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Messages - Aleph-Zero

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1
0.4 Public Beta #3 / Re: The Air Traffic is missing !!!
« on: February 01, 2014, 09:15:17 pm »
As far as i know, it's removed on purpose. Not sure why though.

2
This occurs because in the other player's skin he is standing, not crouching with that anim.

just saying
This is the sentence that I was looking for.. I think there could be a way to fix it? Maybe change the player's collision aswell?

If you only change the player's collision it would cause an even worse bug. The player would be able abuse it in a way so that he can shoot and not be shot.

My suggestion is to change the Sniper first-person animation to the Assault Rifle regular animation.

3
Really hard to fix this considering it's an engine limitation. Unless you make the player collision box bigger, but that is out of question i guess.

Maybe check if the player is facing a wall and prevent him from shooting at all. Idk.

4
I don't think it's a bug. It's just the way the engine works.

This is preventable by adding a condition in the /skin command

Trying to fix this in the client source code would be too invasive in my opinion.

5
General Discussion / Re: Questions about 0.4
« on: January 19, 2014, 02:57:26 pm »
will be add swimming in vcmp?

Just set the gravity to 10%. It's pretty much swimming when you go to water  ;D Slow, but you'll get there.

6
General Discussion / Re: Questions about 0.4
« on: January 16, 2014, 10:22:12 pm »
Interesting. At first i thought you were doing pattern matching to support all exes. Could be viable with only a slight increase in the loading time though, depending on the algorithm.

About the steam version not being 1.1, i'll fix my post. I always thought it was  :P

7
General Discussion / Re: Questions about 0.4
« on: January 16, 2014, 04:23:39 pm »
Awesome. Thanks for the quick response.

8
General Discussion / Questions about 0.4
« on: January 16, 2014, 02:22:02 pm »
I've got some questions that i couldn't find any answers for. Feel free to put them in a FAQ if you answer them  :P

1. I heard 0.4 will be supporting the steam version. Will it be supporting the actual steam version executable, or just putting the 1.0 executable in the folder and launching from it as a workaround?
1.1. If it's supporting the actual steam version exe, will it still support the 1.0 exe? That sounds like double the work.

2. Will it still be supporting mIRC? (Not encouraging it, really sounds like a huge holdback)

2. Who is developing VC-MP and what are their roles?

3. Do you use any kind of, private, revision control for the project? Like SVN, git, etc.
3.1 Are you accepting contributors?

4. I know the release date for 0.4 is "when it's done.", but,  by any chance, is it coming in 2014?

9
General Discussion / Re: Open Source
« on: January 13, 2014, 02:27:53 pm »
The (abandoned) Vice Players project may be of interest to you, then. Please note that the code is years old.
http://code.google.com/p/vice-players

That sure helped me with my CPickup class. It's almost complete now.

I understand, looks interesting. If you could make a script that will push peds like in GTA 4 I will definetely give a test :D
(using default animation, like anim with ID 15/18 ~or better, the reaction anim of the 1st girl from your video~ for the pushed ped, and anim with ID 31 for the pusher)

I'm only making the API, if i ever release it someone can do it. But not nearly as impressive as in GTA IV with ragdoll physics.

I'm doing this just for learning though. I'll apply the knowledge in a future GTA V C# API :D

10
General Discussion / Re: Open Source
« on: January 12, 2014, 11:56:58 pm »
It's actually an API to expose the GTA VC classes.

I just implemented events:
www.youtube.com/watch?v=r4fSH17C-k4

Code: [Select]
static void Main()
{
        Exposer.Player.TouchedEntity += new EventHandler<CPlayerPed.TouchedEntityEventArgs>(Player_TouchedEntity);
}

public void Player_TouchedEntity(object sender, CPlayerPed.TouchedEntityEventArgs e)
{
        Exposer.Player.Health = 0f;
}

This code will reproduce what you see in the video. The EventArgs outputs the entity, i should have been more creative to make this video  :P

11
General Discussion / Re: Open Source
« on: January 12, 2014, 01:16:05 am »
Thanks for all the answers. I really wasn't expecting :D

12
General Discussion / Open Source
« on: January 11, 2014, 03:32:51 pm »
Is this project Open Source? If not, will it be?

I'm working on something that is not a multiplayer mod  ::)  and i'd love to see the classes you guys have reversed and possibly contribute to the project.

Cheers.

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