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Topics - Sebastian
16
Bugs and Crashes / [Bug] Checkpoints don't update properly
« on May 6th, 2020, 12:07 PM »

https://youtu.be/SkmpHU2mqfg

We need to change world. iD for them to update
18
Videos & Screenshots / in-game model editor
« on April 6th, 2020, 04:11 PM »
19
Support / Can't Join - Update Fail- Crash - Wiki Down
« on March 31st, 2020, 04:07 PM »
u04.vc-mp.org was fixed once and forever !
You can start using it again if you want.

Meanwhile, wiki is still down, so keep using: AdTec wiki (current) or Thijn wiki (outdated)







Tried to join a server from the list, but game didn't launch?

(click to show/hide)

Your Vice City is clean, Single Player works, but cannot join to any server?
Then your gta_vc.exe must be the wrong version!
You should use Version 1.0 .

If you have it, but it still not works, try this:
Try this patch: https://www.moddb.com/addons/gta-vice-city-patch-for-no-cd-v10

Credits for the fix find: @Rahil



Browser CRASH after UPDATE fail ?!

(click to show/hide)





https://www.youtube.com/watch?v=1HCpXuxa2ss

Getting CRASH after VC:MP updater fails ? SEE THIS!

I think the problem is the updater link only, so we need a working one: Thijn's !
But, in order to change it, we need to open browser, which we can't.
This being said, you can change Settings.uft file with mine, which have fixed update link.

https://www.mediafire.com/file/ae6urefhiuk25oc/Browser_Fix.7z/file

1.Go to %LOCALAPPDATA%\Vice City Multiplayer\browser
2.Replace Settings.uft with the one in archive!


After this change, you must set your Nickname and VC's path again.



Facing this error?
or
Cannot access the masterlist ?




The Update URL Link is down, for some reason, and will be back up when developers are back.
Until then, we are using a mirror link.
Go to Tools->Settings and change that Updater URL with: http://u04.thijn.ovh

Also the Masterlist URL has a mirror: http://master.thijn.ovh
BUT default Masterlist is working now, so you should stick to http://master.vc-mp.org !

All of this, thanks to @Thijn





PS:  Thijn also has a mirror for the wiki:    http://wiki.thijn.ovh



And here is the complete backup of wiki,  by AdTec!
http://wiki.adtec.ovh/

20
Videos & Screenshots / [dRiFt] Sebastian x Megamind
« on October 6th, 2019, 12:30 AM »
21
Tutorials / Record cool frames, all alone!
« on October 3rd, 2019, 11:58 AM »
Here is a short tutorial where I show and explain how you can record yourself,
from different angle, like somebody else is recording you !

There is no big deal, actually, but you can take one of the best frames. ;)
Keep Drifting! video was recorded just like that.

Long story, short ?
Just run 2 instances of VC:MP, in windowed mode, and start (fraps?) recording from the one with different angle.
Then return to your first screen where you have full control, and do your magic


22
Vehicle Showroom / [universal] Drifting Handling
« on October 3rd, 2019, 11:02 AM »

While I was working on the Hydraulics' Alternative, I've found some handling settings that improve Cuban's Drifting ability.
In the past, I've used only downloaded handling - but now, I got my own.

Why is mine better than others' ? Because mine can be used in any type of server. (even RPG)
It's not based on increasing speed to the vehicle, so it will not look out of space.
It fits any background!

(click to show/hide)
Code: [Select]
<?xml version="1.0" encoding="ASCII"?>
<vehicle>
<basic>
<type>car</type>
<name>Cuban Hermes</name>
<anims>null</anims>
<comprules>0</comprules>
<extraflags>0010</extraflags>
<wheelmodel>253</wheelmodel>
<wheelscale>0.700000</wheelscale>
<immunity>0</immunity>
</basic>

<aidata>
<class>ignore</class>
<freq>10</freq>
<level>7</level>
</aidata>

<colors>
<carcol>1,1</carcol>
</colors>

<audio>
<enginefarsample>273</enginefarsample>
<enginenearsample>9</enginenearsample>
<hornsample>0</hornsample>
<hornfreq>25400</hornfreq>
<sirensample>0</sirensample>
<sirenfreq>9800</sirenfreq>
<doorsounds>0</doorsounds>
</audio>

<handling>
<mass>2150.000000</mass>
<percentsubmerged>75</percentsubmerged>
<steeringlock>40.000000</steeringlock>
<seatoffset>0.260000</seatoffset>
<damagemultiplier>0.550000</damagemultiplier>
<value>10000</value>
<flags>00000102</flags>

