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Topics - Stormeus

#1
An update for the masterlist announcer has been released:

  • Added master.adtec.ovh and master.thijn.ovh as default fallbacks for master.vc-mp.org.
  • Fixed servers trying to ping masterlists using IPv6, making them invisible in the server browser.
  • Fixed an issue where long responses would parse incorrectly, causing "Failed to store response" errors.
  • Changed the logger to write to an "announce.log" file to avoid concurrency issues with the main server thread.

Updated binaries are available on the download page for the announce plugin:
https://bitbucket.org/stormeus/0.4-announce/downloads/
#2
Hi everyone,

During the early stages of our large-scale testing we found a couple of issues that caused recurring server crashes that seriously degraded the player experience. We're fortunate to have caught this during a beta test instead of a final release, and the information we got from online players will help us test these issues privately.

Unfortunately we'll also have to postpone our public testing to get the game to a more polished and playable state. We'll be spending the next day or so on additional testing. We know that a lot of you were excited to play this release, which is why we want to take the time to make it as good as it can be. Optimistically we'll be able to have another version ready for Sunday afternoon, but devs' availability for the next week may also require us to postpone for another week or so.
#3
We'll be hosting a two day long public beta starting Saturday the 17th at midnight GMT for version 0.4.7, the next major release of VC:MP. Because of major changes made to the netcode in this version, we want to host a public beta before release to test these changes on a large scale.

For this public beta, we'll be running two servers over the weekend:
  • [MK] CTF 0.4.7 Public Beta
    Saturday, August 17th
  • littlewhitey's VC-MP Beta Server
    Sunday, August 18th
Note that these servers will have both a 0.4.7 test version and their current 0.4.6 counterparts. Stats on the test servers won't be saved.

