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Topics - PunkNoodle

#1
Introduction

Since I often get asked on the procedure on how to import objects from other GTAs, I thought I will post a tutorial that hopefully makes it clear for everyone. It's no rocket science, it just takes some time and patience. I'll list below the tools I personally use, you can of course use others if you prefer. With that being said let's move on the actual stuff.



Tools:

- MEd there are other map editors out there but this is newer and better than Moo Mapper and KEd
- Collision File Editor II Again I recommend this over the older CollEditor or Col - IO



Steps:

Part I - Retrieving the needed files

  • Open MEd, load the IPL files from Scene tab and double click on the object you want to export



  • Use right click on the object and select Properties

- This will provide the name of the model and texture in this case dinerind.dff and newbuildind.txd respectively.

  • Click Browse... next to Model Name, right-click the model you need and extract it. Repeat the exact same procedure for the texture file
  • In the Item Definition window you've seen before, click on the Col icon

- This will show you the collision name and in which file you're going to find it. In this case the name is dinerind located inside INDUSTSW.col file.

  • Move to your GTA III folder and open data->maps->industsw, there you'll find industSW.col. Open it in CollEditor II


  • Locate the file you need, in this case dinerind, right-click on the name, hover on to Export and select Combined Collision File... to export it

Now that we have a model, a texture and a collision file. Let's move on the next section.





Part II - Importing it to VC:MP

  • Create a 7-Zip archive with those 3 files, give it any name and attach '_unp' as suffix, then drop it inside your server store folder
- I chose to name mine dinerind_unp.7z

  • Open your objects.xml file, located inside store->objects folder. There you need to define the characteristics for your object, including:
- the ID that you assign to it within VC:MP
- the model name and its draw distance
- the texture name
- the collision name
- the flag values, which I'll explain in the next section

  • If everything is done correctly it should look like the following:
<?xml version="1.0" encoding="ASCII"?>
<objectlist>
<object id="0">
<model path="dinerind.dff" distance="300" />
<texture path="newbuildind.txd" />
<collision path="dinerind.col" />
<flags value="0" />
</object>
</objectlist>


And that's done!! Those were all the essentials. The subsequent section focuses instead on minor facts you might need to know.





Part III - Details

  • Object flags will influence object's behaviour a bit, but for the average object you can just leave them 0, I'll attach their description below


  • Object ID 0 in objects.xml translates to 6000 within VC:MP usage
  • To spawn the object in Vice City now you either need to make use of the XML maps or CreateObject function
<?xml version="1.0" encoding="ASCII" ?>
<itemlist>
<item model="6000" name="dinerind">
<position x="0" y="0" z="0" />
<rotation format="axisangle" x="0" y="0" z="0" angle="0" />
</item>
</itemlist>
    - This is an example of how the XML file could look like

    • Setting draw distance to anything higher than 300m will have the effect of not rendering the collision. This is due to the game considering such objects low polygons models, thus not loading their collision to reduce load on performance
    • GTA 3 objects and in particular its interiors, need to have back-face culling disabled otherwise they won't display correctly
    • GTA SA uses a more complex collision type (type 3) thus before you import your object in VC:MP you need to adjust the collision type to the one compatible with GTA VC and III (type 1). You can do it by opening your object collision file with Coll Editor II, right-clicking on it and then selecting Target Version and Col 1, save it and you're good to go.


    And that's now really all. I hope it helped and thank you for reading! :)[/list]
    #2
    Bugs and Crashes / [Crash 0.4.7] 6808C968
    Aug 17, 2019, 05:01 AM


    Reproducible
    Happened one time

    What you were doing at the time of the crash
    Shooting an m4 after being disconnected from a server