<dimensions>
<x>2.100000</x>
<y>5.000000</y>
<z>2.200000</z>
</dimensions>

<centreofmass>
<x>0.000000</x>
<y>0.000000</y>
<z>0.200000</z>
</centreofmass>

<traction>
<multiplier>0.750000</multiplier>
<loss>0.750000</loss>
<bias>0.530000</bias>
</traction>

<transmission>
<numofgears>5</numofgears>
<maxspeed>160.000000</maxspeed>
<acceleration>25.000000</acceleration>
<drivetype>4</drivetype>
<enginetype>P</enginetype>
</transmission>

<brakes>
<deceleration>6.000000</deceleration>
<bias>0.540000</bias>
<abs>0</abs>
</brakes>

<suspension>
<forcelevel>0.800000</forcelevel>
<dampening>0.080000</dampening>
<upperlimit>0.250000</upperlimit>
<lowerlimit>-0.260000</lowerlimit>
<bias>0.500000</bias>
<antidive>0.450000</antidive>
</suspension>

<lights>
<front>1</front>
<rear>1</rear>
</lights>
</handling>

</vehicle>

+

Code: [Select]
vehicle.SetHandlingData( 9, 0.5 ); // Traction Multiplier
vehicle.SetHandlingData( 11, 0.6 ); // Traction Bias
vehicle.SetHandlingData( 14, 30 ); // Acceleration
vehicle.SetHandlingData( 17, 40 ); // Brake Deceleration

PS: For the bridge neons, credits go to @PerikiyoXD !
23
Videos & Screenshots / (shorter) Your turn! Keep drifting!
« on October 2nd, 2019, 01:37 PM »
REUPLOADED! jump to min1 - boring introduction

Playing with handlings, I got some good drifting one and started to play.
Wanted to check other players' videos about drifting, but guess what !?
There are not many, and not even that watchable.

What about provoking you guys to showoff your skills in drifting ?
@Hanney , you are not too old for this sh*t! Show us what you have got!


PS: Waiting reply, Honney!
PS2: Will upload the handling later today.
24
Snippet Showroom / [finally] Hydraulics' Alternative ! v1.1
« on September 25th, 2019, 11:20 PM »
CREDITS:


Hydraulics' Alternative
"  I'm presenting you the future  "

Synced, enabled by a command, actioned by keys
Best alternative to Voodoo's Hydraulics, inspired by SA*
Customizable anti-spam is implemented, to avoid chaos-makers (or not :P )
NUMPAD 8, 5, 4 and 6 are used for Front, Rear, Left and Right leans.
Shift is used to increase vehicle's height.*


(click to show/hide)
1.Registering locals, usually in the top of the script
Code: [Select]
local shift = BindKey( true, 0x10, 0, 0 );
local num8 = BindKey( true, 0x68, 0, 0 );
local num4 = BindKey( true, 0x64, 0, 0 );
local num6 = BindKey( true, 0x66, 0, 0 );
local num5 = BindKey( true, 0x65, 0, 0 );


/*     Hydraulics System done by Sebastian!     */
/*     Don't change the settings - too risky       */

local hyd_top = 2.4, // high level - actioned when pressing SHIFT - set 0 to remove the uppering (safer gameplay)
hyd_z = -0.1, // Centre of Mass Z
hyd_zl = 0.7, // Upper Limit variation -
hyd_lean = 1.4, // front lean
hyd_oplean = -1.4, // rear lean
hyd_side = 0.5, // right lean
hyd_opside = -0.5, // left lean
hyd_mark = -0.001, // trick
hyd_25 = array( 1000, 0 ), // had to do with the UpperLimit variation
hyd_ticks = array( 100, 0 ), // anti-spam of everyplayer
hyd_tickslimit = 600; // interval of time a player can bounce again (in miliseconds)

2. This goes under onPlayerJoin( player ) to reset player's ticks count
Code: [Select]
function onPlayerJoin( player )
{
hyd_ticks[ player.ID ] = 0;
}

3. This goes under onPlayerCommand( player, cmd, text )
Code: [Select]
switch( cmd )
{
case "hydraulics":
{
if( player.Vehicle ) return MessagePlayer( "[#00AAAA]Error - You must be driving a car!", player );
else if( player.VehicleSlot != 0 ) return MessagePlayer( "[#00AAAA]Error - Only the driver can action the hydraulics!", player );

local veh = player.Vehicle,
z = veh.GetHandlingData( 7 );

if( z != hyd_z )
{
veh.ResetHandlingData( 20 );
hyd_25[ veh.ID ] = hyd_zl;
veh.SetHandlingData( 20, hyd_25[ veh.ID ] );
veh.SetHandlingData( 7, hyd_z );

