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Messages - NewK
Support / Re: LIBPNG16.dll missing or could not be loaded from VCMP
« on December 25th, 2020, 04:04 PM »
Which Visual C++ Redist did you install?

Install this one in specific:
Quote from AdTec_224 on December 25th, 2020, 12:17 AM
libpng16.dll is included with the client update (as seen here) so either something/someone deleted it or it may require the Visual Studio redistributable to be installed, located here.
Support / Re: i can't join after the update
« on December 25th, 2020, 12:12 AM »
Try restarting the VCMP browser and then see if you can join. If not, please show us the content of your rel006 folder.
General Discussion / Re: Latest Server and Plugin Version
« on November 8th, 2020, 09:07 PM »
Updated dead links to AdTec's mirror. The links are now working again.
Client Scripting / [Release] Re: X3DEditor - Buildmode Purpose
« on July 21st, 2020, 01:29 AM »
Nice work umar. Nice to see more people taking advantage of buildmode to create stuff like this.

There's a 2 things about DecUI internals you should probably know about which will help you improve your editor.

1) The code you're using at the moment will work for all GUIElements but will not work for DecUI components (Grid, Datatable, Circle,  Combobox, etc...). This is because when you do "typeof e" for a DecUI component, it will return "instance" because DecUI components are classes. However, all DecUI components are wrapped in a GUICanvas with the exact same ID as the component. So you just have to check if typeof returns "instance" and if it does, you build the code as if it's a GUICanvas.

2) When printing/copying code to the clipboard, you should avoid additional lookups and use a local variable instead. Avoid doing this:

Code: [Select]
UI.Label("newLabel").Position3D  = ...
UI.Label("newLabel").Rotation3D = ...
UI.Label("newLabel").Size3D   = ...

and do this instead:
Code: [Select]
local newLabel = UI.Label("newLabel");
newLabel.Position3D  = ...
newLabel.Rotation3D =  ...
newLabel.Size3D   = ...

This will be faster and is a good optimization to keep in mind when working with DecUI in general, because every time you do UI<Type>(ID) to fetch something, a tree traversal will be made to find the ID you passed, and if you repeat UI.Label("newLabel") 3 times, you will be making 3 unecessary searches. It's better to just do the search once, save it in a variable ( local always, never global). And then just re-use the same variable. This is an optimization which seems small if you dont  have alot of GUIElements created, but once you start having alot of GUIElements this will make a big difference.
Bugs and Crashes / Re: Dev question, "Silent shots".
« on May 31st, 2020, 05:13 PM »
I know exactly what you're talking about, I remember this. But yea it was simply the result of bad vcmp sync. Now that the sync is better, that is gone. I see no need for it to return tbh :P
Community Plugins / Re: New scripting language support: Java
« on May 10th, 2020, 10:32 PM »
  • Fixed server.getCoordBlipInfo() never returning null when looking for non existent blip
Plugin download: here
Community Plugins / Re: New scripting language support: Java
« on April 25th, 2020, 07:31 AM »
  • New update adds support for Java agents
Plugin download: here

SLC's Squirrel Plugin / [Script Module] Re: Custom Spawn Selection
« on April 8th, 2020, 09:46 PM »
It would seem this (memory leak) can't be reproduced on a blank server with an empty script, which makes me think this is somehow related to some vcmp entity (player, vehicle, pickup, sphere, checkpoint, etc...) and sitting on the spawn screen. 

If anyone can reproduce it on a blank script let us know.
Community Plugins / Re: New scripting language support: Java
« on March 24th, 2020, 10:13 PM »
  • Fixed player.GetPlayerWeaponAtSlot and player.GetPlayerAmmoAtSlot always returning 0
Plugin download: here
Support / [INVESTIGATION] Re: Java | Exception classes not found
« on January 20th, 2020, 04:20 AM »
Your classPath property on your file is wrong, it should point to your script .jar file.

Code: [Select]
Should be pointed to the .jar file. I can't 100% guess for sure the name of it without seeing what's inside the "dist" folder, but I'd assume it's probably something like:
Code: [Select]
Community Plugins / Re: New scripting language support: Java
« on August 16th, 2019, 05:14 AM »
The plugin is now compatible with Java 9 and above. Just download the integration.jar from HERE and replace it with the old version.

Reminder that even though the plugin is now compatible with newer Java versions, some of the libraries you're using may not be. So if you get any errors when starting the server make sure the libraries you're using are compatible with the Java version you're using.
VC:MP Announcements / Re: 0.4.7 Public Beta starting 2019-08-17
« on August 14th, 2019, 04:14 PM »
Quote from HunTinG on August 14th, 2019, 03:53 PM
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.
you mean we can use widescreen fix patches by thirteenAG?
Don't use the widescreen fix .asi because the shots/hitboxes will be wrong in multiplayer, you can just use this command to enable and disable widescreen:
Quote from Stormeus on August 14th, 2019, 05:04 AM
  • 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.
You'll have to restart the game after changing it.
VC:MP Announcements / Re: 0.4.7 Public Beta starting 2019-08-17
« on August 14th, 2019, 05:14 AM »
This CTF server will have a few changes compared to the regular 0.4.6 version of CTF.

It will be using some new 0.4.7 features like 3D arrows, which will be set on players who capture the flag and they will also be bleeding (like in singleplayer), so you can follow the blood trails of a player with the flag to find out its location. All downloads will also be done over HTTP.
Client Scripting / [Release] Re: DecUI: A declarative approach to UI development
« on June 28th, 2019, 01:08 AM »
I made a visual studio code extension for the DecUI library that  will assist you when using the library. It has autocompletions and snippets for all the GUIElements and components currently present in the library. Here's a demo of it in action:

If you're not using visual studio code, I highly recommend it. Download it and make sure to install the squirrel extension first before installing the DecUI extension or else it won't work. After installing the squirrel extension, you can get the DecUI extension here. Click the "clone or download" button and click on "Download ZIP". After downloading, extract the folder inside the .zip file to your visual studio code extensions folder ( %USERPROFILE%\.vscode\extensions ). After extracting the folder, restart visual studio code (if you have it open) and that's it.
Client Scripting / [Release] DecUI: A declarative approach to UI development
« on June 26th, 2019, 06:07 AM »

After having to deal with some of the issues and annoyances that come along with the experience of building a GUI in VCMP, I decided to create DecUI (declarative UI), a library to address the main pain points related to GUI development in VCMP and make it easier and more readable overall.

This library provides an abstraction over the existing GUIElements and allows you to create them and relate them to each other in a declarative manner instead of using the default imperative based VCMP approach. You can see a comparison here.

In addition to providing an abstraction layer for creating GUIElements, this library also provides many new components like:

There's also many new features that have been added to already existing GUIElements like GUIElements ID's, a hide()/show() function, an autoResize property for the GUIWindow and GUICanvas which will automatically resize your windows and canvas according to their contents, a fadeIn()/fadeOut() function and many more new properties which can be seen here. All the existing properties and functions like .Size, .Position and the others mentioned on the VCMP wiki are still applicable when using this library so they will still work.

Downloading and getting started

The documentation is still incomplete but it's a good starting point for now.

Any questions feel free to ask