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Messages - Gulk2

#1
Crap, had forgot about this! Apologies for the late reply. I'd like to clarify some things.

@Murdock Maybe you are misunderstanding a bit, while it might be a VC glitch(only issue being the wrong gun sfx playing), it actually is a form of perfected sync and isnt anything to worry about as abuse-able or laming, its skillful.

@NewK It isnt bad sync, it's exactly what we see happen on our screen when we switch perfectly as mentioned and displayed in the first post and video. So this being synced would be good, accurate sync (concept: what you see is what happens on others screens, which isnt the case for now) - I think you might be confusing this with ghost shotting which is basically when you don't shoot on your screen but do on others? Lagger situations aside  ;D

Cheers for listening.
#2
Quote from: Murdock on May 31, 2020, 02:47 PM
Quote from: Gulk2 on May 31, 2020, 11:17 AMOur sweet 16-17ms jumpswitch shot that makes our shotgun/or weapon bullets sound like whatever weapon we switched to; aren't synced anymore!

This kind of sounds like a bug and that you're asking us to put a bug back in?
It's sort a thing I would consider a case of honed timing through many hours switching while fighting. I think for the case of consistency, the sync being what you see is what you get just down to the minimum level of timing with a shot switch. I've payed close attention to the cause at a visual level. How can I say.. It looks like an animation forcing the switch rather than letting it play out how it does on the player who is shooting screen thus causing said local player to see shots exit his gun which are cancelled on the receiving end other players screen.

I understand it's much more complicated than this, just trying to describe. :)
#3
So yes, "Silent shots", or in the case of switching to a rocket launcher , the not so silent shot.
Our sweet 16-17ms jumpswitch shot that makes our shotgun/or weapon bullets sound like whatever weapon we switched to; aren't synced anymore! This is disappointing for me and I'm sure some others who've realized, as I always admire it as a showcase of very precise bullet sync, catching a players ability to do this precise switch shot timing and syncing it to other players.
It was truly amazing to me, sad to see it's broken and not syncing anymore.

So to devs; even though you apparently aren't active at this moment but supposedly you show up for a while each summer, hopefully this summer too. :P
Can we have it(silent shots) back... someday? ;D

Thanks for listening.
#4
He cant grasp the greatness. 8) Sucker
#5
Nice. Very nice. GOOD STUFF HABI
#6
Quote from: umar4911 on May 15, 2020, 08:26 AM
Quote from: Gulk2 on May 13, 2020, 10:17 PMTry to use the forum search function anymore,

function onPlayerRequestClass( player, classID, team, skin )
{
switch( skin )
    {
    case 1:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -971.0, 280.0, -100.0 );
player.SetCameraPos(Vector(-971.0, 280.0, 40.0),Vector(-1067.0, 320.0, 10.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "ROBBER", player, 0 );
    }
    break;
    case 2:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -1421.0, -760.0, -100.0 );
player.SetCameraPos(Vector(-1421.0, -760.0, 40.0),Vector(-1435.0, -833.0, 14.0));
player.PlaySound(361);
player.PlaySound(363);
 Announce( "MEXICAN", player, 0 );
    }
    break;
    case 3:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -690.0, -1360.0, -100.0 );
player.SetCameraPos(Vector(-690.0, -1360.0, 11.0),Vector(-680.0, -1250.0, 35.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "SAILOR", player, 0 );
    }
    break;
    case 4:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( 409.0, 656.0, -100.0 );
player.SetCameraPos(Vector(409.0, 656.0, 40.0),Vector(428.0, 608.0, 17.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "VC CRUSADER", player, 0 );
    }
    break;
    case 5:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( 34.5, -1178.5, -100.0 );
player.SetCameraPos(Vector(34.5, -1178.5, 20.0),Vector(7.0, -1211.0, 9.4));
player.PlaySound(361);
player.PlaySound(363);
Announce( "SECRET SERVICE", player, 0 );
    }
 break;
    case 6:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( 474.4, -1717.5, 56.2 );
player.SetCameraPos(Vector(474.4, -1717.5, 70.0),Vector(173.0, -1454.0, 26.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "SPECTATOR", player, 0 );
    }
 break;
    case 7:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -836.0, -638.0, -100.0 );
player.SetCameraPos(Vector(-836.0, -638.0, 15.0),Vector(-866.0, -679.0, 1.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "COP", player, 0 );
    }
 }
}
You are repeating the 4 lines again and again.
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -971.0, 280.0, -100.0 );

player.PlaySound(361);
player.PlaySound(363);
Instead of repeating, why not using it once?
this is old and i got it from a forum search
#7
Try to use the forum search function anymore,