MessagePlayer( "[#00FFFF]Hydraulics were enabled !", player );
}
else
{
hyd_25[ veh.ID ] = 0;
veh.ResetHandlingData( 20 );
veh.ResetHandlingData( 7 );
MessagePlayer( "[#00AAAA]Hydraulics were disabled !", player );
}

veh.AddSpeed( Vector( 0, 0, 0 ) ); // used for the handling rule 24 to take effect
}
break;
}

4. Telling buttons what to do 8) via onKeyDown( player, key )
Code: [Select]
switch( key )
{
case shift:
case num8:
case num5:
case num4:
case num6:
{
if( !player.Vehicle ) return 0;
else if( player.VehicleSlot != 0 ) return 0;
else if( hyd_25[ player.Vehicle.ID ] == 0 ) return 0;
else if( ( GetTickCount() - hyd_ticks[ player.ID ] ) < hyd_tickslimit ) return 0;

local veh = player.Vehicle,
low = veh.GetHandlingData( 20 ),
val6 = veh.GetHandlingData( 6 ),
val5 = veh.GetHandlingData( 5 );

hyd_ticks[ player.ID ] = GetTickCount();
PlaySound( veh.World, 336, veh.Pos );

switch( key )
{
case shift:
{
if( low < hyd_top ) veh.SetHandlingData( 20, hyd_top );
else veh.SetHandlingData( 20, hyd_25[ veh.ID ] );

veh.AddSpeed( Vector( 0, 0, 0 ) );
}
break;

case num8: // front
case num5: // rear
{
if( low < hyd_top )
{
if( key == num8 ) return veh.SetHandlingData( 6, val6 + hyd_oplean );
else return veh.SetHandlingData( 6, val6 + hyd_lean );
}
else
{
veh.SetHandlingData( 20, hyd_25[ veh.ID ] + hyd_mark );
veh.AddSpeed( Vector( 0, 0, 0 ) );
if( key == num8 ) return veh.SetHandlingData( 6, val6 + hyd_lean );
else return veh.SetHandlingData( 6, val6 + hyd_oplean );
}
}
break;

case num4: // left
case num6: // right
{
if( low < hyd_top )
{
if( key == num4 ) return veh.SetHandlingData( 5, val5 + hyd_side );
else return veh.SetHandlingData( 5, val5 + hyd_opside );
}
else
{
veh.SetHandlingData( 20, hyd_25[ veh.ID ] + hyd_mark );
veh.AddSpeed( Vector( 0, 0, 0 ) );
if( key == num4 ) return veh.SetHandlingData( 5, val5 + hyd_opside );
else return veh.SetHandlingData( 5, val5 + hyd_side );
}
}
break;
}
}
break;
}

5. Last step takes us to onKeyUp( player, key )
Code: [Select]
switch( key )
{
case num8: // front
case num5: // rear
case num4: // left
  case num6: // right
{
if( !player.Vehicle ) return 0;
else if( player.VehicleSlot != 0 ) return 0;
else if( hyd_25[ player.Vehicle.ID ] == 0 ) return 0;

local veh = player.Vehicle,
low = veh.GetHandlingData( 20 ),
deflow = hyd_25[ veh.ID ];

if( low == ( deflow + hyd_mark ) )
{
veh.SetHandlingData( 20, hyd_top );
if( key == num8 || key == num5 ) return veh.ResetHandlingData( 6 );
else return veh.ResetHandlingData( 5 );
}
else
{
if( key == num8 || key == num5 ) return veh.ResetHandlingData( 6 );
else return veh.ResetHandlingData( 5 );
}
}
break;
}


PS: It could be a lot better/more real, but there is some bug happening due vc:mp or vc engine, so I couldn't use the method I've used in this video.
PS2: Not all vehicles will respond properly to this alternative, so be careful. Will try to find what's bothering other vehicles...
PS3: Because I was forced to use handling rule 24 instead of 25, vehicle can be more sensible when highered (after pressing shift). In order to remove the uppering, set hyd_top to 0 and that's it.
25
Videos & Screenshots / [Showoff] Proper Hydraulics ! (protoype)
« on September 22nd, 2019, 03:41 AM »
Missing Voodoo's hydraulics ? Here they are, synced !


https://youtu.be/1wTGMfaShvg

Will share the code with you within a week.
I just need to do some more testing and adjustments.

