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June 2019 Updates - GUI, Script and personal life.

Mon Jun 10, 2019 2:59 pm by Chuck Norris

GUI
Some GUI will come in the new patch for everyone to test out to see how it feels with your lag and stuff like that. Nothing too big, but it's a good experiment. I am getting bored of scripting other stuff, it's time we get some GUI scripting in here as well Razz.

Got any GUI ideas to suggest? Feel free to do so.

Future scripts
Apart from GUI I have looked at what you guys actually like to do around the server, which scripts are used and which are not. I have scripted this story thing for a long time, it's time for something else to get some extra time. Hopefully, you'll guys enjoy the scripts I have coming. The wod story is fine and all, but I think I am done with jobs for a while now at least.

Either way the things I am scripting feel fun to me right now and different, so hopefully you guys will feel the same.

Suggestions
I always look at suggestions and try to get as many as I can done, but some of them aren't really needed to 100 % and takes a lot time, which is why I …

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Comments: 23

April 2019 Updates 2 - Next patch delayed got busy, future content.

Sun Apr 07, 2019 12:12 pm by VK.Angel.OfDeath

Delayed patch
The newest patch is finished but needs to be tested. Unfortunately, I don't want to rush it so I have decided to release it next weekend instead.
It has a few suggestions implemented and a few improvements, but it's mostly adding content to wod and this will be the final content to complete wod.
After that I'll only add a few questlines here and there when I get ideas, but I will mostly focus on other ideas + suggestions.

Those who are doing wod currently hopefully has many missions left to finish until then. Next patch you will be able to do the last 4 missions in the story + continue with David Davis (you'll get about 20 more missions with him, then be able to replay them, with all new dialogues for each one)

Future Content
I don't know how long we will be here for, but what's fun for me is to script challenging and fun things. I've almost had my fun now with this story that has been going on for years. It is my goal at least for myself to bring that story to …

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Comments: 14

April 2019 Updates - 4.8.2 release date, upcoming scripts, status updates.

Sun Mar 31, 2019 3:42 pm by VK.Angel.OfDeath

Patch 4.8.2
Will be out on or before April 7th, unless something changes. It will be a minor patch that includes some suggestion, but not all suggestions. It will also add some updates to /wod, which is technically not finished yet.


Future
I am sorry to everyone for focusing so much on /wod especially to those who don't care for it and want other updates. But I want you all to quickly know that /wod is part of the story and /wod is very huge and will most likely be my final big job because I can just keep adding more questlines to /wod. Wod is also the last part before bod 2, which is not something I am going to stress about but I am going to release it this year hopefully. After that our story is finished. But more importantly once I am finished with a few small patches here and there I will be able to focus my attention 80 % on suggestions, improvements and new cool ideas from you guys. I am also already now reading most of your suggestions and will have some finished by the next …

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Comments: 10

February 2019 Updates - What's going on, Patch 4.8 release date and stuff.

Sun Feb 03, 2019 5:30 pm by VK.Angel.OfDeath

Just my normal rant. You can skip to the release date section if you're too lazy to read.

Currently going on
As many of you guys know I am currently doing my thesis and is pretty much busy with that. I work with it on weekdays and then on the server on weekends + try to relax a little.

Been so long since I've actually been able to play something. I hope I'll be able to come in-game soon and see you all.

Problem with scripting
I seem to always scripts thing that are bigger and bigger for every patch when it comes to content, when I know you guys prefer simple stuff too. /wod my biggest script job script so far is coming after me working on it for about 4 months or more. I need to really stop with these script and try to release a few jobs/scripts at a time instead. But unfortunately, I always get stuck in something big. I hope that after this patch I will stop scripting huge things that are released in one go and be able to do a few every 2 weeks or 1 month that I …

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Comments: 14

January 2019 Updates - Rel006 release? Next patch coming when?

Wed Jan 02, 2019 4:55 pm by VK.Angel.OfDeath

Rel006 release
It's possible I will release rel006 this weekend. Please note though:

1. I will not be able to release a full patch at the same time as it. It is however possible that I can edit the old file I uploaded and change it a little so there is a joining message explaining.