    What you think caused the crash
    The m4 I believe

    Are you using the Steam version?
    No

    Crash Report
    [noae]Address: 6808C968 error C0000005
    EAX 00000000 EBX 0019F8D8 ECX 00000000 EDX 00F13D18
    EBP 0019F8D0 ESP 0019F890 ESI 104CA1A8 EDI 104CA640
    Stack:
    1E9CCBA0
    09E7A1F0
    0019FA1C
    6A6A58C4
    0019FA1C
    00000000
    00000000
    3F19999A
    09E6302C
    0019F8DC
    0019F93C
    680B43C2
    00000000
    00000000
    104CA1A8
    01190130
    0078343C
    0052B9B9
    104CA1A8
    0052B9B9
    104CA1A8
    0019F930
    0019F904
    3F800000
    1E9CC524
    16A9A348
    00000001
    00000000
    00000000
    3F800000
    00000000
    3EEEEEF0
    3F111112
    3F000000
    1E9CC524
    006946E8
    00000000
    00000002
    00000000
    80000001
    C47347CB
    C427F743
    4145D03A
    BF8F9D28
    3EDE27A5
    00000000
    00000000
    BEF0E377
    BFC9338F
    00000000
    BF66A580
    3EDE27A5
    00000000
    00000000
    00000000
    104CA1A8
    0050B44F
    00000000
    BE9910B2
    C427C06D
    00000000
    00000010
    00000000
    104CA1A8
    00508E0C
    749A7547
    00000000
    00000000
    000311C8
    00000000
    00000000
    00000000
    00031348
    00000000
    80000012
    00000000
    00000001
    006010B0
    00000000
    00000000
    80000012
    00000000
    00040616
    03C3E260
    03CDC39C
    0019FBA0
    749B8100
    8E681581
    FFFFFFFE
    0019FA2C
    74996C42
    006010B0
    00000000
    00000200
    00000001
    0177022D
    00000000
    00000000
    00000001
    00000200
    00040616
    03CDC39C
    00000000
    0019FAA0
    6A6B2681
    006010B0
    00040616
    00000200
    00000001
    0177022D
    00000200
    00000000
    6A6B007F
    0000000B
    1B3F1EE0
    00977DC8
    0019FC44
    0076E804
    0066A2CE
    00000023
    9976AE17
    00649A1A
    00000001
    00977E5C
    005642F1
    77188FE0
    00000438
    30020000
    00000001
    00000000
    00000000
    97B2BFDD
    0019FACC
    749B635B
    00040616
    00000200
    00000001
    BF9DE200
    405AE400
    3F92D050
    6A6B2130
    00000200
    00000000
    0019FBB0
    749A729C
    794E5711
    00040616
    0019FBB0
    749A7547
    749A72C0
    FAD15379
    6A6B2130
    00040616
    015FD840
    00040616
    00000000
    00000000
    BF9DE200
    405AE400
    3F92D050
    0000000C
    0019FC44
    00000000
    1050B21C
    005F9A52
    0000000C
    00000042
    00000000
    00000049
    00A10B8A
    009781D4
    0066A2CE
    00000023
    5C324885
    333BBD2E
    00000001
    3C55A5C2
    BC8413BD
    3E5673C1
    3F7A444C
    3C55A5C2
    2BF201D0
    3E5673C1
    16F9F318
    0019FBC0
    1E14DB80
    004029A5
    0019FBB0
    0019FBC0
    333BBD2E
    4BAE8A4B
    3824FFF7
    00000000
    00000000
    B97B9400
    BAA59128
    00000000
    B97B9400
    BAA59128
    00000000
    Net version 67600, build version 5D574FA1.
    00400000 S 00614000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\gta-vc.exe
    21100000 S 0005C000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss32.dll
    22100000 S 00014000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mssa3d.m3d
    22200000 S 00015000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mssa3d2.m3d
    22300000 S 00011000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mssds3ds.m3d
    22400000 S 00014000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mssds3dh.m3d
    22500000 S 00014000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Msseax.m3d
    22600000 S 00016000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mssfast.m3d
    22D00000 S 00062000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mssrsx.m3d
    22E00000 S 00019000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\msseax3.m3d
    24600000 S 00011000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Reverb3.flt
    26F00000 S 0002A000 N C:\Program Files (x86)\Rockstar Games\Grand Theft Auto Vice City\mss\Mp3dec.asi
    65190000 S 00008000 N C:\WINDOWS\SYSTEM32\DPAPI.dll
    67170000 S 00EA4000 N C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d65b7647eff8c45\nvd3dum.dll
    68020000 S 0038B000 N C:\Users\Admin\AppData\Local\Vice City Multiplayer\0.4.7\vcmp-game.dll
    69490000 S 0020E000 N C:\WINDOWS\system32\nvspcap.dll
    6A580000 S 00037000 N C:\Users\Admin\AppData\Local\Vice City Multiplayer\0.4.7\libpng16.dll
    6A5C0000 S 000C4000 N C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_2d65b7647eff8c45\nvldumd.dll
    6A690000 S 000B3000 N C:\WINDOWS\SYSTEM32\d3d8.dll
    6B1C0000 S 000EB000 N C:\Windows\System32\Windows.UI.dll
    6B2B0000 S 00080000 N C:\WINDOWS\SYSTEM32\DSOUND.DLL
    6C520000 S 00508000 N C:\WINDOWS\SYSTEM32\d2d1.dll
    6CE80000 S 00110000 N C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
