Vice Underdogs

Discussion => VC:MP General => Topic started by: stormeus on June 15, 2017, 06:49:37 am

Title: Sniper behavior in VC:MP (and more)
Post by: stormeus on June 15, 2017, 06:49:37 am
I'm going to keep this short and sweet: in the next feature release of VC:MP (0.4.5) I plan on changing the behavior of the laser scoped sniper rifle so that it no longer shoots through walls, and instead is only able to shoot through glass. This should make it a fairer weapon to play against while also neutering blatant wallhacking with it.

The only reason I'm bringing this up well in advance is because it builds on top of a number of other combat changes, like slide glitching patches, that keep gameplay more consistent. I'm also aware that this removes some flexibility from the combat system — glitching has been a way of adding variety to multiplayer combat when the game's regular combat system is rigid and lacking in some features.

That said, here are some questions for everyone:


The reason I'm asking this here and not the VC:MP forum is because this is a hub for all sorts of people used to deathmatch, while the official forum is not DM-centric.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 15, 2017, 06:57:45 am
- improve lowping - lagger combat sync

- too many mods are used, vcmp has turned into a competition who has better mods (see: mod that removes bushes)

- speed cheats of any kind

- also look PM
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Milko on June 15, 2017, 09:04:36 am
Better sync against shotgun glitchers. Shotgun cglitch ghosters are messiahs
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Kelvin on June 15, 2017, 11:08:49 am
Better sync against shotgun glitchers. Shotgun cglitch ghosters are messiahs

Shotgun glitch is too op and totally desynches the opposition. People nowadays call this a tactic but no,this is just lame after a point.

Edit: Please delay the updates until the end of VCDC. This will be the fair act.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sevrin on June 15, 2017, 11:30:57 am
-just somehow make sure there is no speed gear/hack usage. In recent months, many speed gears users have been caught(in EC), thanks to the staff & players who reported.

btw, why sniper will be allowed to shoot through glass only? I mean how, if you are fixing it to not to shoot through walls then why glass?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: GangstaRas on June 15, 2017, 11:42:47 am
Honestly, idk how possible it is, but I would like a toggle switch capability on headshots for combat in servers. If anyone remembers Vice War 2, that was one of the most chaotic vice wars we've ever had. It was a personal favourite for many, as while some players had access to Sea Sparrow, it was not as OP as it is now (the thing seems to only shoot heads now) hence its discontinuation for many years now.

We believe that the Sea Sparrow/Hunter has the ability to hold very true to the theme of Vice War but just needs this one nerf on the cannon in order to be implemented. That's the primary focus for the toggle. Secondary focus would be to disallow headshots altogether from all weps except sniper but I doubt this is favourable and would be a niche market.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 15, 2017, 11:56:20 am
To disable headshots you can give immunity from headshots (critical hits?) to all players.

Also, helicannon's damage is the same, whether you get hit in the head or torso.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: WiLsOn on June 15, 2017, 12:08:02 pm
Fix panzer
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Amal on June 15, 2017, 12:43:33 pm
  • Are you satisfied with the current deathmatch experience?
yess
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Norman4354 on June 15, 2017, 01:11:01 pm
Just host the vcmp servers where everyone gets equal number of pings.
Thanks :)
Title: Re: Sniper behavior in VC:MP (and more)
Post by: GangstaRas on June 15, 2017, 01:15:58 pm
To disable headshots you can give immunity from headshots (critical hits?) to all players.

Also, helicannon's damage is the same, whether you get hit in the head or torso.

Well I was hoping since weapons have their own ID, perhaps the helicannon could be isolated from the other weps, but if the secondary option that I explained is possible, then it's up to the servers of choice to allow headshots or not.

And it's not about the damage, that's the same as you said, but if an aimbot should ever be possible in VC:MP, I'd make it out of whatever game logic is used on the helicannon cuz ever since headshots became a thing in what 0.3z r2?, it hits the head 80 to 90% of the time, typically from just the first 3 shots. And that is too OP to fight against decently imo.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sevrin on June 15, 2017, 01:55:38 pm
Just host the vcmp servers where everyone gets equal number of pings.
Thanks :)
Impossible, ping depends upon how much far you are from host, normally vcmp servers are hosted in Europe, if you live in EU you will get low ping. If server is hosted in Asia, asians will have low ping there but EU will have high ping.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Dr.Shawn on June 15, 2017, 02:09:16 pm
I think people should be able to toggle between allow/disallow sniper wall glitch just like any other wepon.

And if sniper's wall glitch is being fixed, then maybe it's time that we get rid of RPGs dealing damage to the other side of wall when used.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: aXXo on June 15, 2017, 02:58:14 pm
Better sync against shotgun glitchers. Shotgun cglitch ghosters are messiahs

Shotgun glitch is too op and totally desynches the opposition. People nowadays call this a tactic but no,this is just lame after a point.

I think, what you are essentially asking is to modify the default GTAVC weapon.dat (http://gta.wikia.com/wiki/Weapon.dat/GTAVC), so that Stubby is faster or at par with Shotgun.
This should be achievable by modifying R,S,T,U,V,W values of Stubby and making it same as Shotgun. I guess RST is for standing position, UVW is for crouched position?

Or, modifying them for Shotgun and making them same as Stubby, which would slow down the Shotgun. But that would mean M4 whores will have a good time since there would be no shotguns to beat them.

Maybe, having both Shotgun and Stubby fast as fuck would be a solution closer to 0.3z's ghost shots.

This should already be achievable by custom weapons(Check Mosberg in EC, it has spread of stubby, range and speed of shotgun). But it would be better if server owners could upload a weapon.dat in store folder which would affect the weapon stats in that server. Same as how timecy.dat is already done.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Kelvin on June 15, 2017, 06:05:59 pm
I think, what you are essentially asking is to modify the default GTAVC weapon.dat (http://gta.wikia.com/wiki/Weapon.dat/GTAVC), so that Stubby is faster or at par with Shotgun.
This should be achievable by modifying R,S,T,U,V,W values of Stubby and making it same as Shotgun. I guess RST is for standing position, UVW is for crouched position?

Or, modifying them for Shotgun and making them same as Stubby, which would slow down the Shotgun. But that would mean M4 whores will have a good time since there would be no shotguns to beat them.