2. There will be one bug in it and that will be that when you join /onehitkill and other minigames with a score list you will not be able to see the updated version until you make a kill. This was a simple bug I fixed in the next patch and that patch is not ready if I release it this weekend. I might just fix the bug again in the current version since I don't think it was that difficult.

3. I need to rename the file name for some custom weapons because their names are actually causing the vcmp anti hack system to kick a person as soon as they use the weapon. It shouldn't take so long and I have checked so rel003 isn't affected by the name change. You will however be required to download maybe 5-8 …

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Comments: 15

December 2018 Update 2 - Huge issues, huge changes coming, rel006, SPEAK!

Sat Dec 22, 2018 2:28 pm by VK.Angel.OfDeath

Staff Update
A huge staff update is coming from all different levels. It's the same one we do every year and we're gonna post it before the end of December. It will hopefully change up quite a few things.

Rel006 final step
The final step of rel006 is here: http://vkserver.forumotion.com/t12749-public-beta-rel006-2-please-join-and-report

If you're lazy please just join the server and play a little. Tell me if anything is wrong. It really hurts to see everyone just ignore it... It's important it gets tested on as many computers as possible.


Rule suggestion section
http://vkserver.forumotion.com/f74-rule-suggestion-discussion

Staff issues
Some of the staff members claim that I don't listen and ignore suggestions. Some things I would like to clear up:

1. The rules are law we have to do what they say even if they are stupid. If someone abuses the rules we have to suggest a change and pass that change. You have all brought forward suggestions in the past to fix things but it's hard …

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Comments: 11

December 2018 Update - Patch 4.7 release date, a problem and rel006 finished (testing left)

Sun Dec 02, 2018 8:15 pm by VK.Angel.OfDeath

Patch 4.7
I made a promise that I will provide you guys with two more patches before the end of the year and Intend to do so with patch 4.7 coming out. I know my promises don't mean much because I can never keep them, but I am going to release a patch before the 16h of December, that marks about 2 months since the last patch. There is a big chance the patch will come in a few days if I decide that it is impossible for me to release /wod (basically a job that is 4-5 times bigger than the usual jobs) in a finished state. Even if I don't release /wod you guys will get other stuff that is hopefully worthy of a patch update. I've added quite a few other things that I think will make the gameplay more fun in the next patch regardless if /wod gets finished or not.

So why has this patch taken so long? Well technically, if you look at our history there are quite a few periods where a patch is released 2 months after the previous one. However, I've wasted about half of my time since october …

[ Full reading ]

Comments: 17

November 2018 Update - Vote, Plans and being busy.

Tue Nov 13, 2018 9:47 am by VK.Angel.OfDeath

About scripting in general
The scripts have to become better and newer for each patch I make. The problem is that I don't want to add another delivery job that will just be the same as the garbage man and pizza boy job. I have to come up with newer and cooler ideas. It's been a busy month for me and I haven't had the energy to script quite that much. I have however been doing quite a few suggestions you guys have been asking for, for a while.

That's why I wanted to make this topic to briefly talk to you.

Planned patches
I have 3 patches that is coming up in the future that I have already planned for. Desmond, BOD 2 and the whole story thing will be wrapped up within 3 big patches, together with of course other content.

The next patch might be 1 of those three, but that's why I am here to write this topic. I've implemented a lot of suggestions you guys can have use for. If I were to divide my scripting job it's suggestions and my own big script of the patch. There has …

[ Full reading ]

Comments: 23

October 2018 Updates 2 - Rel006, BOD 2, Custom content, Busy, future patch updates, driveby.

Thu Oct 25, 2018 5:19 pm by VK.Angel.OfDeath

Rel006
I've mentioned this in many replies, but I don't think I've mentioned it in a news update. All optimizations I wanted to finish for since the last public beta has been finished. I've improved the relative resizing as well as making the text more readable.