    6D2F0000 S 00023000 N C:\WINDOWS\SYSTEM32\DEVOBJ.dll
    6D320000 S 00015000 N C:\WINDOWS\SYSTEM32\VCRUNTIME140.dll
    6D340000 S 0000E000 N C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll
    6D360000 S 00019000 N C:\WINDOWS\SYSTEM32\MSACM32.dll
    6D3C0000 S 0005E000 N C:\WINDOWS\System32\MMDevApi.dll
    6D790000 S 00091000 N C:\WINDOWS\SYSTEM32\inputhost.dll
    6F7C0000 S 001A3000 N C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
    70690000 S 000DB000 N C:\WINDOWS\SYSTEM32\wintypes.dll
    70770000 S 0026A000 N C:\WINDOWS\SYSTEM32\CoreUIComponents.dll
    70F00000 S 00037000 N C:\WINDOWS\SYSTEM32\dinput8.dll
    71B00000 S 00026000 N C:\WINDOWS\SYSTEM32\dwmapi.dll
    71C80000 S 00008000 N C:\WINDOWS\SYSTEM32\AVRT.dll
    71C90000 S 0008F000 N C:\WINDOWS\SYSTEM32\CoreMessaging.dll
    71D20000 S 00086000 N C:\WINDOWS\System32\TextInputFramework.dll
    71F70000 S 0009C000 N C:\WINDOWS\SYSTEM32\apphelp.dll
    72010000 S 00007000 N C:\WINDOWS\SYSTEM32\d3d8thk.dll
    72020000 S 00007000 N C:\WINDOWS\SYSTEM32\DCIMAN32.dll
    72030000 S 000E9000 N C:\WINDOWS\SYSTEM32\ddraw.dll
    72120000 S 0007B000 N C:\WINDOWS\system32\uxtheme.dll
    721A0000 S 0001E000 N C:\WINDOWS\SYSTEM32\RMCLIENT.dll
    726D0000 S 0017E000 N C:\WINDOWS\SYSTEM32\PROPSYS.dll
    72960000 S 0000B000 N C:\WINDOWS\SYSTEM32\HID.DLL
    72970000 S 00010000 N C:\WINDOWS\system32\wshbth.dll
    72980000 S 0000B000 N C:\WINDOWS\System32\winrnr.dll
    72990000 S 00016000 N C:\WINDOWS\system32\pnrpnsp.dll
    729B0000 S 00011000 N C:\WINDOWS\system32\napinsp.dll
    72A00000 S 0002F000 N C:\WINDOWS\system32\rsaenh.dll
    72A30000 S 00051000 N C:\WINDOWS\System32\fwpuclnt.dll
    72A90000 S 00008000 N C:\Windows\System32\rasadhlp.dll
    72AA0000 S 00052000 N C:\WINDOWS\System32\mswsock.dll
    72B20000 S 00090000 N C:\WINDOWS\SYSTEM32\DNSAPI.dll
    72BF0000 S 00016000 N C:\WINDOWS\system32\NLAapi.dll
    72C10000 S 00029000 N C:\WINDOWS\SYSTEM32\ntmarta.dll
    72C40000 S 00024000 N C:\WINDOWS\SYSTEM32\dbgcore.DLL
    72C70000 S 0018F000 N C:\WINDOWS\SYSTEM32\dbghelp.dll
    72E50000 S 00023000 N C:\WINDOWS\SYSTEM32\WINMMBASE.dll
    72EF0000 S 00229000 N C:\WINDOWS\SYSTEM32\d3d11.dll
    73120000 S 000A4000 N C:\WINDOWS\SYSTEM32\dxgi.dll
    73290000 S 00033000 N C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
    732D0000 S 00008000 N C:\WINDOWS\SYSTEM32\VERSION.dll
    732E0000 S 00024000 N C:\WINDOWS\SYSTEM32\winmm.dll
    747A0000 S 0000A000 N C:\WINDOWS\System32\CRYPTBASE.dll
    747B0000 S 00020000 N C:\WINDOWS\System32\SspiCli.dll
    747D0000 S 00081000 N C:\WINDOWS\System32\clbcatq.dll
    74860000 S 0000E000 N C:\WINDOWS\System32\MSASN1.dll
    74970000 S 00199000 N C:\WINDOWS\System32\user32.dll
    74B10000 S 00007000 N C:\WINDOWS\System32\NSI.dll
    74B20000 S 00012000 N C:\WINDOWS\System32\CRYPTSP.dll
    74B40000 S 00089000 N C:\WINDOWS\System32\shcore.dll
    74D40000 S 0005F000 N C:\WINDOWS\System32\WS2_32.dll
    74DA0000 S 005FC000 N C:\WINDOWS\System32\windows.storage.dll
    753A0000 S 00278000 N C:\WINDOWS\System32\combase.dll
    75620000 S 0054E000 N C:\WINDOWS\System32\SHELL32.dll
    75B70000 S 00080000 N C:\WINDOWS\System32\msvcp_win.dll
    75C50000 S 000E0000 N C:\WINDOWS\System32\KERNEL32.DLL
    75D30000 S 00023000 N C:\WINDOWS\System32\GDI32.dll
    75E50000 S 000C0000 N C:\WINDOWS\System32\msvcrt.dll
    75F10000 S 000FC000 N C:\WINDOWS\System32\ole32.dll
    76010000 S 00019000 N C:\WINDOWS\System32\bcrypt.dll
    76030000 S 0003B000 N C:\WINDOWS\System32\cfgmgr32.dll
    760D0000 S 00017000 N C:\WINDOWS\System32\win32u.dll
    760F0000 S 00199000 N C:\WINDOWS\System32\CRYPT32.dll
    762A0000 S 00019000 N C:\WINDOWS\System32\imagehlp.dll
    762C0000 S 00062000 N C:\WINDOWS\System32\bcryptPrimitives.dll
    76330000 S 00079000 N C:\WINDOWS\System32\sechost.dll
    763B0000 S 000BF000 N C:\WINDOWS\System32\RPCRT4.dll
    76470000 S 0044B000 N C:\WINDOWS\System32\SETUPAPI.DLL
    768C0000 S 00045000 N C:\WINDOWS\System32\WINTRUST.DLL
    76910000 S 00166000 N C:\WINDOWS\System32\gdi32full.dll
    76A80000 S 0007E000 N C:\WINDOWS\System32\advapi32.dll
    76B00000 S 00096000 N C:\WINDOWS\System32\OLEAUT32.dll
    76BA0000 S 0000F000 N C:\WINDOWS\System32\kernel.appcore.dll
    76BB0000 S 00044000 N C:\WINDOWS\System32\shlwapi.dll
    76C00000 S 001FA000 N C:\WINDOWS\System32\KERNELBASE.dll
    76E00000 S 00054000 N C:\WINDOWS\System32\powrprof.dll
    76E60000 S 0013C000 N C:\WINDOWS\System32\MSCTF.dll
    76FA0000 S 00122000 N C:\WINDOWS\System32\ucrtbase.dll
    770D0000 S 00025000 N C:\WINDOWS\System32\IMM32.DLL
    77100000 S 00006000 N C:\WINDOWS\System32\PSAPI.DLL
    77110000 S 0001C000 N C:\WINDOWS\System32\profapi.dll
    77140000 S 0019C000 N C:\WINDOWS\SYSTEM32\ntdll.dll