The addresses for the test servers will be announced around midnight on each day. The server changelog will also be posted on final release, but in the meantime here are the changes you'll find in the client:
[noae]
Quote
  • Added support for HTTP downloads.
    • A proxy can be used by setting the option net_dl_proxy to the proxy's URI, e.g. /setconfig net_dl_proxy http://192.0.0.7 or /setconfig net_dl_proxy socks4://192.0.0.8:1080. The proxy can be disabled by using /setconfig net_dl_proxy 0.
  • Major netgame revisions. Specifically:
    • The netgame used to spend bandwidth on updates for entities that hadn't changed. The ped and vehicle sync have been changed so that the client and server now only exchange information about changes in state, rather than trying to send full entity states on every frame.
    • Vehicle processing has been rewritten to make remote vehicles move more smoothly and accurately.
    • The client and server will now make an effort to process packets as soon as they arrive instead of at predetermined tick intervals, which should make sync slightly more responsive.
    • The client should be better at prioritizing which packets to process and send.
  • This update reimplements or incorporates some game fixes from other mods.
    • From the Road Reflections Fix:
      • Fixed reflections not rendering on rainy roads.
    • From SilentPatch:
      • Added a config option, game_enabletrails, that determines whether to enable post-processing visual effects and motion blur like the PS2 version.
      • The game no longer disables the disk cache on HDDs and SSDs, which should result in smoother model streaming.
      • Fixed light glow shadows underneath pickups.
    • From ThirteenAG's Widescreen Fix Pack:
      • Incorporated the widescreen fixes into the client. To enable the widescreen fixes, use /setconfig game_widescreen 1. To disable them, use /setconfig game_widescreen 0.
      • Shooting is now accurate when players with different camera FOVs shoot each other.
    • From SkyGFX:
      • Fixed poorly rendered edges on trees, fences, and other objects with transparent edges.
  • Added support for custom cull zones.[nb]To use custom cull zones, add a file named maps/cullzones.xml to the server store with the following format:
    <?xml version="1.0" encoding="ASCII" ?>
    <cullzones>
        <!-- Disable rain -->
        <cull min_x="-200.0" min_y="-200.0" min_z="-10.0" max_x="200.0" max_y="200.0" max_z="40.0" flags="8" />
    </cullzones>
    [/nb]
  • Added support for replacing the surface traction table by adding a maps/surface.dat file.
  • Changes to client-side scripting:
    • Added the following read-only properties:
      • Hud.IsEnhancedWidescreen() - true if ThirteenAG's widescreen fixes are active, false otherwise.
      • Hud.AspectRatio() - gets the aspect ratio that the HUD is drawn at. Without ThirteenAG's widescreen fixes, this can be 4:3 (widescreen off) or 16:9 (widescreen on). When the widescreen fix is enabled, this is the window width divided by height.
      • World.Hour() - gets the current in-game hour
      • World.Minute() - gets the current in-game minute
      • Player.Streamed - true if a player is streamed for, or is, the local player; false otherwise
      • Player.Team - gets the player's team ID
      • Player.Weapon - gets a player's current weapon ID; returns -1 if the player is not streamed
      • Player.LoadedAmmo - gets the amount of ammo in the player's clip; returns -1 if the player is not streamed
      • Player.TotalAmmo - gets the total amount of ammo the player has; returns -1 if the player is not streamed
      • Player.ClipSize - gets the size of the clip for the player's current weapon; returns -1 if the player is not streamed
      • Player.Angle - gets the player's rotation; returns NaN if the player is not streamed
    • Added the following read-write properties:
      • Player.Money - gets or sets the local player's money, returns -1 for other players; does not update the server-side value
      • Hud.GetWantedLevel() - gets the local player's wanted level
      • Hud.SetWantedLevel(wantedLevel) - sets the local player's wanted level; effect is cosmetic only and does not update the server-side value
    • Added GUILabel.FitToText() and GUIButton.FitToText(), which will resize their bounds to fit the text they contain.
  • Enabled setting water level on maps with custom water tiles.
  • Weapons can now be used as objects in XML map files.
  • The multiplayer DLLs are now smaller, resulting in shorter download times and slightly improved performance.
  • Miscellaneous CPU utilization improvements.
  • Fixed a crash caused by enabling color tags for a GUIElement and then reassigning text to it.
  • Fixed a crash caused by deleting a GUIElement after clicking on it.
  • Fixed a crash caused by the logging system for client-side scripts.
  • Fixed the game crashing when trying to reconnect in the middle of a RakNet file transfer.
  • Fixed memory errors when viewing the map from the menu or exiting a vehicle as a passenger which could cause rare, unrelated crashes later.
  • Players headshot in cars now have properly synced death animations.
  • Related to the above patch, also fixed a sync issue where vehicles would move on their own if the driver was shot in the head and played the falling out animation.
  • Fixed 2dfx elements and arcade sounds not being hidden when the entire Vice City world is hidden.
  • Fixed players with fall damage immunity being knocked down and taking damage anyway.
  • Fixed remote players becoming desynced if they appear to be hit by a shotgun, even if that shot missed on their screen.
  • Fixed players being able to use helicannons or fire Hunter missiles while marked as frozen or unable to attack.
  • Fixed a race condition where the client tried to create custom objects before loading the models, causing "Failed to load model" errors to appear.
  • Fixed the vehicle horn not being synced for non-emergency vehicles.
  • Fixed players being able to enter vehicles as passengers while their controls are disabled.
  • Fixed an issue where players could appear to carjack vehicle passengers if a vehicle door was blocked.
  • Fixed not being able to fire missiles in custom MVL vehicles with Hunter weapon attachments.
  • Fixed boat wakes being rendered at the wrong height when the water level is changed from the default.
  • Fixed cull zones not being reset when hiding the entire VC world. This would cause issues like bridge fly-under camera effects and no rain in parts of the map where VC had these properties.
  • Fixed some objects becoming undeletable when moved or rotated.
  • Fixed fires and projectiles being removed around players who are frozen.
  • Fixed the camera glitching when spectating a player while drunk visuals are enabled.
  • Fixed not being able to pass null to GUI.SetFocusedElement to remove focus from all GUI elements.
  • Fixed an issue where vehicles could momentarily have the wrong light status flags when streamed in.
  • Fixes for build mode:
    • Fixed World.FindPlayer, World.FindLocalPlayer, or World.FindVehicle crashing the game.
    • Fixed a crash caused by toggling checkboxes.
    • Fixed GUI skins not loading.
    • Fixed dofile() not working correctly when the game first loads.
    • Fixed XML map objects not being removed when reloading custom content.
    • Fixed PlayerShoot and other events not being called in build mode.
    • Fixed not being able to read the stream passed to Debug.ClientData.
  • Updated third-party components.
[/noae]
#4
04rel007 is in development. In the meantime, here's a patch to fix a high-priority regression that was found.
  • Fixed a regression that caused the netgame to use 100% CPU at all times.
This update will take effect upon reloading the browser.
#5
A client update has been released for 04rel006.
  • Fixed the Steam version of the mod launching single player and then crashing.
This update will take effect upon reloading the browser.
#6
A client update has been released for 04rel006.
  • Fixed a couple of regressions that could cause the game to crash.
  • Fixed LOD model issues with custom maps when the model name did not start with "LOD" in uppercase.
This update will take effect upon reloading the browser.
#7
A client update has been released for 04rel006. Thanks to everyone who tested the publicbeta changes. This round of updates focuses on performance improvements that should make everyone's experience smoother, especially those on low-spec machines.
  • Implemented client-side changes for a future update giving server owners an option to disable crouching.
  • Nametags and console messages have been optimized to reduce CPU and GPU usage. Specifically:
    • Instead of fully redrawing text on every single frame, the textures representing text are now cached in memory.
    • The console is no longer closes and reopens the log file on every single message received.
  • Miscellaneous optimizations to reduce CPU and memory pressure.
  • Fixed inconsistent GUILabel initialization when using the constructor with no arguments.
  • Fixed GUI::GameResize and GUI::KeyPressed not being called while in build mode.
#8
A client update has been released for 04rel006 on the publicbeta branch.
  • Fixed game physics breaking at framerates higher than 30fps.
  • Further optimizations for chat console performance.
  • Fixed a rendering error with nametags that made them invisible when antialiasing is on.
  • Fixed a caching issue with the console that caused old chat lines to repeat when the console scrollback was full.
  • Fixed a regression that broke build mode.
This update is a release candidate. If no further issues are reported, this build will be promoted to the stable 04rel006 branch.