Maybe, having both Shotgun and Stubby fast as fuck would be a solution closer to 0.3z's ghost shots.

This should already be achievable by custom weapons(Check Mosberg in EC, it has spread of stubby, range and speed of shotgun). But it would be better if server owners could upload a weapon.dat in store folder which would affect the weapon stats in that server. Same as how timecy.dat is already done.

I just want my shots to synch properly when i play against chrome shotgun glitcher. I dont want any weapon to be modified.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: KakaroT on June 15, 2017, 07:19:49 pm

I just want my shots to synch properly when i play against chrome shotgun glitcher. I dont want any weapon to be modified.
git gud scrub.

https://youtu.be/Ogh25lHsHEY
Title: Re: Sniper behavior in VC:MP (and more)
Post by: PunkNoodle on June 15, 2017, 09:14:30 pm
I'm also aware that this removes some flexibility from the combat system — glitching has been a way of adding variety to multiplayer combat when the game's regular combat system is rigid and lacking in some features.
Ok so now not only you'll have to deal with 0.3 players complaints, expect hordes of 0.4 players whining soon :P

Well I can't seem to find the post but I remember long ago you posted somewhere that by the way the synchro works you can "either have consistent low ping sync or consistent high ping sync not both" (or something along the line).

So as I see it right now, having played very few times with high ping against low ping (south american host), I noticed sync in combat is still good, while spending the rest of the time spent on low ping instead I can't help but notice sync isn't really good even with other players with low ping.

Let's sum it up this way:

Lo vs Lo = bad (even on two local host instances sync is hella awful)
Lo vs Hi = bad
Hi vs Hi = gud
Hi vs Lo = gud

Couldn't it be the opposite instead? I mean alright I see that the majority of VC:MP players have high ping but shouldn't such a condition be a disadvantage instead of making you less hittable?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: kennedy on June 15, 2017, 09:25:11 pm
You have to take into account the Spaz, this weapon is bugged when the player is crouched and wants to shoot rafagas, happens to be doing the anim but not always leave your bullets
Title: Re: Sniper behavior in VC:MP (and more)
Post by: aXXo on June 15, 2017, 09:59:39 pm
Lo vs Hi = bad
Hi vs Lo = gud
How could Lo vs Hi be bad and Hi vs Lo be good. They are the same thing  ;D

Hi vs Hi = gud
Nig' you high on some good shit.  O0
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Charley on June 15, 2017, 10:21:32 pm
I personally like how the new update has affected sliding, so kudos on that.

One problem, in my view, is not with a player being able to move away from a shot too fast, it's with the animations being synced correctly when he does so.

Good fighting here is all about prediction. A jittery ping or high FPS can often lead to fucked up animations (I'm just talking about running, walking and jumping here - leaving aside shot-sync for now). If I play a high pinger who has a solid connection and high fps, it's not such a problem to kill him, because I can see all of his animations, I can see where he's going and what he's doing. Someone with low FPS or jittery ping, however, presents far more of a challenge.

Am I correct in thinking this is perhaps theoretically an impossible issue to solve? Is it the case that low-FPSers will be sending fewer anim packets thereby skipping some, and that jittery-pingers might be sending them, but there is no way that they can be received? If I'm wrong and there is some sort of solution, then that would be great.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sevrin on June 15, 2017, 10:52:07 pm
You can kill a high ping player more easily than killing a guy whose FPS is low. I agree with Charley, we can see the anims of a high ping player better than low FPS player. Killing a high ping player is difficult but killing a low FPS player is impossible(unhitabble).
Title: Re: Sniper behavior in VC:MP (and more)
Post by: PunkNoodle on June 15, 2017, 11:00:49 pm
Lo vs Hi = bad
Hi vs Lo = gud
How could Lo vs Hi be bad and Hi vs Lo be good. They are the same thing  ;D

Hi vs Hi = gud
Nig' you high on some good shit.  O0
Nie, I'm talking about perspective, if you're a low ping player playing against high ping then you're fucked. While if you find yourself in the opposite situation, then you're the advantaged one.

... dude want some skunk?  O0
Title: Re: Sniper behavior in VC:MP (and more)
Post by: kennedy on June 16, 2017, 02:31:22 am
Code: [Select]
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Title: Re: Sniper behavior in VC:MP (and more)
Post by: Kelvin on June 16, 2017, 10:13:09 am
git gud scrub
https://youtu.be/Ogh25lHsHEY

Thats funny. I killed you hundreds of times.You killed me a few times during VW and so you can make a video of me getting killed. Keep going like this you dumb.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 16, 2017, 11:27:23 am
Quote from: PunkNoodle
Lo vs Lo = bad (even on two local host instances sync is hella awful)

???

Quote from: PunkNoodle
but shouldn't such a condition be a disadvantage instead of making you less hittable?

With the current way VCMP 'networking' works, that's impossible. Maybe if a rework happens to mimic the way Valve games work, but the chance of that happening is close to none.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: BeaTz_ on June 16, 2017, 02:15:37 pm
git gud scrub
https://youtu.be/Ogh25lHsHEY

Thats funny. I killed you hundreds of times.You killed me a few times during VW and so you can make a video of me getting killed. Keep going like this you dumb.
http://vw6.viceunderdogs.com/search?player=MK.Kelvin
That's cute mate. Not even one kill on Kakarot. Ggwp
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Kelvin on June 16, 2017, 03:06:32 pm
git gud scrub
https://youtu.be/Ogh25lHsHEY

Thats funny. I killed you hundreds of times.You killed me a few times during VW and so you can make a video of me getting killed. Keep going like this you dumb.
http://vw6.viceunderdogs.com/search?player=MK.Kelvin
That's cute mate. Not even one kill on Kakarot. Ggwp

I meant my whole VC:MP career(not sure if this is the right word).But thats okay since you arent capable enough to understand this.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 16, 2017, 06:53:44 pm
Are you satisfied with the current deathmatch experience? What are the upsides, if any?
What are your concerns about the current state of deathmatch?
What would you want to see added to the combat system, if anything?

1. Yes, wide variety of unique opponents.
2. Laggers
3. Less laggers warping around with glitches.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: koray on June 16, 2017, 08:35:34 pm
I will have some of my concerns about the dm but first I really like to know something.