    rwError: pluginID=00000000 errorCode=80000000
    [/noae]
    #3
    Reproducible
    Always

    What you were doing when the bug happened
    Testing this new setting, I've got the message telling me the value applied, but no visible effect. F9 key neither has effect nor I get any message at all.
    #4
    Reproducible
    Always

    What you were doing when the bug happened
    I tried setting 2,147,483,647 as cash and noticed the hud shows just 999,999,999, if however I were to set the same amount + 1 (and thus beyond the limit) it will shows all the figures including the minus. Despite the hud, getting the cash from the player showed the correct amount I've set.

    What you think caused the bug
    Perhaps default game behaviour, since it's unlikely anybody would ever reach such amount.
    #5
    Object Showroom / [Custom Object] Billboard
    Dec 07, 2017, 08:47 AM
    Content type: Object
    Original author: R*
    Modifications: Extracted from VC files and replaced a texture.
    Modified by: me (PunkNoodle)



    A simple billboard that can be used as a base for any image to be added in game, the ratio is roughly 3:1 make sure your image matches that ratio, else stretching can occur.
    If you want to use your own image, replace the one inside the TXD file and save. To view the TXD file you can use any of these programs below:

    Magic TXD (recommended)
    TXD Workshop 5.0

    Content screenshots:


    If anyone needs it I attach a transparent image below which can be used as a template.


