Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Stormeus

#21
A major update has been released for VC:MP. This update largely focuses on optimization and stability but also brings new features that require both the server and client to be updated for it to work, so the version is bumped to 04rel005.

Server owners: server and plugin updates can be found in this thread. See the footnotes at the bottom of this post for additional information relevant to you.

Client
  • Updated the 7-Zip and XML components.[nb]Server owners: the XML parser is stricter about errors now. Use an XML validator to make sure your XML files are correct or the client may not load your content.[/nb]
  • Reduced the amount of bandwidth needed to sync players and vehicles.
  • Reduced the amount of bandwidth used when playing on high framerates (i.e. 60fps).
  • Unrelated to bandwidth changes, vehicles should now appear to move more smoothly and warp less frequently.
  • Improved the quality of on-foot sync when standing or crouching in one spot.
  • Modified how the netcode handles time-sensitive packets to optimize low-quality connections a bit.
  • Added a client-side scripting function, System.SetClipboardText(string), for putting text in the player's clipboard.
  • Added a client-side scripting function, World.SetStadiumText(string), for changing the text shown on the scrollbar on Hyman Memorial Stadium.[nb]The stadium supports a very limited character set. Lowercase letters are not supported; certain types of punctuation may not render.[/nb]
  • Custom hitscan and melee weapons now report their custom weapon ID, rather than the ID of the weapon they simulate.[nb]Server owners: the default death messages will report custom weapons as their unknown since it does not parse custom weapon names. You need to override this behavior yourself by disabling automatic death messages and sending your own messages when players die.[/nb]
  • Radio station playheads are now randomized when starting the game so radio stations don't play the same music in the same order every time.
  • When spectating a player, the radar will now be centered on the spectate target.
  • The scale of the radar can now be adjusted like in 0.3.
    • A new config option has been added: game_radar_scale with a default value of 1.0.
    • A new config option has been added: game_radar_scalekey, defaulting to the F9 key.
    • Pressing the game_radar_scalekey will adjust the size of the radar in preset increments. You can also set the scale more precisely using /setconfig.
  • Players who've been knocked down no longer have their nametags disappear when their heads hit the ground.
  • Players no longer flinch when other players bump into them.
  • Vehicle lights are now synced. Fixes vehicle lights being unrepairable.
  • Player::PlayerShoot is now triggered when firing explosives, projectiles, flamethrowers, and detonators. Note that hitEntity will be null in these cases, and hitPosition will be Vector(0, 0, 0).
  • Fixed Player::PlayerShoot not triggering when in first-person aim mode or when using the Sea Sparrow/Hunter.
  • Fixed players getting "punch bugged," or having their animations reset for the local player when punching them.
  • Fixed players dying with the same animation regardless of which body part they were shot in.[nb]As an example, if a player dies from a shot to the right arm, they will now play the animation where they grab their right shoulder and collapse.[/nb]
  • Fixed drivers and passengers not being able to jump off of bikes.
  • Fixed a race condition where custom radar icons could be replaced by the Wave 103 icon if radar blips are created before the client has finished loading textures.
  • Fixed the client-side constructor GUILabel(position, colour, text, flags) to properly show text.
  • Fixed clients crashing when passing null values to client-side scripting functions.
  • Fixed radar blips glitching when being redirected to another server via /allowredirect.
  • Fixed colours of lines of text in the console being reset to white in some scenarios.[nb]See this bug report.[/nb]
  • Fixed custom vehicles with weapon attachments not having synced fire.
  • Fixed clients crashing when parsing invalid script files.
  • Fixed players being able to fire heavy weapons like the M4 very rapidly while walking via a camera glitch.
  • Fixed most cases where the client would deadlock while loading, resulting in a "Injected thread is hung" error.
  • Fixed game_framereserve and game_reconattempts not updating until quitting and reopening VC:MP when using /setconfig.
  • Fixed a crash when loading custom objects with time constraints.
  • Fixed a crash when viewing the map from the game menu.
  • Fixed players with joysticks/analog pads having bugged move animations.
  • Miscellaneous performance and reliability improvements.
This update will take effect upon reloading the browser.

