BUG] Player Dies Before Spawning
« on: September 05, 2014, 09:13:47 pm »
Since you already updated the module, have you tried updating the server?

73
I think it's a bug in this module. It isn't use multithread. So every 2.5 minute it will obstruct the server.

This is by design. Any plugin which uses threads is going to be unreliable by nature because the server only operates on two threads, RakNet's packet handling thread and everything else.

Repeating the success message every 2.5 minutes is also by design so that players can see that their server is regularly being updated instead of assuming that something happened to the plugin that caused it to stop. However, if there is interest in removing it because it's a major obstruction, it can be done easily.
But Why sometime player lost connection? Is network problem?

There are too many reasons that could explain a player "sometimes" losing their connection to give a proper answer.

74
Script Discussion / Re: Proposition score and Website link
« on: September 05, 2014, 02:03:53 pm »
I think I can write a plugin to replace current query protocol.

Please don't do anything that relies on intercepting packets to the server or altering documented behavior. See Thijn's post. You'll need to run your plugin on a separate port, and if you completely replace the query protocol instead of adding a new one, you will not be listed on the masterlist.

75
I think it's a bug in this module. It isn't use multithread. So every 2.5 minute it will obstruct the server.

This is by design. Any plugin which uses threads is going to be unreliable by nature because the server only operates on two threads, RakNet's packet handling thread and everything else.

Repeating the success message every 2.5 minutes is also by design so that players can see that their server is regularly being updated instead of assuming that something happened to the plugin that caused it to stop. However, if there is interest in removing it because it's a major obstruction, it can be done easily.

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