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Messages - PunkNoodle

#121
Quote from: Thijn on Oct 17, 2016, 06:18 AMIf this is going to be implemented, it should stay on the client side. I personally like the feature, and wouldn't play on servers that force me to keep the lines.
I don't know if by client side you were specifically referring to client scripts, if you weren't then it's already possible by typing /setconfig con_disappear <value in seconds> (which by default is 45) as a chat command. Also possible by editing the vcmp_config.txt located in C:\Users\***\AppData\Roaming\VCMP\04beta.
#122
Problem solved, I'd never understand why it was working before but at some point it stopped. Anyway it turned out to be the router's firewall, I solved it by disabling it.
#123
Aye, the topic is already fucked, so I guess I'd share my two cents as well. Thanks for the feedback guys I really appreciate it and find it very objective, however I got the hunch it might be slightly off topic, not sure to be honest though. I'm not too fond of Pokémon GO either, I figured this was an opportunity to share funny pics or pics of your city or whatever in a funny way, however apparently I was proved dead wrong.
#124
Share your best, funniest, or just random Pokémon GO pictures. I'll start with a random one just to break the ice. Please keep the topic clean, post only if you actually have a pic to share.



Rattata. No clue why they come out so pixelated, my camera has a better quality by default outside of the app.
#125
General Discussion / Re: no car hijack..
Sep 24, 2016, 08:25 PM
Hm cool, and what will onCarIsHijacking do?
#126
*Bump*

Ok I tried Wireshark for what it's worth, I've seen some UDP packets being sent from my external IP to my internal one (I hope it was what I was supposed to do with it, else I scr***d up). Again I'd like to state that this is not the first time I portforward or try to run a server, it's just the first time I do it in VC:MP, so Imho it's not the ISP either.
#127
Clicky

There is no voice chat support currently, as you can read in the above topic. If you heard someone mentioning it they were probably referring to some third party program not related to VC:MP like TeamSpeak, Discord, Skype etc.
#128
You basically already did it yourself.
#129
My game also crashes all the time, but I don't have any problem in closing the process after the crash, did you try "end process tree" instead of just "end process"?
#130
Quote from: Mötley on Sep 07, 2016, 12:21 AMCould anyone thats available to the vcmp browser reply with the average server ping is? This might, might not be the issue. Hopefully a lead.

Are you running your lu server and vcmp server at the same time?

Also could you try a server with no objects/scripts kneedle.
No I'm not running them at the same time, all I meant is that my servers in other multiplayers are perfectly reachable no clue why I got such an issue here, I don't know the average ping I guess my net isn't too fast anyway. My server has no objects at all, the only thing I added so far is some custom skins, and the script is the one taken from Seby's blank server, I can try removing it but I have nobody whom to test with at the moment.



Quote from: Ankris on Sep 07, 2016, 12:51 PM
Quote from: EK.CrystalBlue on Sep 07, 2016, 12:04 PMCheck if the server is trying to communicate with you or no
Use a packet sniffer, filter receiving packets UDP *without* the prefix 'MP04' or 'VCMP' and check if the server is sending packets to you.

If its not, your ISP is probably being a b*tch

As he said, you could use Wireshark for check if you receive any incoming packet. If you don't then it's the ISP blocking the IP's because they are "spam" for your ISP provider.
I never used such stuff, I'll give it a try soon hoping that it's not too hard to use for a newbie; still if the problem was the ISP how come I'm able to run LAN servers on other multiplayers? Of course I don't plan to host my server at home, but I need people to reach my server from time to time for testing purposes and other reasons as well.
#131
Here is what people normally get when trying to join my server.

#132
You're right something is missing, let me add some more details: I'm running Win 7 64 bit, the server's architecture is also 64 bit and I'm using the following plugins: announce04rel64 squirrel04rel64 xmlconf04rel64. The server I'm using is the last one released, though I was also using some older versions months ago and the problem was the same. If you think I still missed something important, feel free to tell me.
#133
My server is almost always unreachable by players, it can be seen on masterlist but people can't connect to it. My port forwarding should be done correctly since I was able to open servers in other multiplayers like LU for example. Thijn's connection checker says everything is correct. I tried changing port the default one (8192) but nothing changed. I turned on announce_verbose and this is what I got:

announcer: Verbosity enabled
Loaded plugin: announce04rel64

Loaded plugin: squirrel04rel64

Loaded plugin: xmlconf04rel64

[WEAPONS] No custom weapons to load.
[VEHICLEMODELS] No custom vehicle models to load.
announcer: Thread created, ready to announce.
announcer: Candidate for hostname found, trying to connect...
announcer: Sent 194/194 bytes to master.vc-mp.org
--> 263 bytes in
--> 0 bytes in
announcer: Received 263/511 bytes from master.vc-mp.org
announcer: HTTP/1.1 200 OK

Server: nginx/1.2.1

Date: Sun, 04 Sep 2016 17:12:59 GMT

Content-Type: text/html

X-Powered-By: PHP/5.4.45-0+deb7u4

X-Cache: MISS from localhost

X-Cache-Lookup: MISS from localhost:3128

Via: 1.1 localhost (squid/3.5.19)

Connection: close




announcer: Successfully announced to master.vc-mp.org
Player 'PunkNoodle' ID 0 connected.
announcer: Candidate for hostname found, trying to connect...
announcer: Sent 194/194 bytes to master.vc-mp.org
--> 263 bytes in
--> 0 bytes in
announcer: Received 263/511 bytes from master.vc-mp.org
announcer: HTTP/1.1 200 OK

Server: nginx/1.2.1

Date: Sun, 04 Sep 2016 17:13:59 GMT

Content-Type: text/html

X-Powered-By: PHP/5.4.45-0+deb7u4

X-Cache: MISS from localhost

X-Cache-Lookup: MISS from localhost:3128

Via: 1.1 localhost (squid/3.5.19)

Connection: close




announcer: Successfully announced to master.vc-mp.org
announcer: Candidate for hostname found, trying to connect...
announcer: Sent 194/194 bytes to master.vc-mp.org
--> 263 bytes in
--> 0 bytes in
announcer: Received 263/511 bytes from master.vc-mp.org
announcer: HTTP/1.1 200 OK

Server: nginx/1.2.1

Date: Sun, 04 Sep 2016 17:14:59 GMT

Content-Type: text/html

X-Powered-By: PHP/5.4.45-0+deb7u4

X-Cache: MISS from localhost

X-Cache-Lookup: MISS from localhost:3128

Via: 1.1 localhost (squid/3.5.19)

Connection: close




announcer: Successfully announced to master.vc-mp.org

Any help is highly appreciated I really have no clue what's going on.
#134
General Discussion / Re: TXD file load
Sep 03, 2016, 03:59 PM
If I'm wrong correct me, but all I understood from several advices and topics (I even made one myself) in VC:MP you just can't simply change a .txd without replacing the model as well.
#135
To be honest, I don't know either since I never messed with scripts too much and I have just one .nut file (the default one by Seby). I guess you can try adding "sqgamemode script1.nut script2.nut" and see if it works, else try adding several "sqgamemode" lines for every script and see which one of those two methods work. Anyway like I said I never came to have more than one script yet so I'm not sure, try what I said and see if it works, or just wait until someone else who knows will reply.