Vice City: Multiplayer

News & Announcements => Client Updates => Topic started by: Stormeus on May 24th, 2017, 05:42 PM

Title: Client Update for 0.4 Released (2017-05-24)
Post by: Stormeus on May 24th, 2017, 05:42 PM
A client update has been released for 04rel004.

Addendum
This update was reissued on 2017-05-25 in order to fix a regression where the GUI system would fail to initialize on some systems, causing a crash.
This update will take effect upon reloading the browser.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Doom_Kill3R on May 24th, 2017, 05:43 PM
YESSSSSS
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: krystianoo on May 24th, 2017, 05:48 PM
thank
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: EK.IceFlake on May 24th, 2017, 05:50 PM
Quote from Stormeus on May 24th, 2017, 05:42 PM
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
Screw you.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Stormeus on May 24th, 2017, 05:52 PM
Quote from EK.IceFlake on May 24th, 2017, 05:50 PM
Quote from Stormeus on May 24th, 2017, 05:42 PM
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
Screw you.
This is a technical limitation of the fact that the Squirrel runtime on the client, the client itself, and the game are all 32-bit applications. Running a 32-bit server (even if you're on a 64-bit system) and compiling from there works fine in my testing experience.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Anik on May 24th, 2017, 05:59 PM
Finally!! :D :D
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Casper on May 24th, 2017, 06:05 PM
good job :)
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Athanatos on May 24th, 2017, 06:09 PM
Aww yeah! Devs are alive! BTW is possible to animate objects?
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Xmair on May 24th, 2017, 06:11 PM
YAS!
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: KAKAN on May 24th, 2017, 06:17 PM
This is great. You surprised us. Thanks.
P. S:- Good to know that you're alive.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: EK.IceFlake on May 24th, 2017, 06:18 PM
Quote from Stormeus on May 24th, 2017, 05:52 PM
Quote from EK.IceFlake on May 24th, 2017, 05:50 PM
Quote from Stormeus on May 24th, 2017, 05:42 PM
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
Screw you.
This is a technical limitation of the fact that the Squirrel runtime on the client, the client itself, and the game are all 32-bit applications. Running a 32-bit server (even if you're on a 64-bit system) and compiling from there works fine in my testing experience.
That was not what I meant.
Now I'll have to reverse engineer Squirrel and I already have so many projects on my stack that I'll have to wait quite a few months before I can sneak on any scripts again.

I copied my store folder over and now I have some scripts for hostage :D (no, I'm not about to leak them. that was a joke (the hostage part, the fact that I have them is real)).
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Casper on May 24th, 2017, 06:33 PM
where i can download new version?
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Cool on May 24th, 2017, 06:34 PM
Quote from KAKAN on May 24th, 2017, 06:17 PM
This is great. You surprised us. Thanks.
P. S:- Good to know that you're alive.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: . on May 24th, 2017, 06:41 PM
Quote from Stormeus on May 24th, 2017, 05:42 PM
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
There's just one question about that. How are we (excluding me since I can hijack the VM and perform an indirect save of the compiled closures) going to save the byte-code? Because I believe you have to be able to do that from the client itself. Probably an example is worth a thousand words:

Code: [Select]
Hud.AddFlags(HUD_FLAG_CASH)

In this case, `HUD_FLAG_CASH` is a constant. That means it must be available at compile time. And the way you describe the process is that we can compile scripts with the regular Squirrel compiler(https://github.com/albertodemichelis/squirrel/blob/master/sq/sq.c) and simply instruct it to save the byte-code.

The issue here is that any other application that embeds the Squirrel language will be missing the these constants and the client API. So you'll be getting a bunch of "index XYZ doesn't exist" when you try to compile it on anything other than the client.

In this case there are two choices that I foresee. First, implement a function like the `Include()` one (or add an optional boolean parameter) that after compiling and loading a certain script, it'll save the resulted byte-code into a similarly named file, except with the letter `c` prefixed to whatever extension the initial script name had. Would avoid hard-coding the extension as .cnut in case some people (don't underestimate some people!) use the extension .cnut on the actual script.