What stands between us and a rel006 release? I'll try to explain the best way I can, scripting wise from my side nothing I mean I can add GUI at more places, but the script is ready for a release. So what's the thing stopping it? Good old VC-MP. There is a bug in VC-MP that is only present in VK that other servers have simply been able to avoid, but we can't (as far as I know). That bug is with the download rate increasing when you're unspawned. What does that mean? More internet usage, possibly a lot of lag for people with poor PCs. What's causing this? The camera! When you're unspawned and in selfie mode (F11) there is a camera that looks at your character. For some reason, if that camera is in a certain area your lag …

[ Full reading ]

Comments: 31


[Solved] Rule Suggestion - Wall Glitching

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Solved [Solved] Rule Suggestion - Wall Glitching

Post by 赫茲 on Tue Jun 11, 2019 9:26 am

Name of the rule: Wall Glitching
Is this a new rule or an improvement to an old rule: Improvement
Describe what you want to change/add:
@VK.Angel.OfDeath wrote:
Wall glitching (II): Wall glitching with any weapons are not allowed which means you are not allowed to harm/kill anyone by penetrating any form of solid objects by abusing the VCMP bug using weapons like the sniper, molotov/flamethrower, explosions, chainsaw, melee or just by the fist.
This rule declares that the use of the weapons listed above to damage or kill anyone through any form of solid object is not authorized in any situation. My first objection of this decree is that any individual should not only be disallowed to use any of the listed weapons to harm/murder anyone, but should also be disallowed to use it to harm any object. For instance, if two players are separated by a wall, and the second party is standing next to an explosive barrel, and the first  party uses the sniper to explode the barrel to kill the second person. In this situation, the person will not be punished according to the rule, since the exact definition of 'anyone' is "any person or people".

My second doubt against this rule is that the rule should be overruled if the solid that another person or thing is damaged/killed through an object that is not synced, for example a streetlight, that could've been exploded for another specific persons game, or a mailbox, which hadn't appeared on the other persons screen for the same reason.

Can a bad admin abuse this rule to their own advantage? (Optional, but good to consider): Possibly, if someone outwits this rule.
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by ★彡[๖ۣۜƊℝeam]彡★ on Wed Jun 12, 2019 4:09 am

+1. Nice suggestions are made by you <3
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by DarkRaZoR^ on Wed Jun 12, 2019 5:53 am

Is it actually possible to penetrate a non-static game object from penetrating through a wall? That brings me in a deep curiosity.

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[Solved] Rule Suggestion - Wall Glitching Darkra11

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If you need any help in situations in the server, contact me on my Facebook "DarkRaZoR VCMP" or my WhatsApp "+14698587447" & I'll do my best to support you at all cost. I highly recommend it. Wink
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by 赫茲 on Wed Jun 12, 2019 10:46 am

@DarkRaZoR^ wrote:Is it actually possible to penetrate a non-static game object from penetrating through a wall? That brings me in a deep curiosity.

I have tested it, and came to the conclusion that mobile object do get affected when shot on by any sniper. However, When we try to shoot a non-static object through a mobile object itself, only the object we are shooting through gets affected, which leads to the resolution that we can only offense the rule of Wall glitching (II) by a sniper if we shoot through a passive/static object, not by shooting through a non-static object.

Explosives however do penetrate non-static objects through non-static objects, static objects through non-static objects, and vice-versa. Which basically means that explosives do penetrate every object, static or non-static.

As for molotovs, flamethrowers and melee, I haven't tested them, I'll give you the results of them as soon as I complete my research.
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by DarkRaZoR^ on Wed Jun 12, 2019 4:46 pm

@赫茲 wrote:
@DarkRaZoR^ wrote:Is it actually possible to penetrate a non-static game object from penetrating through a wall? That brings me in a deep curiosity.

I have tested it, and came to the conclusion that mobile object do get affected when shot on by any sniper. However, When we try to shoot a non-static object through a mobile object itself, only the object we are shooting through gets affected, which leads to the resolution that we can only offense the rule of Wall glitching (II) by a sniper if we shoot through a passive/static object, not by shooting through a non-static object.

Explosives however do penetrate non-static objects through non-static objects, static objects through non-static objects, and vice-versa. Which basically means that explosives do penetrate every object, static or non-static.

As for molotovs, flamethrowers and melee, I haven't tested them, I'll give you the results of them as soon as I complete my research.

The chances of players penetrating walls to hit the explosive barrels are less likely. There are just so few of them that, really, it doesn't concerns too much. Regardless of that, you won't receive any kill because the explosive barrels won't detect any ray-traced shots from anyone and, instead, will count the victim "suicide".


