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Messages - maxorator
1
General Discussion / Re: VC radios always playing the same part
« on June 25th, 2017, 01:20 PM »
The radios work by using a global time counter anyway, which determines the position for every radio. Basically it would just mean having a server-wide sync of that counter (technically making it use a new counter and sync that, so it would not affect other things).
3
Off-Topic General / Re: Injecting commands
« on June 12th, 2017, 02:15 PM »
General debugging, reverse engineering and modding talk is okay. There's no point trying to limit it here as there are many places to find information about it. And it is good that this information is easily accessible as modding is something that should be encouraged.

Specific details about modding Vice City is also acceptable as long as the information is not specifically focused on providing easy copy-pasteable hacks (offsets to health, armor, places to NOP to disable all damage, etc).

However, if you're interested in these topics you should probably visit GTAForums&co just because they have a lot of content about it and a lot of people who deal with it (maybe not with VC so much anymore though).

As for VC:MP-specific reverse engineering, I would rather not have people share much details about it here. If you are developing some modification for your own personal use (which is fine as long as you don't use it on other people's servers), then you should already be proficient enough in reverse engineering and modding beforehand anyway to find functions and offsets on your own. Only the offsets and function locations are not enough to make anything of value anyway, so without general reverse engineering and programming skills you can't really make anything more than simple hacks or small visual changes anyway.

Sharing anything related to changing VC:MP visually on your side only (colors, graphics quality, etc) is totally fine though, unless of course the purpose is to see more than you are supposed to see.
4
General Discussion / [Suggestion] Re: Hash UID with server's host
« on June 10th, 2017, 10:27 AM »
UID is indeed unsuitable for authentication (that was actually never its intended use case).

For authentication/autologin, actual PKI would be more suitable. With that it might be fine to not have a password at all, as people can copy their private key to any computer they use.
5
General Discussion / [Suggestion] Re: IO.WriteFile and IO.ReadFile
« on June 10th, 2017, 09:36 AM »
Quote from EK.IceFlake on June 10th, 2017, 05:58 AM
I'll then recommend client-side SQLite storage, maybe with reversed endianness to prevent users from tampering with it using ordinary SQLite editing tools.
If you don't want the users to see or edit something, you should not be storing it on the client side. We will not be giving people the false sense of security that their completely broken approach is somehow okay. If anything, this store should be something standard that is easy to debug with existing tools.
6
Servers / [0.4] Re: Personal project - Zombie server
« on June 6th, 2017, 04:42 PM »
Quote from Shadow on June 6th, 2017, 03:59 PM
I've been really busy with real life stuff and my interest has shifted away, but I'll try to get to it once Stormeus runs out of updates and doesn't force me to grab a new set of pointers every morning :D
When we run out of bugfixes we'll start with features. ;)
7
Bugs and Crashes / [CRASH] Re: 00655835
« on May 31st, 2017, 11:24 AM »
Check the crash logs directory to verify that this is the first crash from that run.
8
Community Plugins / Re: New scripting language support: Java
« on May 30th, 2017, 09:13 PM »
Fixed:
  • Server#getAll*() methods returning null elements.
  • Server#createCheckPoint() not working with null player.
  • Server#createCheckPoint() worldId and isSphere parameters being mixed up internally.
  • Player#getAnimation() not doing the right thing.
  • Player#getColour() and Player#getColourHex() throwing an exception.

Added:
  • CheckPoint#isSphere() method.
9
Client Updates / [2/2] Re: Client Update for 0.4 Released (2017-05-27)
« on May 29th, 2017, 02:17 PM »
Quote from KAKAN on May 29th, 2017, 02:11 PM
Quote from Luis_Labarca on May 29th, 2017, 12:41 PM
Which is OGG?
Wikipedia or google it.
Its a format used to play songs, in simple terms. It has a higher compression ratio when compared to MP3, however, its not a lossless audio codec( neither is MP3 if you're wondering )
OGG is a streaming media container, which may contain multiple tracks with different codecs (video or audio, sequentially or in parallel). Out of common audio codecs, it may contain Vorbis (lossy), OPUS (lossy) and FLAC (lossless).
10
Closed Bug Reports / [BUG] Re: vehicle.SetHandlingData()
« on May 28th, 2017, 06:49 PM »
Fix is in next update.
11
Off-Topic General / Re: Whats up with all those guests?
« on May 28th, 2017, 06:48 PM »
They are robots from there: https://ahrefs.com/robot
12
SLC's Squirrel Plugin / [Suggestion] Re: HTTP module
« on May 15th, 2017, 07:36 PM »
It takes a great amount of force to get a large community involved in developing a language. Squirrel has no chance. It was not even originally designed to be particularly efficient or extensible (apart from interfacing with whatever you script with it). If you look at the recent languages which have enjoyed moderate success in at least the hobbyist community (Rust, Go, etc), then you see that no one really started using them until they were incredibly efficient. And they had their technical niche, which is why they were started in the first place. To reach this point where people even started considering them, it took hundreds of man-months of work and the backing of large corporations.

From the technical side, Squirrel has nothing going for it that would make it appealing for further development. Its only commercial use is in use cases where performance does not matter (since it will never be a bottleneck) and libraries for the language itself aren't needed at all. Combine that with the fact that the language is not self-sufficient - you can't really write the libraries in Squirrel itself, mostly because of performance.
13
SLC's Squirrel Plugin / [Suggestion] Re: HTTP module
« on May 15th, 2017, 06:14 PM »
I would actually be interested to see wider adoption of the Java plugin. Although very limited, communication between plugins is also possible, so it could just be built on top of existing Squirrel code. With Squirrel there's an endless need for different modules to implement things for which there are dozens of libraries already available in Java. In terms of performance it would also make much more sense.

As for the original reason this was mentioned for, I'd be glad to make a sample Java project for Discord integration, it should actually be pretty simple with the libraries currently available.
14
Support / Re: Hiding big objects is a problem ?!
« on May 23rd, 2016, 04:45 PM »
It's caused by occlusion boxes, which were designed to optimize rendering by immediately excluding buildings from rendering when there was some big building blocking the view.

Hiding the entire map does disable occlusions, but it also disables interior switching.
15
Closed Bug Reports / [Crash] Re: 6F6330 - Unhandled exception
« on May 19th, 2016, 09:56 PM »
That crash address should not be possible with a clean VC executable. Are you sure you're not using a modified version of it?