Can you explain in full depth the way how client and the server keeps themselves updated in VC-MP servers?How often is that  happening during in-game?Is the "packet loss" actually reliable ?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Halchter on June 16, 2017, 10:17:40 pm
add kevlar and helmet for shotgun players O0
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 16, 2017, 11:18:39 pm
VSYNC needs to be improved, fps drops when it comes to custom objects, could've agreed if it's because of wooden pc but I feel the same when playing from my laptop which is having sufficient graphics to run battlefield at semi maxed settings but fail to run vcmp smoothly, whereas I remember playing this game smoothly even with my P4 machine back in 2011, but for now, it requires more than sufficient GPU usage and I guess you can do something about it.

Ping issues are there, F5 shows fake ping tbh, I've played 0.3 a few days back, my ping and rest pings were 200+ on F5 scoreboard, whereas when I joined 0.4 server, it shown somewhat 170-180 ping, dunno what is it, but 0.4 shows low ping than 0.3z used to show. If a guy is pinging 250 in 0.3z server, he pings 200 in 0.4, maybe update rate in 0.4 is decreased.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: AsaD. on June 17, 2017, 07:01:00 am
You can kill a high ping player more easily than killing a guy whose FPS is low. I agree with Charley, we can see the anims of a high ping player better than low FPS player. Killing a high ping player is difficult but killing a low FPS player is impossible(unhitabble).
nah thats not right.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: AsaD. on June 17, 2017, 07:07:23 am
The Sliding is a big issue,when laggers slide then its really unable to kill them.So my suggesion is to disable slide first to make sure that killing laggers is possible.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: KakaroT on June 17, 2017, 07:20:28 am
I meant my whole VC:MP career(not sure if this is the right word).But thats okay since you arent capable enough to understand this.
https://youtu.be/S_GI1hUwH3E
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 17, 2017, 07:42:49 am
VSYNC needs to be improved, fps drops when it comes to custom objects, could've agreed if it's because of wooden pc but I feel the same when playing from my laptop which is having sufficient graphics to run battlefield at semi maxed settings but fail to run vcmp smoothly, whereas I remember playing this game smoothly even with my P4 machine back in 2011, but for now, it requires more than sufficient GPU usage and I guess you can do something about it.

Ping issues are there, F5 shows fake ping tbh, I've played 0.3 a few days back, my ping and rest pings were 200+ on F5 scoreboard, whereas when I joined 0.4 server, it shown somewhat 170-180 ping, dunno what is it, but 0.4 shows low ping than 0.3z used to show. If a guy is pinging 250 in 0.3z server, he pings 200 in 0.4, maybe update rate in 0.4 is decreased.

Custom objects can lag if there are a lot of them and they use autocollision type instead of manual collision. Autocollision is excellent collision-wise but a lot of objects using it make the game work really poor performance-wise.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: JuaN. on June 17, 2017, 11:00:04 am
ghost shot
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 17, 2017, 12:28:47 pm
VSYNC needs to be improved
Who the fuck uses VSync in 2017?
Ping issues are there, F5 shows fake ping tbh, I've played 0.3 a few days back, my ping and rest pings were 200+ on F5 scoreboard, whereas when I joined 0.4 server, it shown somewhat 170-180 ping, dunno what is it, but 0.4 shows low ping than 0.3z used to show. If a guy is pinging 250 in 0.3z server, he pings 200 in 0.4, maybe update rate in 0.4 is decreased.
No this has been explained before, the ping values in 0.4 are actually more accurate compared to 0.3, from what I can recall Storm said that 0.3 used an estimate or some shit.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 17, 2017, 04:23:34 pm
VSYNC needs to be improved
Who the fuck uses VSync in 2017?
Well, I need to turn vsync on from gpu settings and frame limiter off from vc settings, if i turn off frame limiter only and leave vsync off, my game goes nuts, and then custom objects play a great role in making it more terrible, there should be a solution to this or is it happening because of some particles?

No this has been explained before, the ping values in 0.4 are actually more accurate compared to 0.3, from what I can recall Storm said that 0.3 used an estimate or some shit.
lol nope, even [EAF]King was surprised the day he joined vcmp 0.4 for the first time, because he pings 350+ everywhere but 0.4 made his ping somewhat 270, this accuracy isn't accurate but slow update rate.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: stormeus on June 18, 2017, 10:06:28 pm
Am I correct in thinking this is perhaps theoretically an impossible issue to solve? Is it the case that low-FPSers will be sending fewer anim packets thereby skipping some, and that jittery-pingers might be sending them, but there is no way that they can be received? If I'm wrong and there is some sort of solution, then that would be great.

VC:MP actually doesn't sync animations individually. It syncs what keys you're pressing at the moment the sync packet gets sent, and then other clients use that and let the game process the animation sequences based on those keystrokes.

The problem with people with low framerates is that because Vice City processes change based on how many frames have elapsed as opposed to how much time has passed since the last frame, they miss crucial information like when a player has just fired their weapon. This is fundamentally unfixable due to how the sync and frame processing work.

The problem with jittery pings is that if one packet suddenly takes 1500ms to reach the server, and then the next sync packet takes 300ms, the second packet will reach people before the first. Because sync packets are unordered, this might cause momentary out-of-order animation processing that causes sliding. I'm not concerned about this scenario, and while we can make sync packets ordered this can also cause more issues than it fixes by causing processing delays when dealing with laggy players, since the game would have to wait for the next packet in the sequence.

edit
I should also mention that the problem with trying to sync the animations themselves is that in the time between sync packets someone's animations may have already changed too much for other players to pick up on. When testing animation progress sync on localhost, SMGs and machine guns almost completely broke because of how the game processes those animations. This is somewhat of an oversimplification.

No this has been explained before, the ping values in 0.4 are actually more accurate compared to 0.3, from what I can recall Storm said that 0.3 used an estimate or some shit.
lol nope, even [EAF]King was surprised the day he joined vcmp 0.4 for the first time, because he pings 350+ everywhere but 0.4 made his ping somewhat 270, this accuracy isn't accurate but slow update rate.

I don't remember this conversation. 0.4 uses the exact same method of measuring ping as 0.3, and in both cases they're handled by the network layer, not us.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: aXXo on June 19, 2017, 07:24:55 am
I don't remember this conversation. 0.4 uses the exact same method of measuring ping as 0.3, and in both cases they're handled by the network layer, not us.
The ping shown in 0.3z was wrong. (VCMP browser showed correct, ingame F5 was wrong)
I remember it showed 30ms even on localhost, when it should be 0.