Thanks to our new beta testers (@rww, @Doom_Kill3R, @Drake, @NewK, and @Sebastian) for validating these changes.
#22
Note
This update has been superseded by 04rel006. The downloads links below have been updated.

Server Update 04rel005/04rel006
Note: See the corresponding client patch notes for some additional changes that may be relevant to you.
  • Reduced the amount of bandwidth needed to sync players and vehicles.
  • Reduced the amount of lag experienced when some types of packets are lost or received out of order.
  • Vehicles should now appear to move more smoothly and warp less frequently.
  • Added a SetFallTimer plugin call to affect how long players will be knocked down for when punched, hit by a vehicle, shot at close range by a shotgun, etc. Setting this to zero disables falling down. Default is 500ms.
  • Added SetPickupOption and GetPickupOption plugin calls and a vcmpVehicleOptionSingleUse flag to mark vehicles and pickups as single-use; single-use entities delete themselves after being destroyed or submerged in water (for vehicles) or picked up (for pickups).
  • Added a GetPlayerModuleList plugin call to get a list of loaded modules (i.e. DLLs) on a player's game without crashing the client. Use the OnPlayerModuleList plugin callback to receive the list and parse it.
  • Vehicle lights, including taxi lights, are now synced. Added SetVehicleLightsData(vehicleId, flags) and GetVehicleLightsData(vehicleId) plugin calls to manage them.
  • Setting a vehicle's colour to -1 will now result in a random colour being picked, similar to the 0.3 Squirrel server.
  • The server will no longer respawn submerged vehicles while they are being occupied or stood on.
  • Fixed entities not being able to be assigned to worlds higher than 65,535 - all 2,147,483,647 worlds should be usable now.
  • Fixed the OnPickupRespawn callback never being called.
  • Fixed an exploit where an attacker could send malformed packets to hang the server.
  • Fixed players getting ejected for entering vehicles too slowly when the gamespeed is reduced.
  • Miscellaneous performance improvements
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:
  • Added the following properties:
    • bool Pickup.SingleUse
    • int Vehicle.LightFlags
    • bool Vehicle.SingleUse
    • bool Vehicle.TaxiLight
  • Added the following functions:
    • void Player.RequestModuleList()[nb]This function does not return a value; you must use the onPlayerModuleList callback.[/nb]
    • void SetFallTimer(int)
    • int GetFallTimer()
  • Added the following events:
    • onPlayerModuleList(Player, string)
  • Fixed not being able to delete timers that have been paused.
Updated binaries are available on the download page for the Squirrel plugin:
https://bitbucket.org/stormeus/0.4-squirrel/downloads



An update for SQLite for Squirrel has also been released.
  • Updated from SQLite 3.8.6 to 3.24.0, bringing various performance improvements and bugfixes.
Updated binaries are available on the download page for the Squirrel plugin:
https://bitbucket.org/stormeus/0.4-sqlite/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 (updated!)
  • Announce
  • Java
  • MySQL for squirrel
  • Hashing for squirrel
  • Sockets for squirrel
  • XML configuration loader
Other plugins written for 04rel004 servers will continue to work.
#23
A client update has been released for 04rel004.
  • Fixed a security issue in the client.
This update will take effect upon reloading the browser.
#24
For those of you still using Thijn's updater mirror:

The official updater URL is now http://u04.vc-mp.org

For players
Open up your VC:MP browser, go to Tools > Settings. Then at the bottom, replace the updater URL with http://u04.vc-mp.org



The official installer has been updated so that new installations will default to the new URLs. You do not need to download and reinstall the browser if you've already updated your settings.
#25
Hi guys,

Quote from: Athanatos(^_^) on Feb 09, 2018, 01:56 PM
Quote from: Mack on Feb 09, 2018, 02:12 AM:)
Nice, I tought @Stormeus posted that vcmp is closing.

I didn't say anything like that, but even if I had, we'd be hard pressed to "close" VC:MP anyway. We don't run the servers, we don't have a kill switch in the client and the browser is designed in such a way that even if our servers go down (as has regrettably happened here), the community is able to direct people to an alternate source.