To enroll in the publicbeta branch, go to your browser settings and set the Updater password to publicbeta. Since there are no mandatory gameplay or netcode changes, you'll be able to use this branch on regular 04rel006 servers.

Please report any issues in the Bugs and Crashes board.
#9
A client update has been released for 04rel006 on the publicbeta branch.
  • Further CPU/GPU optimizations when expanding the console.
  • Fixed long chat messages only showing the first line several times.
  • Fixed nametags and chat messages being invisible when game_antialias is enabled.
  • Fixed inconsistent GUILabel initialization when using the constructor with no arguments.
  • Fixed GUI::GameResize and GUI::KeyPressed not being called while in build mode.
  • Fixed console font not refreshing when changing it with /setconfig.
To enroll in the publicbeta branch, go to your browser settings and set the Updater password to publicbeta. Since there are no mandatory gameplay or netcode changes, you'll be able to use this branch on regular 04rel006 servers.

Please report any issues in the Bugs and Crashes board.
#10
A client update has been released for 04rel006 on the publicbeta branch.
  • Nametags and console messages have been optimized to reduce CPU and GPU usage.
  • Implemented client-side changes for a future update giving server owners an option to disable crouching.
To enroll in the publicbeta branch, go to your browser settings and set the Updater password to publicbeta. Since there are no mandatory gameplay or netcode changes, you'll be able to use this branch on regular 04rel006 servers.