    For any question, issues about installation, or anything, feel free to reply in this thread. Maybe not, don't.
    #6
    I'd like to know why, in years of playing VC:MP the radios are ALWAYS, and I mean it, playing the same bit. in K-Chat Gethsemanee or Mr.Zoo, in VCPR Alex Shrub and Pastor Richards, in Emotion there almost always Kate Bush, Wave 103: Keep feelin' fascination, Radio Espantoso: Mambo mucho mambo. Flash FM: Laura Branigan, etc. I could go on for every radio.


    I literally never get to hear some songs like Love my way on Wave 103 or Missing you on Emotion 98.3

    So at this point so much time has gone by that I can't really think it's just paranoia anymore. My question is how do radios work in VC:MP? is there a randomiser or something? Also what's different from singleplayer considering radios there are a lot varied.
    #7
    Content type: Object
    Original author: R*
    Modifications: Extracted from VC files and replaced a texture.
    Modified by: me (PunkNoodle)

    So what is this? This is a single lightweight object I took from game files and used it to attach all the available particles usable in VC:MP. That means if you wanna add a particle anywhere they are already set up and you just need to spawn the relative object in your desirable locations, that's why it's called "dummy". This dummy is very handy since its size it's less than 2 KB, so even the slowest net in VC:MP can download it without an issue.



    Content screenshots:

    This is our dummy object, normally made invisible by setting its draw distance to 0


    and following a preview of all the particle effects attached to the invisible dummy

    ID 0 & 1 (they look the same)

    ID 2

    ID 3

    ID 4

    ID 5

    ID 6



    Note.1: The object has been defined 7 times in objects,xml in order to attach to it all the available particles, the IDs range from 6000 to 6007, the dummy.xml spawns all of them in the airport parking lot for a preview.

    Note.2: Do not use CreateObject because it won't create any effect! Spawn them only through XML files.

    Note.3: I already aligned the particles to the bottom of the objects.
    #8
    Map Showroom / Maze
    May 12, 2017, 07:09 AM
    Content type: Map
    Original author: DevNoBat
    Source link: GTA 3 Island Labyrinth
    Modifications: Converted IPL, IDE files to their relative XML file format.
    Modified by: me (PunkNoodle)
    Authorized by original author? No.



    Content screenshots:



    Hidden texture on the bottom :D




    Note.1: this mod was made for GTA III, one of the differences between the two games is that III has no back-face culling unlike VC, so you're gonna need to disable it through the relative function SetBackfaceCullingDisabled(bool)


    It is supposed to look like the right screen, if it doesn't then add
    function onScriptLoad()
    {
        SetBackfaceCullingDisabled(true);
    }
    and you're ready to go

    Note.2: if you set the object draw distance greater than 300 units, this model won't load its collision! :-X
    #9
    Off-Topic General / Happy St Paddy's night!
    Mar 17, 2017, 06:53 PM
    HAPPY SAINT PATRICK'S!

    Have a nice beer...


    ...a relaxing song to chill with...


    ...and enjoy irish welcoming culture...


    ...just kidding 8) I love this fest, I just had to share my happiness, get drunk and have fun tonight chaps!
    #10
    Note: This is a repost from another forum because I know here it gets more visibility, also if possible I'd like @Shadow himself to have a look and give an opinion about it.

    Which one of these two methods is better and why?
    I'm not interested to know which one is better as much as knowing why one is actually better. Keep that in mind before replying


    1. Keeping players in an array. Shadow's method

    playerson <- [];

    function onPlayerJoin( player )
    {
    playerson.push( player.ID );
    }

    function onPlayerPart( player, reason )
    {
    playerson.remove( player.ID );
    }


    2. Keeping players in a table. himselfe's method

    players <- {};

    function onPlayerJoin( player )
    {
    players.rawset(player.Name,player);
    }

    function onPlayerPart( player, reason )
    {
    players.rawdelete(player.Name);
    }
    #11
    Among the availables ones in VC:MP, what are the best encryption algorithms and why? Let alone the salt, topic is purely about how strong those algorithm are.