I think the ingame display added a certain amount to everyone's ping depending on number of hops to the server. No-one used to have less than 10ms ping in 0.3z while we have spotted some players with less than 5ms ping in 0.4. Thijn or Brian could confirm.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 19, 2017, 07:40:19 am
I don't remember this conversation. 0.4 uses the exact same method of measuring ping as 0.3, and in both cases they're handled by the network layer, not us.
The ping shown in 0.3z was wrong. (VCMP browser showed correct, ingame F5 was wrong)
I remember it showed 30ms even on localhost, when it should be 0.

I think the ingame display added a certain amount to everyone's ping depending on number of hops to the server. No-one used to have less than 10ms ping in 0.3z while we have spotted some players with less than 5ms ping in 0.4. Thijn or Brian could confirm.
Opposite scene in 0.4, sometimes it show 350+ ping on browser but when join ingame, it become 160 on F5 ._.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 19, 2017, 07:43:18 am
Once you patch Snipers to shoot only through the glass, make sure that when there is a glass ----> wall, snipers won't penetrate the glass and the wall afterwards.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sevrin on June 19, 2017, 08:12:13 am
I don't remember this conversation. 0.4 uses the exact same method of measuring ping as 0.3, and in both cases they're handled by the network layer, not us.
The ping shown in 0.3z was wrong. (VCMP browser showed correct, ingame F5 was wrong)
I remember it showed 30ms even on localhost, when it should be 0.

I think the ingame display added a certain amount to everyone's ping depending on number of hops to the server. No-one used to have less than 10ms ping in 0.3z while we have spotted some players with less than 5ms ping in 0.4. Thijn or Brian could confirm.
Kyzo, Brian, Murdock, Thijn, Salmonella and many guyd who play in Argo have ping less than 10ms.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: stormeus on June 19, 2017, 08:22:45 am
I don't remember this conversation. 0.4 uses the exact same method of measuring ping as 0.3, and in both cases they're handled by the network layer, not us.
The ping shown in 0.3z was wrong. (VCMP browser showed correct, ingame F5 was wrong)
I remember it showed 30ms even on localhost, when it should be 0.

I think the ingame display added a certain amount to everyone's ping depending on number of hops to the server. No-one used to have less than 10ms ping in 0.3z while we have spotted some players with less than 5ms ping in 0.4. Thijn or Brian could confirm.

GetPlayerPing and the equivalent Squirrel function should've been accurate. I'm​ sure the scoreboard display had issues, though, considering the code from 0.1 to 0.3 looked like this:

https://bitbucket.org/stormeus/vice-players/src/7c74ebe935fd5934ae2143150f9b1f60dd075d2a/server/netrpc.cpp?at=master&fileviewer=file-view-default#netrpc.cpp-304

I'm fairly confident they either mixed up player index and system address at some point or they had an off by one error. If I recall correctly, the scoreboard was also prone to mixing up people's pings.

The whole thing was messed up and I'm surprised anyone thought it'd be a good idea to send everyone's IP addresses to everyone else too. It's messy architecture all the way down.

Kyzo, Brian, Murdock, Thijn, Salmonella and many guyd who play in Argo have ping less than 10ms.

The server is in the Netherlands, Thijn is in the Netherlands. Big shock  :D
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Milko on June 19, 2017, 10:48:23 am
that signature...
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 20, 2017, 06:09:45 am
And what's up with punch bug? the punch anim allows opponent to take advantage since this punch anim blocks gun anim and thus it makes game unfair, I heard you fixed it but I've been and everyone doing it since 0.4 was released, I don't think so it's fixed or server requires any plugin update to make punch bug fix?

Also, there's some sorta bug or glitch with grenades and mols, whenever we throw a grenade,it appears to others sometimes that we've thrown 3 grenades at once, I was banned for this on EC server once I guess, by GangstaRus, then I explained him that it's VC:MP bug, also with mols, WKs got some trick and they unfortunately disclosed it to their paki fanbase and yeah, to those cheater crew known as ON, they've been doing since an year, like they drop a mol in less than a second, which sets opponent on fire but no damage to them,it's kinda annoying but erm I've talked with server managers about any prevention to this, they said it's VC:MP bug, they can't do anything regarding that, so please look into this.

And yeah, Chainsaw is too OP, I am used to chainsaw ppl but at the same time I get pissed when someone chainsaws me :D because there's anim bug, like if you try chainsawing someone, he'll get knocked in your screen just like punch bug which blocks gun anim for 1-2 secs,allows you to kill him either by running with chainsaw over him or any weapon,

These are minor problems I believe but they litereally piss everyone off for real, so please consider these bugs/glitches in next update, it'll balance the gameplay for sure.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: koray on June 20, 2017, 11:50:13 am
I read the post of stormeus thoroughly and god...Now something fits in its place of mind.

As far as I understood,The term "synch animations" is different here. It holds the information of what key you're pressing at that time in an array and lets client animate according to this information.So what we see is still our client but animating with the keystrokes related to each player.

And due the nature of Vice City,you can actually break animations with spacebar and crouch.Now consider how much information it can miss with how FPS is working here.Thats why we see players sliding while they're just breaking the animations and moving on.

Finally these all above combining with latency (ping),its all just an huge fucking mess happening right there.Now it makes sense why LW s disabled 60 FPS and crouching is not allowed.Maybe we should just stop being butthurt about it and hope for the best.They are doing something even Rockstar avoided doing.Kudos to y'all developers out there.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Milko on June 20, 2017, 12:28:02 pm
And what's up with punch bug? the punch anim allows opponent to take advantage since this punch anim blocks gun anim and thus it makes game unfair, I heard you fixed it but I've been and everyone doing it since 0.4 was released, I don't think so it's fixed or server requires any plugin update to make punch bug fix?

If this bug is fixed, Juan quits vcmp for all eternity and we don't want that...
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 20, 2017, 02:51:47 pm
And what's up with punch bug? the punch anim allows opponent to take advantage since this punch anim blocks gun anim and thus it makes game unfair, I heard you fixed it but I've been and everyone doing it since 0.4 was released, I don't think so it's fixed or server requires any plugin update to make punch bug fix?

