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Messages - 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
Trying to predict what R*/Take-Two will do is pointless. If the trilogy remaster rumor is real and they want to add multiplayer to it then yeah they might sic their lawyers on us too.

I also think we're in a better position than the mods that R* has already shut down. We didn't sign a EULA to play Vice City on PC, and unlike re3/reVC we're not trying to "recreate the game," so we can't be used to undermine sales or facilitate piracy either. Personally I'm not going to worry about it until T2 sends a takedown, and even then I might weigh my legal options before rolling over.
#3
Quote from: BixelBG on Aug 27, 2019, 12:04 PMAlso i dont know why i'm forbidden from sending messages to members of this forum, sooo maybe we'll have to spam the discussion here ;\

Now that you have an approved post you should be able to send PMs. Let me know if this still isn't working.
#4
My parents are visiting for the week. AdTec is on vacation. Like I said, you probably won't hear from us for a week.
#5
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.
#6
Quote from: HunTinG on Aug 14, 2019, 05:38 PMone more question @newk @stormeus will /setconfig game_widescreen 1 support ANY 16:9 resolution? even higher than monitor display? (res upscale)

We just used the source code that was available for the widescreen fix, so if your resolution doesn't break singleplayer with the widescreen ASI then it should work.
#7
Quote from: Thomas on Aug 14, 2019, 03:16 PMI'm still waiting for NPC feature.

You'll be waiting for a long time then.
#8
Other things to consider with HTTP downloads are that some ISPs prioritize HTTP traffic over UDP gaming, which improves transfer speed. It also means the VC:MP server itself isn't spending time on the file transfer, which should avoid degradation during file transfers.

That said, I do have this note in the server change log:
QuoteBecause HTTP uses TCP, each separate file download will start relatively slow until the appropriate download speed is determined. This is often still faster than RakNet, but for optimal performance consider bundling as much of your content in as few 7z archives as possible

Assuming, anyway, that the HTTP host is close to the game host, if not on the same machine.
#9
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]
#10
Sorry, I haven't investigated this too much since we stopped accepting feature requests for 0.4.7 to get it in a releasable state. This seems like it might be reasonable to implement but figuring out the details would have to wait.
#11
We're marking this as solved not because it isn't an issue, but because this is already fixed internally.
#12
Support / Re: Suggestion - Widescreen Fix
Aug 11, 2019, 06:07 PM
This is already a planned feature.
#13
Support / Re: A small request
Aug 03, 2019, 09:09 PM
Quote from: Whitie on Aug 03, 2019, 07:58 PMThis have different weapons, scripts ect... But it's built on VC engine.

This sounds exactly like the servers that already exist with LCS maps.

We don't share our source code under any circumstances. Doing so would negatively affect the integrity of gameplay and fracture the player base.
#14
The server doesn't simulate physics. For physics to work, you need a player nearby to do the simulation and synchronize the results.
#15
I'll give it a look, but no promises. The map loading system was mostly designed for "simple" objects, while weapons have some association with animations that could cause issues.