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Messages - Hanney

#31
same here, biker bar isn't loading nor the lovefist place.
#32
General Discussion / Re: VoIP support?
Apr 06, 2016, 03:35 PM
I'd like for players to be able to join the game and not have to download any external applications (outside of the game) for VoIP functionality but still be able to opt out of VoIP or mute particular users if they wish. I can see a bunch of uses for it.

I'll use Littlewhitey's as an example since its the server I actively play on.

Player to Player VoIP - All players being able to speak to every other player on the server however position based only so that players who are near other players can hear each other as opposed to global VoIP throughout the server which would be a horrible mess.

Team only VoIP - Still position based but only team mates of the speaking player can hear them and vice versa. Would be useful for communication in team battles for quick warnings ie; "behind you, watch out" , "careful, theirs a sniper", or in general.

admin broadcast/unicast VoIP - admins can broadcast to a particular player or all players. Would be very useful for event management on servers as sometimes its much easier to manage an event by speaking through a mic instead of having to continually stop and type.

 
#33
General Discussion / Re: VoIP support?
Apr 06, 2016, 10:59 AM
That would be awesome...
#34
General Discussion / VoIP support?
Apr 06, 2016, 01:07 AM
Hi,

Could we have voice over IP support for vc-mp in future (preferably position based)? ::) :o 8)
#35
Servers / Re: [0.4]Indian VCMP
Apr 05, 2016, 10:56 AM
Indian VCMP but hosted in Europe... o_O
#36
wow, i thought this day would never cum.
#37
kool server ill chek it out sumtime 8)
#38
General Discussion / Re: please help
Mar 02, 2016, 02:50 AM
for Windowed mode type into chatbox: /setconfig game_windowed 0
#39
Tested the firebutton from this end privately it's works. Still have to try it out on a public server once everyone gets the update.

Checked how the library error looks and it's great too.

Awesome work! ;D
#40
General Discussion / Re: please help
Mar 01, 2016, 11:11 PM
@aXXo

https://www.youtube.com/watch?v=oSam83qCvko

Pretty much like here you mean? I recorded that ages ago since then the problem has been fixed as far as I can tell but maybe for high variations in pings it still happens.
#41
George's VC:MP Launcher / Re: VC:MP Launcher
Mar 01, 2016, 08:33 PM
Sorry if it's been suggested before or a WIP (I'm too lazy too look through all 8 pages)

Would it be possible to create a form in the browser such as a Settings menu where users could modify each of the values for the vcmp_config.txt options? e.g textboxes, check boxes, drop menus etc for setting values. maybe even color pickers for the hex related elements.

It's really nice by the way ;)
#42
General Discussion / Re: suggestion / request
Mar 01, 2016, 08:28 PM
Yea, I had thought of that but my main personal issue with the reconnect button is that for some reason when I pause the game I get a completely different sensitivity setting on the menu compared to when ingame so I quickly try to move the mouse cursor up from the center of the menu to the "Map" button and cos it's more sensitive than the in game setting it goes further than it should (as I put too much force) and end up clicking "Reconnect", so I have to be really careful now.
#43
General Discussion / Re: please help
Mar 01, 2016, 05:38 PM
Quote from: NewK on Feb 28, 2016, 05:18 PMThis is the main reason why most players still have problems adapting from 0.3z's fighting sync to 0.4's. In 0.3 the shots are sent to the server a little bit before the bullets come out, while in 0.4 they're sent when you click the fire button, so do not trust the bullets you see on your screen, if you really want to successfully hit someone. Here's another video someone made about it :

https://www.youtube.com/watch?v=pB24t-VE9s0

That video probably explains why I think the shotgun sync is so inconsistent. There's been many times where I've been in close up combat and had to do counter-clockwise/clockwise spins with the shotgun in order to hit the opponent running around me and the shot has been aimed/landed perfectly on my opponent on my screen (with taking into mind, the shotgun anim delay, true player pos) yet sometimes it hits and other times it doesn't hit.

I may try and find some server where I have a high ping and record the same effects to see if it changes any due to latency.

The same thing also happened sometimes when I've shot behind a player that was running away from my reticle and ended up knocking them down. I've been playing 0.3z way too long that the way I play is "natural" like breathing so its very difficult for me to adapt to this, unfortunately.  I guess it doesn't help either that I'm using the technique of holding the fire button down when playing.

Update: I done a little test in game myself. It seems that the outcomes between simply pressing the firebutton and holding down the fire button are different. Check out the videos I recorded below (ping was 2 ms here, so higher pings probably just cause more of a problem)

Video 1 (Clicking firebutton):

https://vid.me/y6AH

Video 2 (Holding firebutton):

https://vid.me/dL4y

So I'm guessing that the times where the shots haven't been landed is because I've simply clicked the firebutton instead of holding it. Holding the fire button seems to be more accurate. Not sure if this is because some aim position is more up to date as the button is being held and sends more information?
#44
General Discussion / Re: suggestion / request
Mar 01, 2016, 04:21 PM
Kind of related as its related to the GUI,

Add a keybind to go straight to the map screen for quickness.

Add a confirmation on the Reconnect button such as

"Are you sure you wish to reconnect? "

( Yes / No)

Delay the reconnect by 5 seconds or so to prevent players from deathevading and display a message in chat to the client telling the players that the reconnect can be cancelled.

e. g

"Reconnecting to server in 5 seconds. Type /cancel to abort the reconnect."

One last thing, remove the background image on the pause screen show whatevers happening in the players game. This would keep the player "in"
the game and show the player that despite the game being paused its still running (obviously as its a multiplayer game). I've seen a few mods that do this. Optionally allow the user to decide whether they want it or not.

e. g setconfig menutransparent (0/1)
#45
Videos & Screenshots / Re: Bitmap art
Feb 28, 2016, 03:16 PM
Man, I'm wondering how long it takes for a big cock to appear.