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Messages - Spiller

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1
VC:MP General / Re: Rob The Vehicle (IV) Championship 2024
« on: January 17, 2024, 04:50:15 am »
This is a brave move. Good luck

Thanks,
I'm waiting on the bannermen for "I want this game to be alive, that's why we're doing events" to apply though.
(I 👀 at you Fortune)

2
VC:MP General / Rob The Vehicle (IV) Championship 2024
« on: January 14, 2024, 05:57:12 pm »



Hello everyone, it's our pleasure to announce to you Rob The Vehicle IV: Championship!

It will be a team built championship but with a twist! Teams will be formed through an auction system where the captains will have to carefully put their bids in order to build the best team they can!

This is how it works:
• The team consists of 7 players as a maximum number, team members will be decided through an auction where the participants will go to the highest bidder.
• Before every set of matches, two bases will be announced to be played in every match.
• Third base will be selected during the match by a vote-ban system to make a total of 6 rounds.
• The matches will be in 5v5 format, substitutions will be allowed.
• The number of matches for every team will be decided once the deadline for applying is over.

The gamemode:
• As an attacker, your goal is to steal the vehicle and bring it to your checkpoint to be able to grab the win.
• And as a defender you have to defend the vehicle from being robbed under any circumstances to be victorious.



The applications are open now, so what are you waiting for? Apply now! Applications close on 28th January.

Do you have the courage to embark on this new gamemode of RTV Champ as a captain? apply here and make the best team possible you can spending your funds wisely!

Want to give a helping hand to staff in organizing matches? Apply as a referee.

Further details available on the forums.
Click here to join our discord.

3
VC:MP General / Re: Exposing GerZ's ultimate lies
« on: January 13, 2024, 10:03:47 am »
Why does it matter about our opinion over GerZ, that too in our private boards? They are meant to be private and we have right to have our opinions limited to our members, this shows how down bad you are and your supporters ruining this dead multiplayer mod.

If I had a dollar for every time a TLA/SS member put a "private" log in their signature or shared their "private" password, I would have enough to sponsor VCAD's next tournament.

4
VC:MP General / Re: Exposing GerZ's ultimate lies
« on: December 12, 2023, 06:25:22 pm »
https://streamable.com/7r7znl    -> Mine -> DGVOODO CHECK -> NVIDIA CHECK -> LOCAL VCMP HOST CHECK -> FLICKING CHECK

Yep, proper demo of what I said earlier.

I did not analyse extensively but it seems that in Gerz's video, the shots that get synced are shot after a delay. A delay that is long enough for the game engine to consider the shotgun reloaded. Which iirc, is right after the reload sound sequence has finished playing.

These fast shots don't get synced by flicks, dgVoodoo or high latency. You can flick it to the fucking moon for that matter and it still won't sync, that's just how the game engine works. You can play from a different planet and even then the ping difference or packet loss wouldn't be enough to reproduce it. The only single way I've found so far is where one of the players' FPS go down enough suddenly to lick the dust off the floor, which is also pretty rare.

As about the dgVoodoo part, it's a common misconception, dgVoodoo does not remove lag: full explanation here. One of these fucks must have started using it thinking it offsets their ancient PCs and others followed without knowing what it actually does.

it's ironic that Spiller knew about it already but didn't took any action, I'm really disappointed in you for being a failed admin. Your owner of RTV server knew all along what's going on around VCMP but didn't took any action and let it happen until now.

I am not really invested in other servers unless it comes to events. I may have some clout here and there (that too only if people didn't forget what they owe me) but I don't have any jurisdiction over the community as a whole. I did not find any instance of such in RTV and that's why no action was taken from our side. And nope I don't consider myself as failed or any other staff member from RTV for that matter. We've tried our best to prevent players from abusing this in RTV, proper measures are in place for that even though VCMP API shows you a fat finger when it comes to developing anticheats. You've got it all wrong, we are the only ones doing something about it while others have been ignoring.

I even went far enough to announce the same will be considered bannable in RTV even if other servers lack the capability to understand it.


I've done more than enough on my part for this community when it was needed that perhaps no one else is/was willing to. Whether it be helping out beginners, providing hosting and support, suggesting and being part of implementation of events, helping mitigate game-wide crashes and seeing that the ones behind it get proper punishment, I've done it all. I like to actually work, so please don't accuse me of ignoring what goes around in the community. Moreover, I fail to recall any pleasant experiences while dealing with other servers so this is not worth wasting my time on.

But yes, if the same is ever caught in RTV by a trusthworthy and reputable source, a ban will be issued for sure. Because if the reporter has modified his game, the shotgun will still sync for him just as it would if the player shooting had modified it. All in all, it is a delicate matter, so I'd rather not intervene if it does not concern me so far. I do not accuse anyone either, I just came here to vouch for the result of my earlier findings.

