I thought of many suggestions in the past days and when i looked at the list of callbacks and functions, i was satisfied as many of my suggestion was already there.
1. Unicode Support if possible. I know there is problems. Most important one. Not all unicode letters we actually do not need. But the important ones. Please try developers.
VRocker left a nice explanation as to why this is currently is not feasible here:
http://forum.vicecitymultiplayer.com/index.php?topic=6092.msg36387#msg363872. Bots are impossible. right? But that would have shared a major part.
They're not impossible, but require a relatively large amount of effort to implement, sync, and test. I may have left a more detailed answer in another thread but the bottom line is that adding NPCs to 0.4 would significantly push back a release date, which we don't want to do.
3. Sending key combinations to players. Server able to press a key of a client programically.
Servers are already capable of binding keys to certain actions. If you can give a valid use case (preferably more) for this it can be considered, but for now it just seems sketchy for me.
I will try to include more in future...
4. Considering client's privacy, please remove the message argument from the onPrivateMessage.
OnPrivateMessage(int nPlayerId, int nTargetId, const char* pszText)
Oh boy, this is a topic I've been wanting to discuss for a while now.
No. None of what I'm about to say is an official statement on behalf of the entire dev team, but this is how I see it:
The messages you send in VC:MP should not be expected to be completely private. You are not sending private messages in the strict sense of them being private. You are sending PERSONAL messages: something that is intended to be delivered only to another person. However, it may be important for a server to monitor these personal messages for the sake of enforcing any rules it may have.
And now on to a more pressing point, you have no reasonable expectation of privacy when using a multiplayer game client for private communication. Even if we were to remove it ourselves, there is nothing stopping people from modifying the 0.4 server to allow it, or even reversing the entire server like has been done with Squirrel in 0.3. Packets are not hard to intercept and interpret either. Or, servers could take the lazy route and disable personal messages altogether.
If you are truly concerned about your messages being logged or seen by another admin, you have no business expecting privacy in a multiplayer game that sends those messages over an insecure channel. The idea that no one else should ever see them because they're "labeled" as private is hogwash.
To give you a further example, none of the messages you send on an SMF forum are private. Any admin with database access or a modified forum can see then. You have no reasonable expectation of privacy when communicating on a website you don't own, and they have their rights to monitor those messages as they please. If they couldn't, they could easily modify the forum to do so.
If you expect complete privacy in a private message feature like this, it's my firm belief that you should stop using the in-game messaging for that. Take it to IRC if you want privacy, or if you want to go there, use Cryptocat. However, please do not tell me personally that we should disable this across all servers because of your or anyone else's moral belief that it should be completely private. It's not private, and it never will be. It's personal.
This isn't a rant targeted at you alone. Rather, this is a post for anyone who is of the firmest, utmost belief that monitoring private messages is immoral, unethical, and wrong. These messages have been monitorable since 0.3 though, possibly earlier, yet there's been an occasional pattern where someone asking how to log messages is called out for being some sort of privacy leaker worse than the NSA. Why is it such a problem, though, and why now?
Again, I can't speak for maxorator or the LU Devs on this matter.
5. Two events instead of some of special events.
Eg. void OnPlayerEnterVehicle(int nPlayerId, int nVehicleId, int nSlotId) is called when the player begins to enter the vehicle, if there was another event, which gets called after player enters the vehicle and shut the door. I use timers to do this. But as you know it is not a good idea.
OnPlayerRequestEnter is called when a player requests to enter a vehicle. The server can choose to refuse entry there. OnPlayerEnterVehicle is called when they have entered successfully.
6. The animation player drags the driver of the vehicle out.
Not sure what this means or why it's needed.
7. Function to open and close doors of vehicles
Setting a vehicle's part status may be used to accomplish this, not sure though. I'll check later, when I'm not on a phone.
8. Electric gates close and open with animation? I mean the movement of some objects.
Objects can already be moved and they can be moved smoothly in any direction, e.g. an electric gate.