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Messages - Adrenaline

#1
Servers / [Custom Map] Stunting Island
May 18, 2026, 04:46 AM



STUNTING ISLAND — SKULL DLC

PURE STUNTS • MULTIPLE ISLANDS • NO LIMITS



Mode: Stunting / Freeroam / Skill Gameplay
Discord: Join our Discord
Server IP: 51.38.237.230:8198



ABOUT

Stunting Island is a custom VC:MP stunt experience built around
a massive adaptation of the legendary TDR2000 map conversion,
bringing an entirely new style of gameplay into Vice City Multiplayer.

Featuring multiple connected islands, dangerous highways, giant stunt ramps,
industrial districts and futuristic city zones, the map delivers a completely
unique freeroam stunt experience never seen before in VC:MP.

Explore massive custom areas inspired by cyberpunk cityscapes,
abandoned docks, dark industrial roads and high-speed stunt
environments designed for freestyle driving and pure adrenaline.



FEATURES

• Multiple islands
• Massive stunt map
• Freeroam gameplay
• Giant ramps & highways
• Hidden stunt spots
• Custom vehicles & skins
• Cyberpunk atmosphere
• Community showcases



DISTRICTS

Necropolis
Hollowood
Docks
Hirise



NO LIMITS. ONLY ADRENALINE.

Drive fast.
Stunt harder.
Create chaos.



🔥 COMMUNITY & MEDIA 🔥




Credits

Adrenaline — Original Idea / Mapping / Visual Direction
[TDA]Speed — Script Developer
#2
Servers / Re: Skull DM GTA V Minigames
May 18, 2026, 04:44 AM
✓ DM Skull – Changelog 1.4

Added
  • New Gunswap Rotations
  • Shotgun Only Rotation
  • Heavy Chaos Rotation
  • New Race Events
  • Dune Circuit (Dune Buggy)
  • Supervolito Air Route (Helicopter)
  • New Command: /racemaps
  • Discord Event Control
  • Global Vehicle Boost System
  • New GTA Online Skins (7, 8, 9)

Updated
  • /startevent race now suggests /racemaps
  • /levels now verifies permission hierarchy
  • Nitro now works only on cars and bikes
#3
VC:MP Rotation Fix Prompt (AxisAngle Rotation Preservation)

If your converted GTA Vice City maps have:
- rotated objects
- twisted ramps
- broken roads
- tilted buildings
- incorrect LOD orientation
- random object angle corruption

use this prompt below the main VC:MP converter prompt.

--------------------------------------------------
VC:MP ROTATION FIX RULES
--------------------------------------------------

When converting GTA Vice City maps (.IDE + .IPL)
to VC:MP XML format:

ALWAYS preserve original object rotations exactly.

--------------------------------------------------
IMPORTANT ROTATION RULE
--------------------------------------------------

VC:MP may incorrectly interpret some rotations
when quaternion conversion is used.

To avoid:
- rotated ramps
- broken roads
- tilted objects
- twisted buildings
- incorrect LOD orientation

ALWAYS use:

<rotation format="axisangle" />

inside map object entries.

--------------------------------------------------
CORRECT FORMAT
--------------------------------------------------

Example:

<object id="6400" model="400">
    <position x="0" y="0" z="0"/>
   
    <rotation format="axisangle"
        x="0"
        y="0"
        z="1"
        angle="90"/>

    <interior>0</interior>
</object>

--------------------------------------------------
IMPORTANT CONVERSION RULES
--------------------------------------------------

- preserve original IPL rotation values
- preserve original object orientation
- do NOT normalize rotations
- do NOT auto-convert to quaternion
- do NOT swap axes
- do NOT invert X/Y/Z
- do NOT reinterpret GTA rotations
- do NOT recalculate angles

--------------------------------------------------
LOD RULES
--------------------------------------------------

For LOD objects:

- preserve identical rotation
- preserve identical position
- keep visibility high (3000)
- use:

<collision type="none"/>

--------------------------------------------------
OBJECT ID RULES
--------------------------------------------------

VC:MP map IDs must follow:

map ID = object ID + 6000

Examples:

object 0   -> map 6000
object 1   -> map 6001
object 400 -> map 6400

Always continue IDs sequentially.
Never duplicate IDs.

--------------------------------------------------
FINAL RESULT
--------------------------------------------------

Correct conversion should prevent:
- object rotation bugs
- ramps facing wrong direction
- floating roads
- broken stunt maps
- twisted LODs
- corrupted map orientation

and preserve stable VC:MP compatibility.
#4
2DFX Support Prompt (Optional)

If you want ChatGPT to also convert GTA Vice City 2DFX lights/coronas into VC:MP XML object effects, use this prompt below the main converter prompt:

--------------------------------------------------
VC:MP 2DFX XML FORMAT
--------------------------------------------------

VC:MP supports 2DFX effects inside objects.xml.