If this bug is fixed, Juan quits vcmp for all eternity and we don't want that...
Who cares about a Real Madrid fan anyways, all they do is crying and complaining and devaluing other's effort.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: JuaN. on June 20, 2017, 02:52:31 pm
how do i devalue other's effort karan? lol

PD: before caring whether im a real madrid fan or not, u care about your own country getting beaten by pakistan in that sport you like so much instead xD
Title: Re: Sniper behavior in VC:MP (and more)
Post by: ferrari32 on June 20, 2017, 02:58:41 pm
how do i devalue other's effort karan? lol

PD: before caring whether im a real madrid fan or not care about your own coutnry getting beaten by pakistan in that sport you like so much xD
if cricket can be called a sport..
Title: Re: Sniper behavior in VC:MP (and more)
Post by: JuaN. on June 20, 2017, 03:00:13 pm
how do i devalue other's effort karan? lol

PD: before caring whether im a real madrid fan or not care about your own coutnry getting beaten by pakistan in that sport you like so much xD
if cricket can be called a sport..
lol n1, agree
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 20, 2017, 03:11:54 pm
how do i devalue other's effort karan? lol

PD: before caring whether im a real madrid fan or not, u care about your own country getting beaten by pakistan in that sport you like so much instead xD
I've seen you crying ingame about the bug fixes in recent update, if I am not wrong.

I don't care about India lost to Pakistan,in fact I am happy that they've lost, because their overconfidence was more than their preparation, I only felt bad for one batsmen who's my favorite and who kept our hopes alive for a moment and got runout by an idiot known as "jadeja"

if cricket can be called a sport..
For Indians & Pakistan, it's not a sport, it's somewhat feelings of others, I eye witnessed people praying at temples for India's win and I've seen videos of Pakistanis praying for Pakistan's win as well, so don't be surprised if you ever spot an over-egoistic cricket fan anywhere! xD

Get back to the topic.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: JuaN. on June 20, 2017, 03:14:37 pm
you were the first one going out from the topic lol
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 20, 2017, 03:18:18 pm
you were the first one going out from the topic lol
I went offtopic with an example to define someone, not dragged India vs pakistan cricket match in topic, noob
Title: Re: Sniper behavior in VC:MP (and more)
Post by: JuaN. on June 20, 2017, 03:20:15 pm
so you admit you were the first one going off topic and made this going off topic at the first place,then you request for getting back to the topic, nice.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 20, 2017, 03:25:41 pm
so you admit you were the first one going off topic and made this going off topic at the first place,then you request for getting back to the topic, nice.
you just proved my point that you're full of complaints and arguments for nothing, idiot
Title: Re: Sniper behavior in VC:MP (and more)
Post by: JuaN. on June 20, 2017, 03:26:58 pm
its you calling idiot, noob and that someone's crying (also going off topic at the first place) i havent insulted u yet and its me the one with "arguments" xD
Title: Re: Sniper behavior in VC:MP (and more)
Post by: WiLsOn on June 20, 2017, 04:43:00 pm
I am still trying to find out what you guys arguing about. ::)
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sevrin on June 20, 2017, 07:09:55 pm
how do i devalue other's effort karan? lol

PD: before caring whether im a real madrid fan or not care about your own coutnry getting beaten by pakistan in that sport you like so much xD
if cricket can be called a sport..
I'm so sorry for going off-topic but,

(https://viceunderdogs.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3qdSIGr.png&hash=7219eb8277701f45d6de417a4e937daf010d8c51)

where you at pal?

Cricket is somewhat of feeling for all of us, especially the asians.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Dr.Shawn on June 20, 2017, 07:42:17 pm
Cricket is not a sport lmao, remember that anyone can edit Wikipedia
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 21, 2017, 08:43:41 am
I think the ingame display added a certain amount to everyone's ping depending on number of hops to the server. No-one used to have less than 10ms ping in 0.3z while we have spotted some players with less than 5ms ping in 0.4. Thijn or Brian could confirm.
5 ping average, best I could achieve is 3.
Because sync packets are unordered, this might cause momentary out-of-order animation processing that causes sliding. I'm not concerned about this scenario, and while we can make sync packets ordered this can also cause more issues than it fixes by causing processing delays when dealing with laggy players, since the game would have to wait for the next packet in the sequence.
Is it possible to get this tested out?
Chainsaw is too OP, I am used to chainsaw ppl but at the same time I get pissed when someone chainsaws me :D
Chainsaw's damage output can be manipulated via FPS adjusting, same goes to the animation bugs.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Ryne on June 21, 2017, 10:22:55 pm
Yeah, fix the punch bug. Death to juan's skills.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sevrin on June 22, 2017, 01:18:44 am
Yeah, fix the punch bug. Death to juan's skills.
Prolly mine too xD
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 24, 2017, 04:50:39 am
Chainsaw's damage output can be manipulated via FPS adjusting, same goes to the animation bugs.
There's no relation of FPS with damage, lol, it's just that it's easy to chainsaw a 30 fps guy or below that because their movement speed is less, just like yesterday in EAD, Siezer's fps went to 20 or less, it was easy for aXXo to kill him even when siezer was sprinting and aXXo was jogging,lol, in short, 60FPS players are privileged :D
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 24, 2017, 09:52:27 am
Chainsaw's damage output can be manipulated via FPS adjusting, same goes to the animation bugs.
There's no relation of FPS with damage, lol, it's just that it's easy to chainsaw a 30 fps guy or below that because their movement speed is less, just like yesterday in EAD, Siezer's fps went to 20 or less, it was easy for aXXo to kill him even when siezer was sprinting and aXXo was jogging,lol, in short, 60FPS players are privileged :D

No.

Chainsaw will kill you faster on 60 FPS because there's more collisions with player (?) than on 30.

But Stormeus can explain it better.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: MaddyV on June 24, 2017, 02:09:58 pm
how do i devalue other's effort karan? lol

PD: before caring whether im a real madrid fan or not care about your own coutnry getting beaten by pakistan in that sport you like so much xD
if cricket can be called a sport..
I'm so sorry for going off-topic but,

(https://viceunderdogs.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3qdSIGr.png&hash=7219eb8277701f45d6de417a4e937daf010d8c51)

where you at pal?

Cricket is somewhat of feeling for all of us, especially the asians.