    Throw in your opinion folks!
    #12
    I browsed for a while and one thing I don't understand of Squirrel language is, when to use global and when local. As far as I can see from script releases, some people prefer to use only global variables at the beginning of the script while others would still use only local at the beginning of the script. Which one of the two options is favourable and why?

    P.s. I did read the following from: https://electricimp.com/docs/resources/efficientsquirrel/
    Quote from: Electric ImpChoose between top-level locals and globals...

    Helps with: memory usage, code size

    Variables declared local at the top level of a program, ie. apparently not within any function, are in fact local to a notional main() function that corresponds to the main body of the program. They look like this:
    local r = 0, g = 0, b = 0;If you have a large number of such top-level locals, they can take up extra run-time memory and generate a bigger code footprint than do members of the root table — global variables — which look like this:
    r <- 0 ; g <- 0 ; b <- 0;However, using locals will be faster — and may in future become faster still as this approach makes optimization of the code easier. Locals are also discarded once no part of the program references them, whereas globals are retained throughout the run-time of the program. This means that, for instance, local functions only used during your program's set-up will be automatically discarded from run-time memory once they are no longer needed.

    ...but in functions, local is faster than global

    Helps with performance

    Local variables in functions are looked up by index, not by string hash. This means they are much faster than global variables (or class members, or any other sort of variable). So this:
    f <- "";
    function readSerial() {
        for (local i = 0; i < 1000 ; ++i) {
            f += hardware.uart1289.read().tochar();
        }
    }
    is slower than this:
    f <- "";
    function readSerial() {
        local f2 = "";
        for (local i = 0; i < 1000 ; ++i) {
            f2 += hardware.uart1289.read().tochar();
        }
        f = f2;
    }

    Although clarifying some stuff, it still doesn't reply to my question completely. If you don't know what I'm talking about please don't reply.
    #13
    Description
    The amount of ammo in game doesn't match the one set in server.conf

    Reproducible
    Always

    What you were doing when the bug happened
    I just set set different ammo and weapons but they all mismatched. Of course I know how to work around it myself, but this is a bug anyway and so I'm reporting it now.
    #14
    Off-Topic General / Merry xmas VC:MP forum
    Dec 25, 2016, 12:47 PM
    I know most of you won't probably care, but still I'll go on and wish everyone the merriest christmas ever :)

    #15
    Clans and Families / [HM] happymint club
    Dec 14, 2016, 03:16 PM
    The club everyone was waiting for, happymint club!


    Members:

    1. bohemia - Unaware founder & honorary member, ruler of the mint pickpocketers' racket.
    2. happymint - Founder of this club, a bad ass thug that enjoys injecting sql and shovelling sarcasm onto innocent shitposters.
    3. happymint1 - Anonymous Mint cult follower, little is known about him, except that he's often roaming outside the west plain.
    4. happymint2 - Yet another worshipper.
    5. Unnamed member held hostage by the Evil One:


    Known enemies:

    1. Murdock - Opposed the club affirming Mountain Dew to be better. No.1 enemy that also abducted one of our members.
    2. KAKAN - Declared war after threats of eating happymints.

    Stay happy, stay mint!
    #16
    GTA Long Night complete skin pack! Including 32 skins among zombies and other storyline skins (except the ones that are borrowed from the original game). It includes two skins that I found among the mod files but haven't been used in game.

    Content type: skins
    Original author: hellfish
    Source link: GTA Long Night
    Modifications: I converted them to MVL format by creating the .xml file, and fixed an unprecented skin's textures that weren't showing properly.
    Modified by: me (PunkNoodle)
    Authorized by original author? No, I sent an email more than a week ago but didn't get a response so far, I assume they aren't checking that account anymore.



    Content screenshots:





    #17
    Description
    The optional alpha argument has no visible effect, I tried it with several values from 0 to 255.

    What you were doing when the bug happened
    I was checking the wiki and stumbled upon this function, I executed it but noticed no difference at all, whether alpha was included or not.
    #18
    It's been noted lately that a lot of VC:MP videos have been taken down for no apparent reason, with the copyright claimant always being the same, named Online Copyrights Form. The videos that have been removed differed a lot in nature, some of them had music, some of them didn't, and content: server events/preview, random gameplay, DM, and I suppose all of them were public, not unlisted or private. The only thing in common was VC:MP.
    The copyright claim isn't related to music, and has been always issued manually by the claimant, granting the instant removal of the flagged video.
    Several accounts have also been removed due to getting at least three videos flagged in a short time and thus incurring in the takedown.

