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Messages - NewK
Bugs and Crashes / Re: Dev question, "Silent shots".
« on May 31st, 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
  • Fixed server.getCoordBlipInfo() never returning null when looking for non existent blip
Plugin download: here
  • New update adds support for Java agents
Plugin download: here

SLC's Squirrel Plugin / [Script Module] Re: Custom Spawn Selection
« on April 8th, 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.
  • Fixed player.GetPlayerWeaponAtSlot and player.GetPlayerAmmoAtSlot always returning 0
Plugin download: here
Support / [INVESTIGATION] Re: Java | Exception classes not found
« on January 20th, 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
Quote from Sebastian on February 23rd, 2019, 12:52 AM
There is a Discord plugin for javaplugin, made by @NewK
Small correction here; The discord module I made was for the javascript plugin, not the java plugin, java already has a discord library :P
Bugs and Crashes / Re: Other GUILabel problem.
« on February 25th, 2019, 01:31 AM »
Reviving this topic to inform anyone having this issue, use the empty GUILabel() constructor instead of using the  GUILabel(position,colour,text) constructor and you won't have this issue. However that constructor does have other issues though, such as the flags GUI_FLAG_WRAP and GUI_FLAG CLIP not working.
General Discussion / Re: Vice City Multiplayer is dead(?)
« on February 19th, 2019, 01:00 PM »
Quote from dracc on February 19th, 2019, 06:36 AM
I doubt it could be worse if it's already an ongoing issue even when the source code is NOT freely available?
Also, more eyes on the code means more brains to find fixes for exploits.
Regardless of being an ongoing issue or not, it would still make it worse as cheaters would take of advantage of vcmp internals to make better cheats. Also I think you're overestimating the amount of willing and knowledgeable people available that could contribute in a positive manner. Something stormeus also mentioned:
Quote from Stormeus on June 2nd, 2018, 07:11 AM
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
This was proven when VCMP devs made the code for VCMP 0.1 available. It's been public for years now, and all that's happened in the meantime was that 1 or 2 people made clones of it to create their own version of VCMP but then quickly abandoned it once they faced issues.
General Discussion / Re: Vice City Multiplayer is dead(?)
« on February 19th, 2019, 01:25 AM »
Quote from dracc on February 18th, 2019, 01:12 PM
Has there been any official explanation as to why this is a closed source project?
Yea stormeus talked about it before:
Quote from Stormeus on June 2nd, 2018, 07:11 AM
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.
While I appreciate the open source model I do agree with stormeus there. Open sourcing VCMP would do more harm than good. Atleast for the time being, seeing as there's many VCMP cheats being developed every day. This is something that probably not many people notice unless you run a popular server and have to deal with it daily.