Archive for January, 2012


World Sanity

VC:MP has new and improved features to try to prevent the unexplainable from happening. Firstly, world boundaries have been improved. Instead of the usual annoying jumping when you try to run through them which could send you head-first into a river, it’s simply a solid, invisible wall. If for some reason you do get through, you’ll get the usual infinite jumping.

Not only that, but the world boundaries can deflect weapons in ways never seen before. You’ll just have to see the video to understand what I’m talking about.

Secondly, VC:MP can prevent wallglitching now! Trying to shoot through a wall is no longer possible. You will see the animation, but no actual shots are fired. Simple.

-Stormeus

Some New Videos

Here are a couple of new videos showing off 0.4’s new features.

Synced, Unoccupied Vehicles

 

Cinematic Explosions

Hackers beware!

This is built right into the server.

Virtual Worlds and New Command

A hint on virtual worlds:

There are over two billion virtual worlds. If you’re in a different virtual world than someone else, they can’t see you, and you can’t see them. World 1 is the default. World 0 is a global world; objects and vehicles in there can be seen by anyone.

In other news, /reconnect has been added as a client command (no more /q and re-opening).

Current Technical Limits

Message Length
500 characters

Virtual Worlds
2,147,483,647

Players
Theoretically: 253
Capped at 100

Vehicles
500

Objects
3,000 (can be optimized further with third-party streamer plugin)

Pickups
2,000

Well, here we go

Since everyone is so excited for 0.4 but thinks the devs/beta testers are all dead, I’m going to use this as a blog-ish area to explain how things are going and show some features off.

First of all, the reason why the last pics and developments posted about 0.4 were in March or April was because maxorator had started rewriting all of VC:MP from scratch at that point. The reason for this was that the code base was getting “messed up” and made it hard to add more complex features. The rewrite, as you can tell, took several months, and has only recently gotten to the point of compiling and running.

Secondly, while there’s been some huge progress made in 0.4 as a result, I, personally, can’t recommend that anyone starts scrapping their servers in the hopes that 0.4 is going to be here in a couple of weeks or a month. It might take longer than that, it might not. Besides, there are plans to write Pawn and Squirrel modules that are compatible with R2 scripts.

Lastly, maxorator is going back to university today (time of this post) since he has exams on, if I recall correctly, the 6th. Development might slow down, and since he won’t be able to update his server with my updated gamemodes, you might see less coming from other beta testers. Chances are, I’ll release the gamemode to the other beta testers when it’s finished.

To wrap this up, I’ll leave the same couple of pictures I’d left on the VC:MP forum, though there’s more to come. The reason I’m the only one in them is because I was testing on my home server. The beta testers are still alive on max’s server.

Look at how sexy our chatbox is

Object testing (it's a crane base)