    I'd be glad if anyone who got videos flagged by Online Copyrights Form, [email protected] can post about it in this topic, using the following format:

    General account info:

    Account name: your YouTube account name.
    Account removed: yes/no.
    Videos flagged: 1,2,3 etc. (only those about the previously mentioned claimant!)

    And for each video:

    Video title: your removed VC:MP video title.
    Video url: your removed VC:MP video url.
    Content: a brief description of what was your video about.
    Music: yes/no, only game audio, completely mute, etc.
    Consequence: video removed, audio muted, etc.
    Extra notes: anything that may be relevant about the copyright claim.

    Note that all the fields are optional, but the more info you can give the better. The purpose of this topic is trying to understand what's the reason behind this massive takedown. To my knowledge around 50 VC:MP videos have been flagged and removed, not counting all the other videos, even about VC:MP, that have gone lost due to entire accounts being removed. Who knows if together we will be able to track down the cause and maybe something more.

    I'll add the videos to the first post, as long as format is used properly.



    Terminated accounts:

    Account name: sebastyann1
    Account removed: yes, permanently.
    Extra notes: They were supposed to send a mail detailing the reason, but they did send nothing.
    #19
    Share your best, funniest, or just random Pokémon GO pictures. I'll start with a random one just to break the ice. Please keep the topic clean, post only if you actually have a pic to share.



    Rattata. No clue why they come out so pixelated, my camera has a better quality by default outside of the app.
    #20
    My server is almost always unreachable by players, it can be seen on masterlist but people can't connect to it. My port forwarding should be done correctly since I was able to open servers in other multiplayers like LU for example. Thijn's connection checker says everything is correct. I tried changing port the default one (8192) but nothing changed. I turned on announce_verbose and this is what I got:

    announcer: Verbosity enabled
    Loaded plugin: announce04rel64

    Loaded plugin: squirrel04rel64

    Loaded plugin: xmlconf04rel64

    [WEAPONS] No custom weapons to load.
    [VEHICLEMODELS] No custom vehicle models to load.
    announcer: Thread created, ready to announce.
    announcer: Candidate for hostname found, trying to connect...
    announcer: Sent 194/194 bytes to master.vc-mp.org
    --> 263 bytes in
    --> 0 bytes in
    announcer: Received 263/511 bytes from master.vc-mp.org
    announcer: HTTP/1.1 200 OK

    Server: nginx/1.2.1

    Date: Sun, 04 Sep 2016 17:12:59 GMT

    Content-Type: text/html

    X-Powered-By: PHP/5.4.45-0+deb7u4

    X-Cache: MISS from localhost

    X-Cache-Lookup: MISS from localhost:3128

    Via: 1.1 localhost (squid/3.5.19)

    Connection: close




    announcer: Successfully announced to master.vc-mp.org
    Player 'PunkNoodle' ID 0 connected.
    announcer: Candidate for hostname found, trying to connect...
    announcer: Sent 194/194 bytes to master.vc-mp.org
    --> 263 bytes in
    --> 0 bytes in
    announcer: Received 263/511 bytes from master.vc-mp.org
    announcer: HTTP/1.1 200 OK

    Server: nginx/1.2.1

    Date: Sun, 04 Sep 2016 17:13:59 GMT

    Content-Type: text/html

    X-Powered-By: PHP/5.4.45-0+deb7u4

    X-Cache: MISS from localhost

    X-Cache-Lookup: MISS from localhost:3128

    Via: 1.1 localhost (squid/3.5.19)

    Connection: close




    announcer: Successfully announced to master.vc-mp.org
    announcer: Candidate for hostname found, trying to connect...
    announcer: Sent 194/194 bytes to master.vc-mp.org
    --> 263 bytes in
    --> 0 bytes in
    announcer: Received 263/511 bytes from master.vc-mp.org
    announcer: HTTP/1.1 200 OK

    Server: nginx/1.2.1

    Date: Sun, 04 Sep 2016 17:14:59 GMT

    Content-Type: text/html

    X-Powered-By: PHP/5.4.45-0+deb7u4

    X-Cache: MISS from localhost

    X-Cache-Lookup: MISS from localhost:3128

    Via: 1.1 localhost (squid/3.5.19)

    Connection: close




    announcer: Successfully announced to master.vc-mp.org

    Any help is highly appreciated I really have no clue what's going on.