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Messages - Stormeus
16
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.
17
The patches fixing high FPS have been disabled while we figure out why they completely uncapped FPS.
18
Client Updates / Beta Client Update Released (2019-04-12)
« on April 12th, 03:46 AM »
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.
19
Quote from Athanatos on April 11th, 01:41 PM
@dracc VC:MP uses the TCP protocal for file transfer and it's pretty bad.
FastDL uses HTTP, which works over TCP. VC:MP actually works the other way around; right now file downloads use UDP over RakNet, which is less than ideal to say the least.

We'll revisit the issue of implementing HTTP downloads and see what we can do.
20
Bugs and Crashes / [Bug] Re: Nametags Bug
« on April 10th, 09:45 PM »
Noted, a fix for this will be out soon.
21
Client Updates / Beta Client Update Released (2019-04-08)
« on April 8th, 04:27 AM »
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.
22
Client Updates / Beta Client Update Released (2019-04-07)
« on April 7th, 11:59 AM »
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.
23
Server & Plugin Updates / Re: Plugin Update Released (2018-07-09)
« on August 10th, 2018, 03:49 AM »
What Linux distribution are you running on?
24
General Discussion / Re: Stop Alex, Ya vasta de Alex
« on July 23rd, 2018, 09:44 PM »
Please take this somewhere else. This forum is neutral ground and we want nothing to do with interpersonal drama.
Quote from UrbanY on July 23rd, 2018, 07:11 PM
what I want to ask Stormeus and Moxarato is to prohibit your server in the master list and if it is Possible to ban your account in everything that has to do with VCMP, this guy is disgusting for the VCMP society.
Again, no.
  • This myth that VC:MP developers can ban people from everything VC:MP-related needs to die. We don't run the servers, there's no code in the client or server for blacklisting people, and we're never going to add it.
  • We only delist servers from the masterlist when they're used for personal attacks, flooding, or listing anything that isn't a VC:MP 0.4 server.
25
Support / Re: readinistring
« on July 21st, 2018, 08:37 PM »
If you're going to the effort of writing Squirrel code in an INI file, why not just get rid of the INI part and use dofile?
26
ysc3839's VC:MP Launcher / Re: Preview 5
« on July 14th, 2018, 05:46 PM »
Quote from ! on July 11th, 2018, 10:55 AM
The vcmp official browser didn't give this but this one do.

<snip>
This happens when you download a program from the internet which hasn't been used before, like an updated browser build. This isn't something we can fix; if you just select "Run anyway" you'll help reduce the chances of this message appearing in the future.
27
Bugs and Crashes / [Bug] Re: Rel006 Streaming issue?
« on July 14th, 2018, 05:18 PM »
Is there any info in %APPDATA%\VCMPbeta\debuglog.txt when you do this? Note that this file is emptied every time you join a server.

Can you also try this with /showdebug 1 and post logs?
28
Bugs and Crashes / Re: ?????
« on July 13th, 2018, 05:56 AM »
Quote from vitogta on July 13th, 2018, 05:37 AM
Quote from Stormeus on July 13th, 2018, 05:26 AM
Part of the challenge is figuring out which game functions to call and hook to override the behavior that's been preprogrammed to behave in ways we don't like.
I am not aware how deep knowledge reverse engineering of vc-mp devs. Just I think it's critical part of gameplay needed to be improved. I personally don't like 'punchers' who abusing this sync bug but I also do not want fixsage of it by removing punch from game mechanics at all. Needs an alternative way to keep variety of gameplay.
We understand, and we solved part of the problem of punch animations from playing for other players on your screen. Unfortunately that may not have solved the issue of players running into other players or some other edge cases we haven't reproduced, which we'll keep looking into.
29
Bugs and Crashes / Re: ?????
« on July 13th, 2018, 05:26 AM »
Quote from vitogta on July 13th, 2018, 04:07 AM
Quote from Stormeus on July 13th, 2018, 03:29 AM
Because when you're hacking the internals of a 15 year old game that you don't have source code for to add multiplayer it's not as simple as using a "OverrideEverythingExceptShooting" function.
Isn't remote players are under full control of vc-mp and can be protected of being knocked down at local's player screen?
Part of the challenge is figuring out which game functions to call and hook to override the behavior that's been preprogrammed to behave in ways we don't like.
30
Bugs and Crashes / Re: ?????
« on July 13th, 2018, 03:29 AM »
Quote from vitogta on July 13th, 2018, 12:36 AM
Quote from Stormeus on July 12th, 2018, 07:32 PM
They were bumped by another player before they started shooting. It's possible that the patches we added to prevent this from happening aren't working properly, or don't cover all cases.
Why state 'shooting' from player won't overwrite anything else (bumped/lying on ground/etc)?
Why remote player can be knocked by shotgun at shooter's screen while he are not knocked at his own screen? Why it not synchronized from knocked (or not knocked) player only? It could to help to avoid alot of problems with missed shoots.
Because when you're hacking the internals of a 15 year old game that you don't have source code for to add multiplayer it's not as simple as using a "OverrideEverythingExceptShooting" function.