function onPlayerRequestClass( player, classID, team, skin )
{
switch( skin )
    {
    case 1:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -971.0, 280.0, -100.0 );
player.SetCameraPos(Vector(-971.0, 280.0, 40.0),Vector(-1067.0, 320.0, 10.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "ROBBER", player, 0 );
    }
    break;
    case 2:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -1421.0, -760.0, -100.0 );
player.SetCameraPos(Vector(-1421.0, -760.0, 40.0),Vector(-1435.0, -833.0, 14.0));
player.PlaySound(361);
player.PlaySound(363);
 Announce( "MEXICAN", player, 0 );
    }
    break;
    case 3:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -690.0, -1360.0, -100.0 );
player.SetCameraPos(Vector(-690.0, -1360.0, 11.0),Vector(-680.0, -1250.0, 35.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "SAILOR", player, 0 );
    }
    break;
    case 4:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( 409.0, 656.0, -100.0 );
player.SetCameraPos(Vector(409.0, 656.0, 40.0),Vector(428.0, 608.0, 17.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "VC CRUSADER", player, 0 );
    }
    break;
    case 5:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( 34.5, -1178.5, -100.0 );
player.SetCameraPos(Vector(34.5, -1178.5, 20.0),Vector(7.0, -1211.0, 9.4));
player.PlaySound(361);
player.PlaySound(363);
Announce( "SECRET SERVICE", player, 0 );
    }
 break;
    case 6:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( 474.4, -1717.5, 56.2 );
player.SetCameraPos(Vector(474.4, -1717.5, 70.0),Vector(173.0, -1454.0, 26.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "SPECTATOR", player, 0 );
    }
 break;
    case 7:
    {
SetCinematicBorder( player, true );
SetGreenScanLines( player, true );
SetSpawnPlayerPos( -836.0, -638.0, -100.0 );
player.SetCameraPos(Vector(-836.0, -638.0, 15.0),Vector(-866.0, -679.0, 1.0));
player.PlaySound(361);
player.PlaySound(363);
Announce( "COP", player, 0 );
    }
 }
}
#8
get the java vcmp server and use JDA for discord and or pircbotx for irc :D
#9
Thanks for the ban, reminded me of the good old days when laggers barely were allowed to exist.
Good server.
#10
Quote from: Sebastian on Mar 31, 2020, 03:32 PMThis is fun to play around with, sometimes, when players dm alot around vehicles.
"but..but... the car didn't explode T_T"

@Murdock was telling me about Sky-City server where DriverOnWater was enabled, and he was just playing around sometimes by turning it off, and players were wrecked xD
As much as i enjoy the new gameplay with vehicles as a danger of instant explosion, i also enjoyed being able to use them as cover in 0.3 and now with this new sync players cant abuse desynced vehicles (fuck you NubKillerUK) for cover so it's nice!

Oh and this stuff works well for the Rhino tank(make it invincible), which has low hp in vcmp for whatever reason. You can also do stuff like give police vehicles more hp than regular vehicles.

I use this for creating unique groups of vehicles, with unique traits or powers, some with respawn timers, some that dont respawn at idle and just sit wherever players leave them.
#11
Snippet Showroom / 0.3 Style vehicle damage
Mar 30, 2020, 04:06 PM
Bulletproof unoccupied vehicles for the Java server but it's really simple if you want to use it in non-java server I think.

MainController

    @Override
    public void onPlayerEnterVehicle(Player player, Vehicle vehicle, int slot) {
        Vehicle v = vehicle;
        VehicleImmunity none = new VehicleImmunity();
        v.setImmunities(none);
    }

    @Override
    public void onPlayerExitVehicle(Player player, Vehicle vehicle) {
        Vehicle v = vehicle;
        //System.out.println(vehicle.getSyncReasonOrdinal());
        //server.sendClientMessage((null), new Colour(255, 0, 255), player.getName() + "VEHSYNC: " +v.getSyncReasonOrdinal() );
        if (v.getSyncReasonOrdinal() == 4) { //4 seems to mean empty
            // so we set bulletproof only when vehcile is empty.
            VehicleImmunity bp = new VehicleImmunity(VehicleImmunity.Flag.BulletProof, VehicleImmunity.Flag.Tyres);
            v.setImmunities(bp);
        }
    }

    @Override
    public void onVehicleRespawn(Vehicle vehicle) {
        Vehicle v = vehicle;
        VehicleImmunity bp = new VehicleImmunity(VehicleImmunity.Flag.BulletProof, VehicleImmunity.Flag.Tyres);
        v.setImmunities(bp);
    }

Then make sure to spawn your vehicles with the immunities, this includes an idle vehicle timeout for respawning.

So, create a new class


public class ServerConfig {

    public static class Setup {
       
    public static void mainVeh(int modelId, int worldId, Vector position, float angle, VehicleColours colours) {
            Vehicle v = server.createVehicle(modelId, worldId, position, angle, colours);
            v.setIdleRespawnTimeout(210000);
            VehicleImmunity bp = new VehicleImmunity(VehicleImmunity.Flag.BulletProof, VehicleImmunity.Flag.Tyres);
        }

 public static void loadVehicles() {
            mainVeh(163, 1, new Vector(-1743.0f, -211.8f, 15.0f), (4.71239f), new VehicleColours(43, 0)); //barracks@Armybase
        }
    }

}

spawn it in MainController

    @Override
    public boolean onServerInitialise() {
        System.out.println("[" + LocalTime.now() + "][SERVER]INITIALIZED");
        Setup.loadVehicles();
       
        return true;

    }

Edit: forgot to add respawn too. added.
#12
Support / Re: Can anyone help me with this?
Mar 28, 2020, 05:27 AM
Quote from: Hanney

QuoteCurrently the vc-mp update server is down. This means that automatic version downloads do not work. You will need to manually download the version required to play and put it into your vc-mp folder.

    1) Download the following archive file: https://littlewhiteys.com/vcmp/5CEB5D61.zip
    2) Right click your VCMP browser shortcut file and select 'Open File Location'
    3) Extract '04rel006' folder into this location from the .zip archive. Normally this location is 'C:\Users%USERNAME%\AppData\Local\Vice City Multiplayer'
#13
Thanks, this just helped me. xD
#14
Support / Re: FPS lag
Jan 02, 2020, 10:03 AM
I solved this issue in Doom_Kill3R vid by accident not long ago , you need an SSD with gtavc installed on it.

but, keep in mind your issue might not be SSD Milko, until i can see a vid to confirmthat lag.
#15
Bump, this is brilliant. I can't seem to work it though, getting invalid definition in objects.xml upon connecting to my server.