As has been mentioned, I have grown disenchanted with VC:MP development, partially because it's a lot of work for very little appreciation, but also because I'm a full-time student, and when I'm not in school I work full-time. When you're asleep for 8 hours a day, working another 8 hours a day and spending the rest of your time trying to have a social life, there's very little time to devote to the project.

I don't want VC:MP to die considering there's still an active community surrounding it. I honestly don't know what to do though -- the few community members I figured were knowledgeable enough in C++ and good ambassadors of the community don't seem to be active anymore either, and I've been away for so long that I don't even know if there's anyone I can recruit as a developer. As many have also noticed and taken advantage of, the anti-cheat infrastructure isn't robust, so completely open sourcing VC:MP is also out of the question since I have no doubt that any positive contributions by the community would be immediately outweighed by people changing the code to cheat. I'm open to hearing what the community thinks about the situation.

In the meantime I'll see if the server itself is still up, and if not I'll update the ModDB download we have to point to Thijn's server.
#26
A client update has been released for 04rel004.
  • Fixed players sliding when crouch-tapping.
  • Fixed some shot timing issues when fast switching while standing.
  • Fixed not being able to throw grenades and molotovs properly.
  • Fixed incorrect death reasons and killers sometimes being given when dying in an automobile.
  • Fixed some vehicle sync issues with players getting killed in automobiles.
  • Fixed a regression where vehicle drivers would dive out of vehicles even when driving at slower speeds.
This update will take effect upon reloading the browser.
#27
A client update has been released for 04rel004.
  • Fixed move states becoming desynced when holding the sprint key while holding some weapons, causing players to slide and shoot unpredictably.

    This also resolves the following reported issues:
    • Fixed remote players appearing to constantly reload without firing when shooting Uzis while crouching and holding down the move forward key.
    • Fixed sliding and mistimed weapon fire when holding down the fire button and switching weapons.
  • Fixed remote players appearing to shoot their weapons when playing certain scripted animations and attempting to enter a car.
  • Fixed another issue that caused remote players to stand up too early when shooting.
  • Fixed lines rendered by the console sometimes going out of sync, particularly when using the console resize (F7) key.
  • Reworked the patch allowing passengers to jump out of moving vehicles to avoid sync issues.
  • Removed client-side function System.GetTickCount as it was redundant. Use Script.GetTicks instead. (Sorry for the breaking change.)
This update will take effect upon reloading the browser.