26
Videos & Screenshots / [Showoff] Proper NOS Effect.
« on June 29th, 2019, 05:05 PM »
27
Vehicle Showroom / [.xml] Tricks, Discoveries and Joy
« on June 9th, 2019, 04:52 PM »
I've made this post so I can share what I've found, with you.
Don't know how many of you know, but you can play with the engine more than R* did when about special features of vehicles.
Didn't test too much, but will update when I have news.
Also, if you have your own discoveries, feel free to share. Will put it in the list.

Handling.cfg explained: https://projectcerbera.com/gta/vc/tutorials/handling

Flags calculator: https://vc-flags.netlify.com/
Original Author: @maxorator
Modified by: @MEGAMIND



1. Emergency Lights/Taxi Light can be used even if the vehicle is not properly categorized

Take the Flying Delly as example.
All you need to do, is adding this <specials></specials> category and play with the settings inside, like colors, position, if the lights should be turned on all the time or not, etc
(click to show/hide)
Code: [Select]
<specials>
<taxilight>
<alwayson>false</alwayson>
<colour>128,128,0</colour>

<position>
<x>0.0</x>
<y>0.0</y>
<z>0.95</z>
</position>
</taxilight>
</specials>
(click to show/hide)
Code: [Select]
<specials>
<emlights>
<alwayson>true</alwayson>
<colourone>50,255,50</colourone>
<colourtwo>50,50,255</colourtwo>

<posleft>
<x>-0.750687</x>
<y>-2.64971</y>
<z>-0.147924</z>
</posleft>

<posright>
<x>0.750687</x>
<y>-2.64971</y>
<z>-0.147924</z>
</posright>
</emlights>
</specials>
(click to show/hide)
Code: [Select]
<specials>
<emlightsingle>
<alwayson>false</alwayson>
<colour>70,70,255</colour>

<position>
<x>0.4</x>
<y>0.6</y>
<z>0.3</z>
</position>
</emlightsingle>
</specials>



2. Heli weapons will work only with heli flags, in .xml

Simple: Even with the weapons code inserted, weapons won't be active, if you use different flags than heli's.
So, in order to use Hunter's weapons, you gonna add heli's flags + specials + helidata.
Then, via script, you can play how much you want with the flags, because when you gonna reset the flags to heli's, weapons will be still working.

Heli's flags:
Code: [Select]
<flags>08028000</flags>
(click to show/hide)
Code: [Select]
<helidata>
<helitype>hunter</helitype>
<weapons>hunter</weapons>
<rotorradius>6.150000</rotorradius>
<rotordammult>0.500000</rotordammult>
</helidata>

<specials>
<heliweps>
<missilepos>
<x>2.5</x>
<y>1.0</y>
<z>-0.5</z>
</missilepos>

<machinegunpos>
<x>0.0</x>
<y>4.8</y>
<z>-1.3</z>
</machinegunpos>
</heliweps>
</specials>
(click to show/hide)
Code: [Select]
<helidata>
<helitype>water</helitype>
<weapons>sparrow</weapons>
<rotorradius>5.150000</rotorradius>
<rotordammult>0.800000</rotordammult>
</helidata>

<specials>
<heliweps>
<machinegunpos>
<x>0.0</x>
<y>4.8</y>
<z>-1.3</z>
</machinegunpos>
</heliweps>
</specials>



3. RC Vehicles and Boats are looping their animations!

So ? Well, try setting animation 0 of group 0, while driving one of these vehicles. Your player will start walking without stopping :P


https://www.youtube.com/watch?v=1mFEJ3OAjms

Maybe developers can follow this method of looping animations, for some proper function ?!



4. SA vehicles imported to VC:MP won't lose their wheels :c (like this)

If your custom vehicle follows SA's .dff example, then you won't be able to remove the wheel. 
with vehicle.SetTyre( tyre, status ) e.g. vehicle.SetTyre( 0, 2 )
SA's .dff way ?? Yeah. SA engine needs just one wheel for a vehicle, in the .dff.
Then, in game, it just duplicates it to all the needed spots.

SanAndreas vs ViceCity



5. Custom vehicles return no handling data (when GetHandlingRule or vehicle.GetHandlingData)

Unfortunately, server is not taking the info out of our .7z archives;
here is a work-around: https://forum.vc-mp.org/?topic=8378

Note: Don't play with handling rule 8, because no matter value you will set, vehicle will go directly to Vector(0,0,0) when touching the water/sea.