South Asians**

Agree with Karan, jadeja madarchod screwed it all up. If Hardik kept going. We probably could have won(death to virat kohli and juan)

However, on topic,
Its been a while since I played the game but it is indeed annoying when players use that punch bug on you, who knows, stormeus must be working on it when we're wasting our time complaining here!
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Azure on June 24, 2017, 03:57:50 pm
wait wat? vcmp 0.4.5???
when is that gonna be released and does that mean that the current one will be dead?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 24, 2017, 04:38:18 pm
wait wat? vcmp 0.4.5???
when is that gonna be released and does that mean that the current one will be dead?

it means vcmp 0.4 release 005 (rel005)
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Azure on June 24, 2017, 06:07:41 pm
wait wat? vcmp 0.4.5???
when is that gonna be released and does that mean that the current one will be dead?

it means vcmp 0.4 release 005 (rel005)

oh, i thought a whole new browser
Title: Re: Sniper behavior in VC:MP (and more)
Post by: GangstaRas on June 24, 2017, 09:57:00 pm
I'm noticing that grenades are now out of sync. Shooting them is meaningless now, they'll still explode the same spot despite bouncing away on your screen
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 25, 2017, 02:26:21 am
Chainsaw's damage output can be manipulated via FPS adjusting, same goes to the animation bugs.
There's no relation of FPS with damage, lol, it's just that it's easy to chainsaw a 30 fps guy or below that because their movement speed is less, just like yesterday in EAD, Siezer's fps went to 20 or less, it was easy for aXXo to kill him even when siezer was sprinting and aXXo was jogging,lol, in short, 60FPS players are privileged :D

No.

Chainsaw will kill you faster on 60 FPS because there's more collisions with player (?) than on 30.

But Stormeus can explain it better.
Yeah I know it, I am saying what is, Chainsaw user get killed first if he's having limited fps, I've observed it myself, and that bug anim happens in both cases, no matter if it's 30 or 60 fps, in our screens, it looks like the opponent got knocked and for like 2-3 seconds, his gun anim get blocked and most of the time he get killed.. Chainsaw sync is somewhat wrong or it's whole VC:MP, same happens with punch anim because..
Title: Re: Sniper behavior in VC:MP (and more)
Post by: aXXo on June 25, 2017, 04:46:56 am
Yes, that desync is very critical since in 0.4 the fall animation is very long. The player slides along the floor in fall animation and can not damage anyone.

Happens when: (from third person perspective)

I wonder how come getting hit by shotguns does not procure the false fall animation, but the other sources do. Could we have the same consistency in above mentioned cases?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Hanney on June 25, 2017, 08:58:32 am
Quick suggestion whilst coming across this topic:

There is a few particular "flinch" animations which happens in 1v1's where one player bumps into another (often by their player models both intersecting for a moment) and the other player gets stuck in a kind of "stumble" animation which then blocks them from moving for a second.

Many times in the past in 0.4 duels get ended really simply because one player ends up getting stuck in the spot because of the above leaving the other player open to take a free shot.

If possible remove those flinch animations (If anyone knows what i'm talking about).

Pretty sure one of them is  "35 - HIT_back - 58" but don't remember the rest.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Zultron20mg on June 25, 2017, 12:10:31 pm
Quick suggestion whilst coming across this topic:

There is a few particular "flinch" animations which happens in 1v1's where one player bumps into another (often by their player models both intersecting for a moment) and the other player gets stuck in a kind of "stumble" animation which then blocks them from moving for a second.

Many times in the past in 0.4 duels get ended really simply because one player ends up getting stuck in the spot because of the above leaving the other player open to take a free shot.

If possible remove those flinch animations (If anyone knows what i'm talking about).

Pretty sure one of them is  "35 - HIT_back - 58" but don't remember the rest.

I know what you're talking about, its just like 0.3 where if you get bumped in someone, that player would have a bumping animation and stop there for a second with hands in punching action. and other player would shoot from a distance. this is really annoying because you get stuck and can't move until that animation gets completed.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Dr.Shawn on June 25, 2017, 12:40:50 pm
-

I know what you're talking about, its just like 0.3 where if you get bumped in someone, that player would have a bumping animation and stop there for a second with hands in punching action. and other player would shoot from a distance. this is really annoying because you get stuck and can't move until that animation gets completed.
Adding another point, you can't jump to cancel that animation while you can cancel most of the animations even fall animation.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: koray on June 25, 2017, 01:30:28 pm
-

I know what you're talking about, its just like 0.3 where if you get bumped in someone, that player would have a bumping animation and stop there for a second with hands in punching action. and other player would shoot from a distance. this is really annoying because you get stuck and can't move until that animation gets completed.
Adding another point, you can't jump to cancel that animation while you can cancel most of the animations even fall animation.

0:38 

https://youtube.com/watch?v=65hqEex5Jto  (https://youtube.com/watch?v=65hqEex5Jto)


I dont know if thats the same as 0.4.I also recall doing that with crouching.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 26, 2017, 11:45:07 am
https://youtube.com/watch?v=65hqEex5Jto  (https://youtube.com/watch?v=65hqEex5Jto)
I dont know if thats the same as 0.4.I also recall doing that with crouching.
Damn I miss Flamesay.

@Karan, you receive a shitton more damage from chainsaw the higher your FPS.

Regarding the animation bugs, I'm kind of surprised that almost nobody knows how to cancel that out lol.
The animation bugs that happen can be avoided simply by forcing a "resync" to the opponents screen, same story here; the higher your FPS is the easier it becomes.

So far I've only seen a handful of players who are capable and aware of this technique (myself included) that it basically becomes a combat strategy, I'll just leave it at that.

It's not possible to get that fixed unless Stormeus and his team really hammer down on perfectly synching the clients together to the point that if you punch/shoot/drive over someone that they are always 100% knocked down.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on June 26, 2017, 11:54:50 am
It's not possible to get that fixed unless Stormeus and his team really hammer down on perfectly synching the clients together to the point that if you punch/shoot/drive over someone that they are always 100% knocked down.

I disagree.

The reason for the punch bug existing in the first place is because when you punch someone your client doesn't wait for the other player to report what happened and instead uses default VC behaviour (being knocked down). The same with being ran over and such.

Which in turn makes it easy to fix, right? Because when you shoot someone your client doesn't use default VC behaviour, but rather waits for the other player to report whether he was shot or not.

