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Messages - NewK

#121
General Discussion / Re: please help
Feb 28, 2016, 07:56 PM
Quote from: Stormeus on Feb 28, 2016, 07:28 PMI think I specifically said that VC:MP does *not* send shots to the server. VC:MP sends what keys you're pressing to the server, which is passed on to the other clients.
Yea I get what you mean, "sending" shots is not the best way to describe it technically, which is why I wrapped it around double quotes ( "sent" ) when I first mentioned it in my post. Rendering shots/registering shots might be a better expression I guess.  I just chose to use the word "sent" as a way to make it easier to understand for the op.
#122
General Discussion / Re: please help
Feb 28, 2016, 05:18 PM
This is not really a bug. As far as I know it was made like that on purpose. Stormeus has previously said that in 0.4 the shots are "sent" to the server, the exact moment when you click the fire button. However, it's important to notice that when you click the fire button there's a small delay before the actual bullets come out (this has to do with the game and not vcmp itself), so when you click the fire button, that's when your enemies see your shots, not when you see the bullets come out.

This 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

On that video it shows that the direction in where he shot first, is where the bullets are rendered on the other player's screen, regardless of him trying to change direction by moving his mouse after shooting. Because when he clicked the fire button that's the direction he was looking in. In 0.4, the shots are rendered alot earlier in comparison to 0.3zR2. In 0.3zR2 they were rendered a few moments before the bullets came out (which caused ghost shots) and in 0.4 they're rendered when you click the fire button. I guess 0.4 ignores the delay that happens between the moment when you click the fire button and the moment when the actual bullets come out since the shots are rendered when you click the fire button, so from "0.4's point of view" all weapons have the same delay or no delay at all. Whether 0.3's way is better or not, that's debatable but it would be very interesting to have a server side option which lets server owners choose how far in the lifecyle of "shooting"  should the shots be rendered (when the fire btn is clicked VS when the bullets come out).

TL;DR: There's nothing you can do to fix it. It has nothing to do with your Internet or with latency as you can see in the video I posted above, those tests were done in localhost and the same thing happens.
#123
Servers / Re: MK | Capture the Flag
Oct 14, 2015, 03:41 AM


With the arrival of autumn, holidays and a new year. MK's CTF staff team would like to invite you and introduce you to the 'Capture The Flag: Team Tournament'. CTF:TT is a team tournament based on the popular capture the flag gamemode, which consists of 5-player teams that will compete to prove which one is the best in the server. The teams will choose 3 of their favorite arenas to fight in each match and will face off against their opponents in the arenas of their choice, in a total of 6 rounds, 3 arenas for each side. It is not mandatory for all team members to belong to the same clan or for all members to be in a clan, clanless players are welcome too!

This being a team tournament, the main concept of the event is for players to be able to gather up 5 friends and jump straight into the action. You can participate as a clan or just as a group of friends. Team up with 5 friends, give a name to your team, and come join the fun!

Rules
List of Arenas
Team application are now open!

More information
#124
This one's better, it gets faster as time goes on.
#126
General Discussion / Re: any reason?
Sep 07, 2015, 01:06 PM
It's a bug with this latest release. It's probably the worst bug so far with 0.4, it's certainly the most critical one right now. Alot of people are now starting to use it as an exploit and they're abusing it to avoid all weapon damage. Unfortunately alot of server owners don't know about this yet and still allow it on their servers. And the bug doesn't happen when you are in FPS mode, it happens during the transition from 3rd person mode to FPS mode. Basically, if you're about to get shot all you need to do to evade the damage is quickly switch to FPS mode and then switch back to 3rd person view.
#127
Servers / Re: MK | Capture the Flag
Aug 30, 2015, 11:36 PM
Quote from: Klaus on Aug 30, 2015, 08:55 PMOn a CTF gamemode, why are points awarded for kills?
That's a good question and we've been recently discussing about this alot. It was why we raised the flag points from 10 to 15 actually. There's 2 reasons why we've chosen to award points for kills.

First one is that alot of the times none of the teams are capable of capturing a single flag. There's bases where it's just too hard to capture the flag. And if players choose to camp near their flag, then it's even harder. So it would just result in alot of ties and alot of camping near the flags. This way we atleast get some action and force people to fight.

Second reason has more to do with the VC:MP community itself. Bringing a new gamemode to VC:MP is hard. I'm not talking about scripting the gamemode or having a new idea for a server. I'm talking about getting people to actually play on your server. Getting people interested is the hardest thing to do. You can even have a new gamemode with all the cool stuff and new ideas, new features, etc... it just doesn't matter because 80% of this community just wants TDM. So in order for the gamemode to be relevant in VC:MP, in order for the gamemode to be relevant in our TDM infested community, we need to have some sort of TDM involved. Even the concept of "capturing flags" was hard for vcmp players to grasp ( you'd think something so simple would not be an issue ) but I shit you not, there's still like 40% of our playerbase that has yet to understand how to capture a flag, despite being told countless times they have to stand still for 3 seconds. So I guess you could say our CTF gamemode is not the traditional CTF gamemode like in most games, but that was never the goal to be honest. It's more of a CTF gamemode adapted to VC:MP, and unfortunately if there's not some sort of TDM aspect tied to it, no one will care.