2DFX effects must be written INSIDE the related object:

<object>
    ...
    <effect>
        ...
    </effect>
</object>

Do NOT place 2DFX in map.xml.

--------------------------------------------------
2DFX CONVERSION RULES
--------------------------------------------------

The IDE may contain a:

2dfx

section.

Each 2DFX entry belongs to an object model.

When converting:
- remap original model IDs to the new VC:MP model IDs
- attach effects to the matching object definition
- preserve local offsets
- preserve RGB colour
- preserve alpha if applicable
- preserve corona texture
- preserve shadow texture
- preserve light parameters

--------------------------------------------------
VC:MP LIGHT EFFECT FORMAT
--------------------------------------------------

Example:

<effect>
    <position x="0" y="0" z="0"/>
    <colour r="255" g="255" b="255" a="200"/>
    <type>0</type>

    <light>
        <distance>450</distance>
        <outerrange>12</outerrange>
        <size>1</size>
        <innerrange>4</innerrange>
        <shadowintensity>40</shadowintensity>
        <flash>1</flash>
        <wet>1</wet>
        <flare>0</flare>
        <flags>1</flags>
        <corona>coronastar</corona>
        <shadow>shad_exp</shadow>
    </light>
</effect>

--------------------------------------------------
SUPPORTED TYPES
--------------------------------------------------

type 0 = light
type 1 = particle

--------------------------------------------------
IMPORTANT
--------------------------------------------------

2DFX entries are local offsets relative to the object origin.

Do NOT convert them as normal map placements.
Do NOT place them in map.xml.
Always attach them to the matching object inside objects.xml.
#5
This is a useful prompt for converting GTA Vice City map mods from .IDE + .IPL into VC:MP objects.xml and map.xml.



Prompt

You are converting GTA Vice City map mods (.IDE + .IPL) into VC:MP XML format.

IMPORTANT:
- Ask the user which .COL files they really have.
- Ask the user which .TXD files they really have.
- Never invent .col filenames.
- Never create collision paths from TXD names.
- If a .COL does not exist, use <collision type="none"/>.
- Final assets must be packed inside store/name_unp.7z.

VC:MP ID SYSTEM:

MODEL ID = 6000 + OBJECT ID

Examples:
object id 0 = model 6000
object id 1 = model 6001
object id 400 = model 6400
object id 1000 = model 7000

If the map starts at model 6400:
object ids must start at 400.

IDE:
The .IDE file defines object names, DFF models, TXD textures and COL collisions.

IPL:
The .IPL file contains object placements, coordinates and rotations.

OBJECTS.XML FORMAT:

<objectlist>
    <object id="400">
        <flags value="0"/>
        <texture path="shared.txd"/>
        <collision path="shared.col" name="object_name"/>
        <model path="object_name.dff" distance="300"/>
    </object>
</objectlist>

LOD RULES:

If object name starts with LOD, LODh or lod:
- use distance="3000"
- use confirmed shared collision
or:
- use <collision type="none"/>

MAP.XML FORMAT:

<map>
    <itemlist>
        <item model="6400" name="object_name">
            <position x="100" y="200" z="15"/>
            <rotation format="axisangle" x="0" y="0" z="0" angle="1"/>
        </item>
    </itemlist>
</map>

Rules:
- object IDs must be sequential
- all IDs must be unique
- model id = 6000 + object id
- map model ids must match objects.xml ids
- preserve IPL coordinates exactly
- preserve IPL rotations exactly
- preserve scale if available
- texture path must use real TXD files only
- collision path must use real COL files only

Before exporting:
- verify every TXD exists
- verify every COL exists
- verify every collision path is valid
- verify no fake .col names were generated
- verify all IDs are unique
- verify all map model references exist

PACKAGE STRUCTURE:

store/
└── MapPack_unp.7z

Inside the .7z:
- all .dff files
- all .txd files
- all .col files

Outside the .7z:
- objects.xml
- map.xml

Never randomize IDs.
Never duplicate IDs.
Never break model ↔ map references.
Always maintain exact IPL placement data.



My Discord adrenaline12
#6
Servers / Re: Skull DM GTA V Minigames
Dec 14, 2025, 01:37 AM
New event GunSwap

A fast-paced free-for-all where all players fight with the same weapon, which changes every few seconds. Quick adaptation and constant action are key to stacking kills and securing the top spot on the leaderboard.

#7
Videos & Screenshots / Re: VC:MP EVENTS
Dec 14, 2025, 01:29 AM
🎮 Gun Swap Event
(New Event)


🔫 Gun Swap
A fast-paced free-for-all where everyone uses the same weapon — and it changes constantly.

Objectives:
• All players spawn automatically in the arena.
• Weapons swap globally every 45 seconds.
• Unlimited ammo and instant respawn.
• Eliminate opponents and adapt quickly to each weapon.

🏆 Victory:
The player with the highest number of kills when time expires wins the event.