That is my opinion. Perhaps the reason is different, but I don't think so.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 26, 2017, 12:05:34 pm
I disagree.

The reason for the punch bug existing in the first place is because when you punch someone your client doesn't wait for the other player to report what happened and instead uses default VC behaviour (being knocked down). The same with being ran over and such.

Which in turn makes it easy to fix, right? Because when you shoot someone your client doesn't use default VC behaviour, but rather waits for the other player to report whether he was shot or not.

That is my opinion. Perhaps the reason is different, but I don't think so.
I know what you're hinting at, but that's exactly why I think it's not possible to have it fixed unless Storm addresses the sync issues.
I noticed as of the latest update that the combat sync has become worse for some odd reason.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: aXXo on June 26, 2017, 07:02:18 pm
There is another common animation bug regarding FPV. This one should be easy to fix.

Sometimes a player in FPV is seen in jogging animation while he is shooting. I think it happens to players who keep the movement key pressed while they shoot.

I barely ever manage to snipe someone's head when they are in FPV. Is the head hitbox not accurate in FPV animation?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: GangstaRas on June 26, 2017, 07:36:10 pm
I barely ever manage to snipe someone's head when they are in FPV. Is the head hitbox not accurate in FPV animation?
I'd say somewhat. I've never really had much issues sniping the head of someone in FPV but I do when using regular weapons. One thing to note though is that the crouching while in FPV creates issues as your body doesn't reflect the change of the hitbox
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on June 26, 2017, 07:43:48 pm
Also, mol blocks FPV of RPG, kinda annoying even  if it's your team mate's mol,we can't use rockets when we're set on fire..
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 26, 2017, 09:48:32 pm
There is another common animation bug regarding FPV. This one should be easy to fix.

Sometimes a player in FPV is seen in jogging animation while he is shooting. I think it happens to players who keep the movement key pressed while they shoot.

I barely ever manage to snipe someone's head when they are in FPV. Is the head hitbox not accurate in FPV animation?
Whenever someone is in the FPV animation the hitbox for the head is always in the sit/aim position, even if they are "running" stationary.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Milko on June 27, 2017, 09:08:56 am
Quick suggestion whilst coming across this topic:

There is a few particular "flinch" animations which happens in 1v1's where one player bumps into another (often by their player models both intersecting for a moment) and the other player gets stuck in a kind of "stumble" animation which then blocks them from moving for a second.

Many times in the past in 0.4 duels get ended really simply because one player ends up getting stuck in the spot because of the above leaving the other player open to take a free shot.

If possible remove those flinch animations (If anyone knows what i'm talking about).

Pretty sure one of them is  "35 - HIT_back - 58" but don't remember the rest.

Nah, the flinch is fine, but the sync should be fixed (when you're flinched, you can actually backfire).
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on June 27, 2017, 07:59:52 pm
Nah, the flinch is fine, but the sync should be fixed (when you're flinched, you can actually backfire).
This is not always the case, it depends on your opponent's sync.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: stormeus on June 28, 2017, 05:03:11 pm
I barely ever manage to snipe someone's head when they are in FPV. Is the head hitbox not accurate in FPV animation?

I'm not sure the concept of hitboxes really exists in VC. Shots just get traced to see if they hit some part of the ped's body, with some tolerance for error, but as long as both players are synced and see the first-person aim animation they should be hittable.

If you seen the sprint animation when they're aiming, though, this would make it harder to hit them since you have to approximate where their head really is.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Gulk on July 11, 2017, 06:20:23 pm
1. An option for tweaking the speed the player stands up after falling on his back/stomach (forward/backward) after being knocked down by a vehicle, explosion or shotgun would be very welcome by a lot of people. Ever since the transition from 0.3 to 0.4 the animation has been too long. (it changes the gameplay from a chance of survival to garunteed death) Maybe to simplify it just an option between both 0.3 and 0.4 "get up" times/anims.

2. An option to disable headshots (Because I love beating down HP, not instant kills) and I think without headshots the game is more fun. (Call me a noob at headshots if you want, but I came from the MTAVC era where headshots didnt exist and those days were great battles with the only instakill being an up close stubby or grenade or carkill)

What do you all think?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: krystianoo on July 11, 2017, 06:26:45 pm
For 2) you can give everyone immunity from critical shots or hits, or something. To disable headshotting. Should work.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: SaM on July 11, 2017, 07:22:14 pm
2. An option to disable headshots (Because I love beating down HP, not instant kills) and I think without headshots the game is more fun. (Call me a noob at headshots if you want, but I came from the MTAVC era where headshots didnt exist and those days were great battles with the only instakill being an up close stubby or grenade or carkill)
What do you all think?
I completely agree and this should be given priority :)
Title: Re: Sniper behavior in VC:MP (and more)
Post by: aXXo on July 11, 2017, 07:30:56 pm
1. An option for tweaking the speed the player stands up after falling on his back/stomach (forward/backward) after being knocked down by a vehicle, explosion or shotgun would be very welcome by a lot of people. Ever since the transition from 0.3 to 0.4 the animation has been too long. (it changes the gameplay from a chance of survival to garunteed death) Maybe to simplify it just an option between both 0.3 and 0.4 "get up" times/anims.
This would also help with all the desync animations(punch/chainsaw/ram). Since, shortened animation means less time spent desycned.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Radon on July 11, 2017, 08:26:22 pm
The main problem that people complains is about the gun sync. This one is giving advantages to the high-pinged players to gain a faster shot than the low-pinged ones. Neither is so good with the low-pinged vs low-pinged. This, is the problem that the low-pinged players are having actually.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Avenger on July 12, 2017, 08:36:29 am
Headshots in VC:MP -- once (long time ago) a very anticipated feature that ultimately broke the game; I guess no one ever predicted such amount of M4 fuckery with shotgun players being rushed & beaten in close combat by rifles.

In terms of multiplayer there's supposed to be a counter against any weapon. But since you cannot defend against a magic instakill headshot the balance is not there anymore.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: SpiralRock on July 12, 2017, 02:35:59 pm
Overall I find 0.4 amazing.