The second one. Is to create a standalone compiler that mimics the client API. Which to be honest, seems like an undesired overhead on further development and an easy way to introduce bugs and outdated/mismatching API.

hashtag @Stormeus :P
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: SpitFire on May 24th, 2017, 06:47 PM
Iam waiting for Attach Ped to Entity function. 0x4EF490
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: kennedyarz on May 24th, 2017, 07:05 PM
nice
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: EK.IceFlake on May 24th, 2017, 07:07 PM
Quote from . on May 24th, 2017, 06:41 PM
Quote from Stormeus on May 24th, 2017, 05:42 PM
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
There's just one question about that. How are we (excluding me since I can hijack the VM and perform an indirect save of the compiled closures) going to save the byte-code? Because I believe you have to be able to do that from the client itself. Probably an example is worth a thousand words:

Code: [Select]
Hud.AddFlags(HUD_FLAG_CASH)

In this case, `HUD_FLAG_CASH` is a constant. That means it must be available at compile time. And the way you describe the process is that we can compile scripts with the regular Squirrel compiler(https://github.com/albertodemichelis/squirrel/blob/master/sq/sq.c) and simply instruct it to save the byte-code.

The issue here is that any other application that embeds the Squirrel language will be missing the these constants and the client API. So you'll be getting a bunch of "index XYZ doesn't exist" when you try to compile it on anything other than the client.

In this case there are two choices that I foresee. First, implement a function like the `Include()` one (or add an optional boolean parameter) that after compiling and loading a certain script, it'll save the resulted byte-code into a similarly named file, except with the letter `c` prefixed to whatever extension the initial script name had. Would avoid hard-coding the extension as .cnut in case some people (don't underestimate some people!) use the extension .cnut on the actual script.

The second one. Is to create a standalone compiler that mimics the client API. Which to be honest, seems like an undesired overhead on further development and an easy way to introduce bugs and outdated/mismatching API.

hashtag @Stormeus :P
Which means we're safe for the time being.
:)
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: KAKAN on May 24th, 2017, 07:43 PM
print the string, it'll be saved in the server logs :D
:edit: Oh, I guess VCMP won't recognize those characters and won't save it :P
The other way is to somehow save it to the debuglog file, which might store those characters. But, then,. TXT, notepad might remove it :P
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: luchgox on May 24th, 2017, 07:48 PM
good work stormeus

ps:Add bot system :e
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: PunkNoodle on May 24th, 2017, 07:55 PM
Code: [Select]

 __           __  _   _  ___   ___  ____      _ __   ___  __           __
 \ \   ___   / / | | | |/ _ \ / _ \|  _ \    / \\ \ / / | \ \   ___   / /
  \ \ / _ \ / /  | |_| | | | | | | | |_) |  / _ \\ V /| |  \ \ / _ \ / /
   \ \ (_) / /   |  _  | |_| | |_| |  _ <  / ___ \| | |_|   \ \ (_) / / 
    \_\___/_/    |_| |_|\___/ \___/|_| \_\/_/   \_\_| (_)    \_\___/_/   
                                                                         
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: EK.IceFlake on May 24th, 2017, 08:02 PM
Quote from KAKAN on May 24th, 2017, 07:43 PM
print the string, it'll be saved in the server logs :D
:edit: Oh, I guess VCMP won't recognize those characters and won't save it :P
The other way is to somehow save it to the debuglog file, which might store those characters. But, then,. TXT, notepad might remove it :P
Which string?
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Zeeshan.Bhatti on May 24th, 2017, 08:09 PM
Waiting for player.Gravity function in 0.4 :) or do add functions like changing players gravity in other worlds only.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: MatheuS on May 24th, 2017, 08:40 PM
Quote from PunkNoodle on May 24th, 2017, 07:55 PM
Code: [Select]

 __           __  _   _  ___   ___  ____      _ __   ___  __           __
 \ \   ___   / / | | | |/ _ \ / _ \|  _ \    / \\ \ / / | \ \   ___   / /
  \ \ / _ \ / /  | |_| | | | | | | | |_) |  / _ \\ V /| |  \ \ / _ \ / /
   \ \ (_) / /   |  _  | |_| | |_| |  _ <  / ___ \| | |_|   \ \ (_) / / 
    \_\___/_/    |_| |_|\___/ \___/|_| \_\/_/   \_\_| (_)    \_\___/_/   
                                                                         