Last edited by DarkRaZoR^ on Wed Jun 12, 2019 6:10 pm; edited 1 time in total

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If you need any help in situations in the server, contact me on my Facebook "DarkRaZoR VCMP" or my WhatsApp "+14698587447" & I'll do my best to support you at all cost. I highly recommend it. Wink
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by LOGiC ™ on Wed Jun 12, 2019 6:01 pm

+1
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by 赫茲 on Thu Jun 13, 2019 7:45 am

@DarkRaZoR^ wrote:
@赫茲 wrote:
@DarkRaZoR^ wrote:Is it actually possible to penetrate a non-static game object from penetrating through a wall? That brings me in a deep curiosity.

I have tested it, and came to the conclusion that mobile object do get affected when shot on by any sniper. However, When we try to shoot a non-static object through a mobile object itself, only the object we are shooting through gets affected, which leads to the resolution that we can only offense the rule of Wall glitching (II) by a sniper if we shoot through a passive/static object, not by shooting through a non-static object.

Explosives however do penetrate non-static objects through non-static objects, static objects through non-static objects, and vice-versa. Which basically means that explosives do penetrate every object, static or non-static.

As for molotovs, flamethrowers and melee, I haven't tested them, I'll give you the results of them as soon as I complete my research.

The chances of players penetrating walls to hit the explosive barrels are less likely. There are just so few of them that, really, it doesn't concerns too much. Regardless of that, you won't receive any kill because the explosive barrels won't detect any ray-traced shots from anyone and, instead, will count the victim "suicide".

I am aware that it doesn't bring any kills to the rule offender, however it does make the other person die and get a death added to their stats. The absence of the rule does also allow one to get a person to fall with the explosive barrel, then use any weapon to kill the second person and obtain the kill. Even if a lot of players do not do it, there still is nothing adverse in keeping the rule.
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Solved Re: [Solved] Rule Suggestion - Wall Glitching

Post by MaSoN^ on Thu Jun 13, 2019 11:08 pm

@赫茲 wrote:
@DarkRaZoR^ wrote:
@赫茲 wrote:
@DarkRaZoR^ wrote:Is it actually possible to penetrate a non-static game object from penetrating through a wall? That brings me in a deep curiosity.

I have tested it, and came to the conclusion that mobile object do get affected when shot on by any sniper. However, When we try to shoot a non-static object through a mobile object itself, only the object we are shooting through gets affected, which leads to the resolution that we can only offense the rule of Wall glitching (II) by a sniper if we shoot through a passive/static object, not by shooting through a non-static object.

Explosives however do penetrate non-static objects through non-static objects, static objects through non-static objects, and vice-versa. Which basically means that explosives do penetrate every object, static or non-static.

As for molotovs, flamethrowers and melee, I haven't tested them, I'll give you the results of them as soon as I complete my research.

The chances of players penetrating walls to hit the explosive barrels are less likely. There are just so few of them that, really, it doesn't concerns too much. Regardless of that, you won't receive any kill because the explosive barrels won't detect any ray-traced shots from anyone and, instead, will count the victim "suicide".

I am aware that it doesn't bring any kills to the rule offender, however it does make the other person die and get a death added to their stats. The absence of the rule does also allow one to get a person to fall with the explosive barrel, then use any weapon to kill the second person and obtain the kill. Even if a lot of players do not do it, there still is nothing adverse in keeping the rule.

Barrels are placed in open areas though and most of them aren't even near walls, the only place that has barrels that are placed near an object is death arena. I don't think we ever got a complaint about someone doing this. It's not necessary at all. Also you know how many accidents happen during combat in VC-MP, it would be almost hard to determine if the player intentionally did that to kill the person off the wall or not which should taken into consideration. Also as Razor mentioned, the game won't detect the player who shot the barrel and would count the death as suicide "Player died (explosion)".

Your last statement is valid, there are some objects that are not synced for players, which means if the object was knocked by an explosion/hit by a car for example. It would appear on some players' screens while some others will still see the object at its default place. Gonna add this to the rule to remove the doubts.

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