Errata
  • An earlier version of these patch notes originally said "Fixed remote players appearing to constantly reload without firing when shooting Uzis while crouching." This issue was only present when doing so while also holding down the move forward key.
#28
A client update has been released for 04rel004.
  • Implemented client-side functions for getting datetime. New client-side scripting elements have been added:
    • System.GetDate([timestamp, [format]]) — follows the same syntax as the Squirrel standard library's date function; both parameters are optional
    • System.GetTimestamp() — returns the number of seconds since the UNIX epoch; equivalent to Squirrel's time function
  • Fixed the game crashing if too many custom vehicles were loaded across reconnects.
  • Fixed the game crashing when reloading 7z archives when reconnecting to servers.
  • Fixed memory leaking when loading 7z files, PNG files and custom vehicles with additional components.
  • Fixed the vehicle lights flag being overridden by being unoccupied.
  • Fixed remote players standing up too early if pressing their sprint key while crouching and firing.
This update will take effect upon reloading the browser.
#29
A client update has been released for 04rel004.
  • Added ability to copy messages from the console using Ctrl + C.
  • Fixed players' shooting animations not being reset when given weapons, allowing them to run with heavy weapons.
  • Fixed remote players being able to shoot their weapons before getting up and recovering from knockdown if they held down their fire button.
  • Fixed players sliding when walking toward vehicles to enter them.
  • Fixed passengers not being able to jump out of automobiles traveling particularly fast.
This update will take effect upon reloading the browser.
#30
An update for VC:MP 0.4 (04rel004) servers has been released.
  • Fixed vehicle locking in conjunction with an earlier client update.
  • Fixed checkpoints and spheres disappearing when setting radius.
  • Fixed weapon anticheats running when disabled by config.
Windows Server (x86)
Windows Server (x64)
Linux Server (x86)
Linux Server (x64)
#31
A client update has been released for 04rel004.
  • Patched libpng to the latest 1.5.x release to fix security vulnerabilities and improve stability. This also fixes libpng15.dll being deleted by Kaspersky and other antivirus suites, which prevented VC:MP from properly launching.
This update will take effect upon reloading the browser.
#32
A client update has been released for 04rel004.
  • Implemented client-side sprite rotation and scaling. New client-side scripting elements have been added:
    • GUISprite.Rotation — a get/set float property for the rotation of the sprite in degrees
    • GUISprite.RotationCentre — a VectorScreen specifying the center of rotation of the sprite; defaults to the top left corner of your sprite
    • GUISprite.Scale — a Vector that multiplies the size by the scaling factor given (e.g. 1.0 is full size, 0.5 is half size); setting the Z coordinate has no effect
  • Fixed per-instance handling not being properly set for custom vehicles.
  • Fixed errors when calculating Z-axis transformations on GUI elements in 3D space.
  • Fixed game crashing when disconnecting from and reconnecting to servers with customizations.
This update will take effect upon reloading the browser.
#33
This is a follow-up to fix some regressions introduced earlier today when updating:
  • FIxed the game crashing when taking screenshots
  • Fixed custom MP3/OGG sounds
Sorry about that, everyone.
#34
A client update has been released for 04rel004.
  • Fixed the game crashing when trying to load excessively large MP3/OGG files
  • Fixed the game crashing in certain scenarios if a custom radar disc is loaded.
  • Fixed the game crashing when attempting to restore map objects that weren't hidden to the client.
  • Fixed the game crashing when disconnecting from a server with GUI skins or sprites loaded.
  • Fixed a memory leak when loading server store files.
  • Fixed a memory leak when loading certain custom vehicles with invalid structure.
  • Fixed the client failing to establish a connection in time to servers with many customizations that they had joined previously.
  • Miscellaneous bugfixes and stability improvements.
This update will take effect upon reloading the browser.
#35
Since client-side scripts now support compiled Squirrel files, a common question seems to be how to compile scripts for it. You do not need to compile scripts on the client in order to get working bytecode for it, and compiling your code on the server works fine. However, if this is inconvenient or confusing, Squirrel also has a program for compiling scripts that you can use.

Windows
http://static.vc-mp.org/files/sq3.1_win.zip

Linux
TBA

Usage
$ ./sq -h
Squirrel 3.1 stable Copyright (C) 2003-2016 Alberto Demichelis (32 bits)
usage: sq <options> <scriptpath [args]>.
Available options are:
   -c              compiles the file to bytecode(default output 'out.cnut')
   -o              specifies output file for the -c option
   -c              compiles only
   -d              generates debug infos
   -v              displays version infos
   -h              prints help

No 64-bit version is provided since client scripts cannot handle scripts compiled on 64-bit versions of Squirrel.

For the purposes of building client scripts, you'll generally want to use the command sq -c -o myfile.cnut myfile.nut
#36
A client update has been released for 04rel004.
  • Added support for MP3 and OGG files as custom sounds.
  • Fixed the game crashing on connect if the server uses GUI skins.
  • Fixed the game crashing on exit if any GUI elements fail to load.
  • Fixed client-side scripts such as sprites returning instances even if an error occurred during instantiation. (e.g. GUISprite now properly throws a "sprite does not exist error")
This update will take effect upon reloading the browser.
#37
A client update has been released for 04rel004.

Addendum
This update was reissued on 2017-05-25 in order to fix a regression where the GUI system would fail to initialize on some systems, causing a crash.
  • Added custom font loading. Windows font files can be placed in a new directory on the server, store/fonts/, and can then be used in GUIs.
  • Added ability to hide and show HUD elements. New client-side scripting elements have been added:
    • Hud.AddFlags(flags) — a function that enables a HUD element or multiple elements
    • Hud.RemoveFlags(flags) — a function that disables a HUD element or multiple elements
    • Hud.Flags — an integer representing the HUD elements enabled
    • Several constants:
      • HUD_FLAG_CASH
      • HUD_FLAG_CLOCK
      • HUD_FLAG_HEALTH
      • HUD_FLAG_WEAPON
      • HUD_FLAG_WANTED
      • HUD_FLAG_RADAR