Fixable thing that I noticed is:
Crouched RPG guys animation sometimes shows as running with RPG, although he is still crouched. And no matter how many snipers you hit them, he is not getting the hits. I am talking about the situation when the sniper is not face to face to the RPG guy but shooting at RPG guy from left or right. + HS's don't sync.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: SpiralRock on October 13, 2017, 04:30:18 pm
Other improvements/features that I guess will enormously benefit servers and vcmp in general are:
1. VoIP system with area of effect(so only nearby people can only hear speaker).
2. Faster server files download(I don't understand why our download speed sucks, the waiting time is a lot on servers with a lot of files).
3. NPCs!!!! I'd love if server owners have ability to script and alter how NPC's function.

For server owners - Laser sniper server wide edit so NOT only some people have access to that unlimited range laser spot.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: ripmemes on October 13, 2017, 08:42:25 pm
I just want to say please fix the desync problems or whatever it is(I dont know but ofcourse there's a way since in MTA:SA the frame limiter is turned off without making any problems) so please I'm begging to all VCMP Develeoppers(Thanks to them for providing us VCMP :P and I can't express how I'am grateful to them) Because my internet is too low wich it is making a lot of desync problems!! I got banned, muted and slapped in LWs server because of musunderstandings caused by desync: I want to say that when a player got killed, and his ping is too high and his connection is too low.It seems to other players that he's standing like he paused his game|(That's how I got banned sometime when I'm actually at the spawn menu and then I only see that ban message) another problem the desync could do!! sometime when I was in an event chasing someone(Note that helis at that event aren't allowed) I was in a cop car then I left it and went to a bike, a moderator x slapped me, I said" What?" he said"I saw you quitting your heli this is not allowed!!" I kept saying that I didn't do this so He muted me  :-\ So please do it and sorry for bothering you I appreciate your work on VCMP if you cant do this please explain it to let me understand.OK!
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Sora_Blue on October 14, 2017, 01:27:14 am
(https://memecrunch.com/meme/M3ED/retard-spotted/image.png?w=400&c=1)
Title: Re: Sniper behavior in VC:MP (and more)
Post by: karan on October 14, 2017, 12:53:42 pm
Just to inform everyone that maxorator.com is expired, vcmp can't download any release, this is 5th time I asked someone to upload those rel004 files as I reinstalled windows, mind spamming the devs or backup vcmp folder before formatting pc for nice, thx for reading
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Zeeshan.Bhatti on October 14, 2017, 01:11:33 pm
Just to inform everyone that maxorator.com is expired, vcmp can't download any release, this is 5th time I asked someone to upload those rel004 files as I reinstalled windows, mind spamming the devs or backup vcmp folder before formatting pc for nice, thx for reading
This might help: http://forum.vc-mp.org/index.php?topic=5196.new#new
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Radon on October 14, 2017, 02:11:47 pm
...
Buy a fucking new net. Nobody gonna stick up with that shitty internet connection, excepting the most infamous clan: MD.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: Roystang on October 14, 2017, 05:18:41 pm
 :)
 :) ;)
 :) ;) :D
 :) ;) :D ;D
 :) ;) :D ;D >:(
 :) ;) :D ;D >:( :(
 :) ;) :D ;D >:( :( :o
 :) ;) :D ;D >:( :( :o ???
 :) ;) :D ;D >:( :( :o ??? :P
 :) ;) :D ;D >:( :( :o ??? :P :-[
 :) ;) :D ;D >:( :( :o ??? :P :-[ :-\
 :) ;) :D ;D >:( :( :o ??? :P :-[ :-\ :-*
 :) ;) :D ;D >:( :( :o ??? :P :-[ :-\ :-* :'(
 :'( :-* :-\ :-[ :P ??? :o :( >:( ;D :D ;) :)
 :-* :-\ :-[ :P ??? :o :( >:( ;D :D ;) :)
 :-\ :-[ :P ??? :o :( >:( ;D :D ;) :)
 :-[ :P ??? :o :( >:( ;D :D ;) :)
 :P ??? :o :( >:( ;D :D ;) :)
 ??? :o :( >:( ;D :D ;) :)
 :o :( >:( ;D :D ;) :)
 :( >:( ;D :D ;) :)
 >:( ;D :D ;) :)
 ;D :D ;) :)
 :D ;) :)
 ;) :)
 :)

CREDITS TO Casper..

Title: Re: Sniper behavior in VC:MP (and more)
Post by: ripmemes on October 14, 2017, 05:53:30 pm
...
Buy a fucking new net. Nobody gonna stick up with that shitty internet connection, excepting the most infamous clan: MD.
What do you mean with this? DO YOU SAY THAT DnW is the most infamous clan. About my net: Don't be childish and say bad words .in other words I can't buy a new net.I wish if I could I don't want to say this buy my family don't have the required money to buy a powerful one.I even play with pentium and 1gb ram!!! If I own a good computer I won't play VcMp. Let's just say that I can't do everything that needs money.Ok?
Title: Re: Sniper behavior in VC:MP (and more)
Post by: MasterOz on October 15, 2017, 08:49:17 am
It's stated as MD..
I think after PANZER24 reply,he edited the sentence from DnW to MD..
Or its a conclusion;whatever it is..

I suggest panzer to not to take thing's heavily because DnW has just started now,when time will pass,it will improve and these guys would be the one respecting our clan..
So panzer24,you need to take their sayings lightly!
Title: Re: Sniper behavior in VC:MP (and more)
Post by: ripmemes on October 15, 2017, 11:12:59 am
It's stated as MD..
I think after PANZER24 reply,he edited the sentence from DnW to MD..
Or its a conclusion;whatever it is..

I suggest panzer to not to take thing's heavily because DnW has just started now,when time will pass,it will improve and these guys would be the one respecting our clan..
So panzer24,you need to take their sayings lightly!
Ok, no problem. We'll see about that.
Title: Re: Sniper behavior in VC:MP (and more)
Post by: mairee on October 15, 2017, 03:10:51 pm
...
Buy a fucking new net. Nobody gonna stick up with that shitty internet connection, excepting the most infamous clan: MD.
What do you mean with this? DO YOU SAY THAT DnW is the most infamous clan. About my net: Don't be childish and say bad words .in other words I can't buy a new net.I wish if I could I don't want to say this buy my family don't have the required money to buy a powerful one.I even play with pentium and 1gb ram!!! If I own a good computer I won't play VcMp. Let's just say that I can't do everything that needs money.Ok?
can you at least read correctly without money? why the hell are you bringing in dnw when he clearly said md