Please report any issues in the Bugs and Crashes board, especially those involving nametags, console messages, and crouching.
#11
  • Sockets
    • Fixed a heap corruption issue that broke the sockets plugin when built with newer compilers.
    • Fixed a memory leak in the sockets plugin when closing a socket connection while the plugin was still processing incoming packets.
  • Java
  • The source code for officially maintained plugins has been updated on Bitbucket to use the new plugin SDK introduced in rel004 if they haven't already been updated.
An updated plugin pack for 04rel006 servers can be found here:
https://v04.vc-mp.org/allplugins_04rel006_patch2.7z
#12
Hi all,

We need to move the forum to a new server. We're not sure exactly when the migration will begin but expect the primary web server to be offline for up to a few hours while we put the forum in maintenance mode, prepare backups and migrate the server.

I'll follow up with updates if and when I have any, probably around morning in British Summer Time.

Note that the web server will return with a new IP address and the old server will be unresponsive. Depending on your and your ISP's DNS configuration, you may not be able to reach the masterlist for up to 24 hours after we make the switch.
#13
This resolves issues with players getting a "Failed to open archive" error when updating clients using the browser update from earlier today.

Browser installer
#14
  • Fixed the client crashing when exiting vehicles and in other scenarios.
#15
Browser
  • Added a "Launch Build Mode" option to the right-click-on-server menu.
  • Added a "Check for Updates" option to the Help menu.
  • Updated the libjson, libcurl and liblzma components.
  • Updated the Steam injection mechanism to fix issues with VC:MP failing to load.
  • Web browsers and antivirus software should no longer report the installer as being a virus.
It is highly recommended that you download and reinstall the browser.