Notes:
  • you cannot mix lights styles (e.g.: taxi light with some emergency lights)
  • light style + heli weapons is posible
  • you can use special lights on helicopters too - don't know about the others, but it must work also. (boat tested, but no lights shown up)
  • even if you trick the flags, like I did with the Flying Delly, you cannot make weapons work when vehicle is a car.
    It must be helicopter.

(click to show/hide)
https://i.imgur.com/c7JhcDf.png - helicannon + lights



PS:
<author></author> setting acutally does something,
so when using downloaded vehicles in your server, don't forget to add the setting and the name.
28
Vehicle Showroom / [BTTF] Flying Delly - Featured Vehicle
« on June 4th, 2019, 12:08 PM »

Version: v1 Beta
Vehicle author: Spartan 112
I edited it to make it fit properly when car, but when helicopter mod too.

In order to make the switch between car and heli, you need to use the following code:
Code: [Select]
                if( veh.Model == 6440 )
                {
                    if( veh.GetHandlingData( 28 ) == -2 )
                    {
                        veh.SetHandlingData( 28, 10 );
                        return 0;
                    }
                    else if( veh.GetHandlingData( 28 ) == 10 )
                    {
                        veh.SetHandlingData( 28, -2 );
                        return 0;
                    }
                    else
                    {
                        veh.SetHandlingData( 28, 10 );
                    }
                }

Now, you can apply it by Binding a Button, to have the best experience posible. :P
Have fun!

Note: Stop the car before switching to the heli mod. Otherwise, it will continue to work as a car.
It's the game engine, nothing to do, except forcing the car's stop through script.


29
Clans and Families / [ ReadMe.txt ] YES, EVEN HERE !
« on February 23rd, 2019, 02:25 AM »
Seems like new guys need to know what's going on in this board, as I've seen numerous totally off-topic.
Besides off-topic, I've also seen players tryin' to "create" a clan where they were the only members.

As a first rule, I would like to say:
ANNOUNCING YOUR CLAN IS NOTHING LIKE CHECKING THE "I AGREE THE TERMS AND CONDITIONS" BOX
A clan must mean something, and not just a name !

So here comes the second rule:
CLAN MUST BE FAMILY
If you gonna read the definition of 'family', you will see that it is a group of people.
So YOU JUST CANNOT be the only one member !
Before announcing your clan, as a newbie lookin' for attention, go ahead and play - make friends, relationships.
Find guys who have the same purposes as you do, and make team with them !
Only then you can return here and announce it, if you and your mates dare to get more into the core !
As your name is, so the clan tag is. People won't forget your name nor your tag. So everything you do, will also affect the clan itself.

DECIDE WHAT IS THE PURPOSE OF YOUR CLAN
There are 3 types of clans: The Good, The Bad, and The Ugly
The Good - good intentions in making a good name, recruiting players, training them, treating them like family, being organized, ready to show what are made of, no matter what. Bright future ahead.
The Bad - a bunch of guys/kids thinking it will be fun to have their own clan; it's not a bad thing, as far as they don't announce it, because they are not taking it seriously.   It's all a play, so there is no name. No organization, no plains, no future.
The Ugly - hackers and cheaters, trying to ruin other players' gameplay. Bright BAN ahead.

SUPPORT
If you have decided yourself, and have the trusted people around, go ahead and announce it as a real leader !
Make visitors eyes-open when reading your announcement; tell them what it takes to be a member, and also what to expect from the clan. Convince them to join! It's so much about the first-view.
Then keep them up to date with everything, and so this topic, so everybody can see who has been promoted or depromoted, if it is still alive or not, etc.

I truly wish you the best !

There are some very serious clans in VC:MP, with long history. Just try to take a look at the board.
There are events taking place every year, where clans give their best to show what are they up to. Fighting, making every moment count.

Last rule: There is no rule saying that clans must be ONLY for deathmatching. You might not like fighting, but you like stunting, drifting. :P
30
Scripting and Server Management / Connection 'tween SERVER and DISCORD
« on February 23rd, 2019, 12:52 AM »
Hey there !

I know there are servers which comunicate to Discord channels,
so I have to ask, as I'm gonna need it:
HOW TO ?

There is a Discord plugin for javascript plugin, made by @NewK , so everybody can make it happen.
Can somebody do one for Squirrel too ?