    Examples
    • Hud.AddFlags(HUD_FLAG_CASH) — shows the cash HUD element
    • Hud.RemoveFlags(HUD_FLAG_CLOCK | HUD_FLAG_WEAPON | HUD_FLAG_RADAR) — hides the clock, weapon icon and radar all at once
    • if (Hud.Flags & HUD_FLAG_HEALTH) { /* ... */ } — runs code if the health HUD element is on screen
  • Added support for loading precompiled client-side scripts (i.e. .cnut files). These must be compiled on a 32-bit Squirrel instance.
  • Prepared to fix vehicle locking. This fix requires a companion server update which will be released in the coming days.
  • Fixed not being able to remove custom weapons from a player.
  • Fixed SMGs turning invisible when entering and exiting vehicles on servers with driveby disabled.
  • Fixed grenades disappearing from the player's hand after throwing one.
  • Fixed players with prostitute skins (24, 43, 70) uncontrollably trying to enter cars when other players entered or drove cars near them.
  • Fixed GUI elements being draggable after disabling the GUI_FLAG_DRAGGABLE flag.
  • Fixed the client crashing when picking an excessively long nickname in the browser.
  • Fixed player getting stuck in an attack loop when using some melee weapons while walking.
  • Fixed passengers being unable to dive out of fast-moving vehicles.
  • Fixed Listbox.RemoveItem hanging the game.
  • Fixed objects such as barrels at Vercetti's mansion being rendered like pickups.
  • Fixed remote players turning invisible and desynced after diving out of a moving vehicle that appears to explode for others.
  • Fixed the client crashing on disconnect if GUI listboxes are present.
  • Fixed /infgetmodelname and /infgetvehicleid showing incorrect results.
This update will take effect upon reloading the browser.
#38
A client update has been released for 04rel004.
  • Added a cursor for players who use game_windowed 0.

This update will take effect upon reloading the browser.
#39
In order to limit the seemingly arbitrary nature of the promotion of official servers, and to avoid confusion and further debates on the qualifications of certain servers over others, the following criteria are now being used to determine whether a server should be listed as official or not:
  • If the server was listed as official in 2011 and earlier, it'll remain official today.
  • If the server is actively maintained and headed or developed by a VC:MP developer or VC:MP beta tester, the server will be promoted to official status.
  • Since the LU team is also part of the VC:MP team, any active servers headed or developed by a LU developer or LU beta tester will also be promoted to official status.
  • Any official servers that fail these criteria will be removed from the official listing.
These changes will help maintain a stricter definition of "official" in the server browser.

:edit: The list of changes to the official server listing is as follows.

Demote
  • Evolution A/D — no developers or testers in a leadership role
  • Daydream RP — no developers or testers in a leadership role

Promote
  • XE — has been official prior to 2011 (is not online yet and will appear on launch)
  • Liberty City Unleashed — is developed and run by LU developers

No Change
  • Argonath — I'm hosting and maintaining it
  • littlewhitey's — is developed and run by LU devs
  • MK CTF — is developed by a LU beta tester (@Murdock)
#40
Due to the amount of threads in the forum that solely consist of asking for scripts or custom items to be made or found for them, all of these types of posts will now be placed here instead.

Some basic points about how this board works:

It's okay to ask for help outside this board, but know what help is.
If you are developing something on your own and encounter errors with your script or custom content, your thread should go in the main development board. Likewise, asking for help on how to accomplish a certain task, like writing classes in Squirrel or creating custom objects, should go there, and not here.

However, if you are asking for a specific thing to be made for you, that's what this board is for.

All requests are just that: requests. They are only fulfilled at will.
Just because you post in this board does not mean that anyone is obligated to make something for you. Community members are welcome to contribute content to this board at their leisure. However, begging for someone, especially specific people, to do something for you in this board, is not tolerated.

Flooding the board with separate requests for many disparate items is not allowed.
If you need a whole set of things for your server, you should list them all in one thread rather than spamming this board with fifteen threads about each of the things you want your server to do.