🎥


#8
Servers / Re: Vice City Gang Wars
Dec 08, 2025, 07:53 PM
🔥 Vice City Gang Wars is BACK ONLINE! 🔥

🌐 New IP: 51.38.237.230:8195
🚀 Status: ACTIVE, NEW VPS
#9
General Discussion / Re: DewSmoke admin
Dec 08, 2025, 06:19 AM
He's a weird guy. I asked him if the event he posted here on the forum was real, and he replied with something I have absolutely no clue about.

https://imgur.com/a/nNpkiQR
#10
General Discussion / Re: DewSmoke admin
Dec 08, 2025, 06:11 AM
He's a brainless guy who only plays on his own server and talks to himself on his streams. Anyway, don't join that server.
#11
Servers / Re: Skull DM GTA V Minigames
Nov 30, 2025, 01:16 AM


✓ DM Skull – Changelog 1.3 (Winter Update)

Added
  • Auto Server Messages
  • Auto Top-5 Player Messages
  • New Rank System
  • New Command: /levels
  • Buy Skin System
    [ul]
    • Normal: $500,000
    • Custom: $1,000,000
    [/ul]
  • Buy & Sell Car System (Sunshine Autos)
  • Car Color Change System ($50,000 – Sunshine Autos)
  • Interior Pickup Access
  • Snow Effect
  • Winter Skins
  • New Leaderboards via /top

Updated
  • Fixed command: /heal
  • Fixed command: /fix
#12
It looks great on my server

#13
My question is, has there been a way to encrypt the store on the servers?
#14
📌 Suggestion: Add a Marketplace Section for VC:MP
Script Sales & Development Services


Hello everyone,

I would like to suggest adding a new Marketplace section to the forum, focused on buying and selling
VC:MP server scripts, as well as offering programming services and requesting custom-made systems.



Why This Would Be Beneficial

Many developers in the VC:MP community have created full gamemodes, advanced systems, or complete servers,
but they no longer plan to open new servers or have already retired from the game. Instead of letting their
work go unused, a Marketplace would allow them to sell their scripts and recover value from the time they invested.

This would benefit:

– Developers who no longer plan to open servers or have left VC:MP. 
– People who built servers but won't use them anymore and would like to sell them. 
– Server owners who need custom systems or bug fixing. 
– New server creators searching for experienced scripters. 
– Freelance programmers looking for a reliable and visible place to offer their services.

A Marketplace would not only create economic opportunities, but also help revive activity in the VC:MP community
by attracting players and server creators who want something more than just standard deathmatch gameplay.



What the Marketplace Section Could Include

– Scripts for sale (gamemodes, standalone systems, utilities, tools, etc.). 
– Hiring developers for scripting, bug fixing, optimization, or full custom work. 
– Custom requests for unique features or specific systems. 
– Selling complete servers (scripts, configurations, mappings, assets). 
– Price guidelines to help new buyers understand market value. 
– A reputation/feedback system to increase transaction safety.



Why the Forum Should Consider This

– Encourages development and innovation within VC:MP. 
– Allows retired developers to recover value from their past work. 
– Makes advanced scripts and systems accessible to new server owners. 
– Prevents valuable resources from being lost or forgotten. 
– Creates a dynamic exchange hub that boosts forum activity. 
– May help revive player interest in VC:MP by offering more than basic DM servers.



🔒 Recommended Security & Posting Rules

To keep the Marketplace safe and organized, these guidelines are recommended:

Anti-Scam Safety Rules: 
– Use trusted middlemen for high-value purchases. 
– Recommend safe payment methods (PayPal, Skrill, crypto, etc.). 
– Require proof of ownership before selling full servers.

Posting Requirements: 
– Screenshots of the system or server. 
– Clear list of features. 
– Script version, modules used, compatibility info. 
– Any available documentation or installation notes.

Tag System: 
– [FOR SALE] 
– [SERVICE] 
– [REQUEST]



Thanks for reading and long live VC:MP
#15
[CustomObject] Christmas Billboard + Wallpapers

This is a small Christmas-themed billboard object for the VC:MP community. 
The model includes a lightweight DFF and TXD ready to use, and the collision works perfectly using **autogenerate**,
so no manual COL file is required (optional).

📸 In-Game Screenshots




🎨 Full-Quality Textures




Wallpapers Download: https://imgur.com/a/u0AI6wp

📦 Download (Google Drive – .7z)
https://drive.google.com/file/d/1pOX_JX1q2cNO7n4uFGATULuE9MGaSxZs/view?usp=sharing

XML Example
<object id="100">
    <flags value="0"/>
    <texture path="bilbord2.txd"/>
    <collision type="autogenerate"/>
    <model path="bilbord2.dff" distance="1200"/>
</object>

If you customize the billboard with your own server logo or event promotion, feel free to share how it looks!

Merry Christmas and happy mapping! 🎅✨