Client
  • Enhanced build mode.
    To make it easier to test custom maps/entities and client-side scripts, the build mode from 0.3 is being reintroduced with some enhancements.
    • To get started, create a folder in %APPDATA%\VCMP\04beta\store named buildmode and place any files you want to test there.[nb]Steam users: the Steam version of gta-vc.exe may not load build mode properly; you should change your browser settings to use testapp.exe instead.[/nb]
      • Custom maps, object definitions, scripts, etc. will all load like they normally would when connecting to a server, but instead of joining a networked game you will spawn on top of Kaufman Cabs.
      • You can add a spawnpos.txt file to the buildmode folder with three numbers (e.g. -250.0 100.0 10.0) denoting the X, Y, and Z coordinates to spawn at. There should be no commas between each number; useful for custom maps where ground level has changed.
    • Whenever a file in the buildmode folder is changed, all files will automatically be reloaded. For example, changing a client-side script file will reload scripts (and any other custom content) immediately. This behavior can be changed using the command /autoreload <0/1>.
    • If you have disabled auto-reloading for custom content/scripts, use the /reloadcontent command.
    • Vehicles, objects, spheres, checkpoints and pickups can be created and deleted to test their appearance using the following commands in build mode only:[nb]Build mode is not designed for creating maps. Objects cannot be rotated once created. There is currently no way to export positions of entities created in build mode.[/nb]
      • /createvehicle <model ID> <color 1> <color 2> (<position X> <position Y> <position Z>) - creates a vehicle; if position is unspecified, the vehicle is created at your location (alias /cv)
      • /createobject <model ID> (<position X> <position Y> <position Z>) - creates an object; if position is unspecified, the object is created at your location (alias /co)
      • /createpickup <model ID> <position X> <position Y> <position Z> - creates a pickup; if position is unspecified, the pickup is created at your location (alias /cp)
      • /deletevehicle <ID> - deletes a vehicle; ID is given when using /createvehicle (alias /dv)
      • /deleteobject <ID> - deletes an object; ID is given when using /createobject (alias /do)
      • /deletepickup <ID> - deletes a pickup; ID is given when using /createpickup (alias /dp)
      • /deleteallvehicles - deletes all vehicles (alias /dav)
      • /deleteallobjects - deletes all objects (alias /dao)
      • /deleteallpickups - deletes all pickups (alias /dap)
    • The following commands are also available in build mode only:
      • /weapon <ID> - gives you a weapon (alias /w)
      • /skin <ID> - changes your skin (alias /s)
      • /weather <ID> - changes the weather
      • /time <hour> <minute> - sets the game time to the given hour and minute
      • /goto (<X> <Y> <Z>) - teleports to a location. If position is not specified, player is teleported to the default spawn location. Mostly intended for recovering from drowning and then respawning in the water again.
    • To simulate client-server interaction in build mode, you can use the event void Debug::ClientData(stream), which is called when a client in build mode sends data, and the function bool Debug.SendData(stream), which emulates a server sending client-side data and triggers Server.ServerData.[nb]These functions only work in build mode. Recommended practice is to do any simulation of the server's responses in a separate file to decouple the main script from your tests.[/nb]
  • Fixed players appearing to hold their previous weapons instead of fists. This should also fix most issues with players sliding around.
  • Carjacking should be fully disabled on the client side now.
  • Fixed an issue that caused the game to crash while loading on some systems and on random occasions on others.
An example of the enhanced build mode in action can be found here.
#16
An update for VC:MP 0.4 (04rel006) servers has been released.
  • When a player's camera position is changed, the server will now stream entities both at their camera position and at their world position.
    • Likewise, dead players will be able to see what is happening around them until the camera fades to white.
    • Players will also be able to see what's happening near the spawn screen camera until they spawn.[nb]Dead players may report picking up pickups or entering checkpoints/spheres if they are visible on the spawn screen. You, as server owners, are responsible for making sure your gamemodes behave correctly in this case.[/nb]
  • Fixed players appearing to slide around for players who do not update their clients.
Windows Server (x86)
Windows Server (x64)
Linux Server (x86)
Linux Server (x64)
#17
A client update has been released for 04rel006.
  • Weapons are now removed from players if the server sets their ammo to zero.
  • Fixed /setconfig game_sensitivity and game_sensitivity_ratio incorrectly reporting that they need a game reload.
This update will take effect upon reloading the browser.
#18
A client update has been released for 04rel006.
  • Fixed players crashing/hanging when surrounded by a large number of players.
  • Fixed incorrect weapon IDs sometimes being reported as kill reasons.
  • Fixed snipers breaking in Steam versions of the game.
  • Fixed the widescreen setting.
This update will take effect upon reloading the browser.
#19
Despite the name, this is a minor update to 0.4.5 that requires netcode changes to the client and server.
  • Fixed player positions/vehicle positions/gunfire positions being inaccurate.
  • Fixed players appearing to shoot backwards when looking behind.
  • To aid debugging, the client now reports RenderWare error codes as part of its crash dumps.
This update will take effect upon reloading the browser and joining a 04rel006 server.
#20
Despite the name, this is a minor update to 0.4.5 that requires netcode changes to the client and server.
  • Fixed player positions/vehicle positions/gunfire positions being inaccurate.
  • Fixed players appearing to shoot backwards when looking behind.
Server downloads:
Windows Server (x64)
Windows Server (x86)
Linux Server (x64)
Linux Server (x86)

Plugin SDK header



An update for Squirrel has also been released:
  • Fixed Vehicle.Fix disabling taxi lights.
Updated binaries are available on the download page for the Squirrel plugin:
https://bitbucket.org/stormeus/0.4-squirrel/downloads



An updated plugin pack for 04rel006 servers can be found here:
https://v04.vc-mp.org/allplugins_04rel006_initial.7z

It contains the Windows and Linux, 32 and 64 bit versions of the following plugins:
  • Squirrel (updated!)
  • SQLite for squirrel
  • Announce
  • Java
  • MySQL for squirrel
  • Hashing for squirrel
  • Sockets for squirrel
  • XML configuration loader
Other plugins written for 04rel004/04rel005 servers will continue to work.