Sorry if that sounded a bit hostile, I tend to rant sometimes ;D
#128
Servers / Re: MK | Capture the Flag
Aug 30, 2015, 01:24 AM
A few updates:

16/08/15

> Flags now reward 15 points instead of 10



17/05/15

> Sniper ammo has been increased and has now 100 bullets instead of 50



30/08/15

> Use of first person aim is no longer allowed with all the weapons until the exploit with fps view is fixed. As a result of this issue, weapon  pack 4 (Rocket Launcher) and 6 ( Sniper ) are now disabled.
#129
Quote from: Murdock on Aug 30, 2015, 12:07 AM
  • Bikes reverse too fast after the custom vehicles update
This one's hilarious. The first time I found out about this was with a pizza boy, it was actually faster in reverse than normally   driving forward.

Quote from: Murdock on Aug 30, 2015, 12:07 AM
  • A player can still be killed after applying all immunity flags
Yea this one's the most frustrating for me, since the anti-spawn kill system in the CTF server relies on it and it's basically useless without it :/
#130
Closed Bug Reports / Re: Blocking Shots
Aug 29, 2015, 01:13 PM
Woah, this a pretty serious game "breaking" bug. I had no idea this exploit existed, although there's alot of stuff that makes sense to me now.
#131
Servers / MK | Capture the Flag
Aug 13, 2015, 12:14 AM

 
IP: vc-mp.net:5196
Hosted by:  Sky-City Hosting
Number of players slots: 100
Scripts:  [ CTF v6.0 ] by NewK
IRC Channel:  #MK.CTF on LUnet
Server Forumhttp://ctf.vc-mp.net


This server intends to bring more diversity to VCMP's game modes, introducing a different game mode other than TDM and DM. It's not a new gamemode for anyone who has played multiplayer FPS games these last few years. The concept is the same, there are two teams, one must capture the enemy's flag and bring it to their team's base where there will be a drop-zone which will be a barrel pickup. When the time limit ends, the team with the most points will be the winner. You gain 15 points for each sucessful flag capture, and 1 point for each kill. You'll receive 5 aditional points for each 5 kill spree you make. Every time a round ends, the server will automatically teleport players to the lobby and start a new round on a new arena. You can see some of the available arenas here and all of the available weapon packs here. We also have few custom maps that can be played as arenas that were built by our staff team with various game models. If you have a new idea for a new arena/base feel free to make a suggestion here.

Useful links

- Staff team
- Support
- Webstats
- Server rules
- Server and IRC commands

F.A.Q.

Why can't I pick up the flag?
To pick up the flag you have to stay still on top of it for 3 seconds.

I have captured the flag but how do I drop it?
To drop the flag and score points for your team, you have to go back to your spawn where you will see a barrel, just go over it and the flag will be dropped.

Why does the server keep killing me when I spawn?
If that happens, that means you're trying to spawn on a team that has too many players, spawn with a skin from the other team to balance the teams.

Why can't I spawn with the builder skin?
The builder skin is there only for testing purposes and building bases so you won't be able to spawn with it unless you have atleast level 4.

How can I change my weapons pack? I used the !pack command but it didn't work
You have to choose your weapon pack before the round starts with the command !pack <id>. If you see a loading bar on the bottom right of your screen, that means the server is waiting for you to choose your weapons pack, if you don't choose any, you will be given the default weapon pack. You can use the !packs command to see what each pack contains. If the round has already started you can use the !changepack command once.

Sometimes my character starts jumping/floating, is this a bug?
When that happens, that means you've hit the world boundaries limits set by the server for that specific arena, every fighting location has different boundaries in different places, this was done on purpose so that players don't leave the fighting territory, it's not a bug.
#132
Good, now we can finally move on. 0.3z needs to die ASAP. I can understand some scripters not moving to 0.4 because of some server features that might not be fully implemented yet but anyone else who chooses to stay in 0.3z because they say "it's better" clearly hasn't played enough 0.3z to know how bad it is or how many exploits it has. I've seen some very serious game-breaking bugs over the years. Seriously, 0.3z is 8 years old and there's still exploits being discovered daily. If people are too thick to see that 0.4 is a clear improvement over 0.3z and choose to stay in 0.3z instead, that's fine by me. Maybe we can finally take that chance to build a better community in 0.4, with people who actually have some common sense and understand that the bugs in 0.3z will never get fixed while 0.4 has an active dev team and is in constant development. Bottom line is; adapt or get left behind.