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Zurix on May 24th, 2017, 08:57 PM
Finally . I said that stormeus will not be active for 3 months for vain :v
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Castagna on May 24th, 2017, 09:21 PM
Not so dead. Regards to all the haters who have been moaining since now ;)
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: jUan* on May 24th, 2017, 09:41 PM
cool and mind fixing ghost shots so they're able to be made as they were back in the older versions? :D
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Radon on May 24th, 2017, 09:45 PM
Fucking finally! For a long time!
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: aXXo on May 24th, 2017, 10:56 PM
Quote from jUan* on May 24th, 2017, 09:41 PM
cool and mind fixing ghost shots so they're able to be made as they were back in the older versions? :D
you mean breaking?
Ghost shooting was a game breaking bug, which ruined game modes where ammo is limited. I'm glad it is hard to pull off in 0.4
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Stormeus on May 24th, 2017, 11:20 PM
Quote from . on May 24th, 2017, 06:41 PM
Quote from Stormeus on May 24th, 2017, 05:42 PM
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
There's just one question about that. How are we (excluding me since I can hijack the VM and perform an indirect save of the compiled closures) going to save the byte-code? Because I believe you have to be able to do that from the client itself. Probably an example is worth a thousand words:

<snip>
The Squirrel bytecode compiler does a bit less work than you think. compilestring/writeclosuretofile work fine when compiling client-side scripts on a server or even a generic compiler like squirrel's sq program. The reason for that is when compiling the program, Squirrel is only checking for syntactic correctness, and will not try to resolve or execute any constants or functions until the compiled bytecode is actually run.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Sebastian on May 25th, 2017, 08:44 AM
Quote from Stormeus
    Prepared to fix vehicle locking. This fix requires a companion server update which will be released in the coming days.
Ugh, I will need to update the blank server...

(click to show/hide)
BUT I'm totally ok with it ! :D
Welcome back, and thanks for the update !

I have some wonders though: will setting custom vehicles' handling be posible with this next server update ?
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: rww on May 25th, 2017, 09:05 AM
I waiting for fix this bug, its annoying :x

http://forum.vc-mp.org/?topic=4131.0
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Anik on May 25th, 2017, 06:15 PM
@Stormeus seems like the the compiled client scripts are kinda broken.. Not working for many people including me.

:edit: Got it.. http://forum.vc-mp.org/?topic=4670.0 ..Thnx
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Luis_Labarca on May 25th, 2017, 08:41 PM
wow great :D
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Mohamed on December 26th, 2017, 11:29 PM
CooL
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Athanatos on December 27th, 2017, 09:52 AM
Quote from Mohamed on December 26th, 2017, 11:29 PM
CooL
I tought devs are active again.
Title: 0.4 Update (2017-12-29)
Post by: Milos on December 29th, 2017, 11:14 PM
Quote from Athanatos on December 27th, 2017, 09:52 AM
Quote from Mohamed on December 26th, 2017, 11:29 PM
CooL
I tought devs are active again.
Me too :(
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: DasHinG^ on December 31st, 2017, 05:10 PM
Force servers to convert into rel 0.4
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: axelnieves2012 on February 2nd, 2018, 03:20 AM
Where is the download link, please? or how do i update?? thanks
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Athanatos on February 2nd, 2018, 09:58 AM
Quote from axelnieves2012 on February 2nd, 2018, 03:20 AM
Where is the download link, please? or how do i update?? thanks
Not this shit again. I tought there was an other update.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Xmair on May 6th, 2018, 08:07 PM
It does work.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Athanatos on May 7th, 2018, 04:10 PM
Quote from vitogta on May 6th, 2018, 04:52 PM
Quote
Added custom font loading. Windows font files can be placed in a new directory on the server, store/fonts/, and can then be used in GUIs.
Is it not working for me only or for all?
Please move to an other board.
Title: Re: Client Update for 0.4 Released (2017-05-24)
Post by: Sebastian on May 7th, 2018, 10:28 PM
Quote from vitogta on May 6th, 2018, 08:13 PM
Strange, it seems it working for me only with installed fonts (in windows) like Impact but not working with FjallaOne (in store/fonts dir)
Code: [Select]
label <- ::GUILabel();
label.Text = "[TEST]TestFont";
label.FontName = "FjallaOne";
label.Colour = Colour(0,0,0,220);
label.TextColour = Colour(255,80,80,255);
label.Position = VectorScreen(0,0);
label.Size = VectorScreen(100,100);
label.FontSize = 32;
It works good for me.
Open a new board and ask for more details if needed, but I don't believe there is anything else to disscuss.
Just be sure you write the correct font name you have added inside store/fonts/...here
Also, be sure it is a good .ttf file