You can consider this a courtesy that I came to reply to this topic at all, I've given you guys all the help I could. Besides, posting on this forum is unlikely to cause any major action. It is a stockpile of dramas and any serious post will be considered nothing else but a part of the same.

Edit: It is for the staff of the server the evidence was recorded in to put the effort to research and analyse the situation thoroughly and not me. Let me tell you this, you've failed if they don't come here and acknowledge it, not me.

5
VC:MP General / Re: Exposing GerZ's ultimate lies
« on: November 30, 2023, 04:21:09 pm »
This topic:




2 cents:
It is already established that it is impossible to sync these type of shots without modifications if you have stable FPS. No dgVoodoo, no flicking to the side or some other cold served bullshit will sync it until chrome shotgun has finished the reload sequence (does not necessarily emit a sound).

However, no one was banned earlier, it more than likely no one will be banned now. Just add regular weapons as custom with default animations to prevent this from happening ¯\_(ツ)_/¯

6
Denied Applications / Re: Application - Ulker
« on: May 25, 2023, 07:46:42 pm »


Yes its time to stop.
Time for you to stop posting edited screenshots of Xmair.



Broooo I have question, if I give you choice you can either be VU or RTV staff.
What you choice? Answer CARfully, my vote depends on it.

7
Denied Applications / Re: Application - Ulker
« on: May 25, 2023, 07:23:53 pm »
Well, let's just not ruin Ulker's application by our casual chit chat.

You're right bro.
Let's ruin with some logs instead!



-

Turns out Royu was right.
(love you Royuu (full homo))

8
Denied Applications / Re: Application - Ulker
« on: May 25, 2023, 06:26:25 pm »
caught in 4k


The best example of this for me would be how VCTT had to be cancelled due to players losing interest before the event even properly began...
Sorry, that was just bad organization.

Nevertheless, all the best.

9
Accepted Applications / Re: Application - Alpays
« on: March 10, 2022, 04:57:18 am »
Hey Alpays, I hope you're doing fine.

I was shocked when you decided to leave MK all of a sudden. But I could understand your reasons. There were no hints of dissatisfaction or problems, neither on the departure topic nor when I asked you personally.

Which is quite conspiring to what you've mentioned here, infact, a lot of things are.

As said above i have no problem with voting for very new players or unskilled players
I don't see where was the difference of perspective in that, the clan as a whole is not active enough ingame to take skills into consideration. I can't recall the last time someone was rejected because they lacked a skillset.

i can honestly say some of our members were losing their temper and being too harsh... i tried to change people's view on the applications that i voted no everytime, saying that we shouldn't give chance to the people who is being toxic until they get to learn how to control themselves and most of them got accepted
This is just... outright heartbreaking. I had to recheck all your posts to make sure of this, that all the applicants you voted no for, were denied eventually. Toxicity was never condoned, FroZeN was kicked in his first instance. Dubious applicants were not accepted in the first try either.

For the sake of our amusement, lets say that there were problems with MK's recruitment, after spending all that time, you could have opened up about it. I can not say now that you could have talked to me about it at the very least because by reading this I can only assume you did not trust me as much as I trusted you. I hope you will not do the same in the future and will do as Vedder suggested.

If you were not satisfied with MK, I can understand, we are not serious about the game most of the time. Does not mean we let things pass. Please do not blame the process when you could never manage to put yourself in a feedback loop in the first place. There will be no perfect place and inaction will never solve problems.

Nonetheless, I would like to wish you luck with your application. I was only here to clear the air, I sincerely hope you guys will not let this change the direction of this application, he's still one of the nicest people I've met around here.

Godspeed.

10
VC:MP General / Re: VC:MP General situation
« on: January 29, 2022, 06:01:20 pm »
Came here to fix a link on one of my old posts actually. I don't feel the need to comment on the status quo since everyone is well aware of how fucked up it is.

Also thought to refer to Juan's problem because I hear people struggling with this all the time. Seems like it can be fixed with some tweaks, if anyone happens to be facing the same problem, I summed everything into this topic.

11
Game Mods / Re: 8w Graphics for low-end PCs
« on: January 06, 2022, 11:30:11 am »
After receiving quite a few help requests regarding this mod, I decided to change to a cleaner version - It doesn't require you to go replacing textures in your gta3.img anymore. I recently came across this method of directly loading IMG files using gta-vc.dat, when I was discussing about winter mod with SpitFire, thanks to him.



I've also added some files from Hanney's Ultimate Potato Graphics mod, he forgot to include gta3.dir in his version which makes it obsolete, but other files work fine. I didn't include particle.txd because it's only good for severing your vision.

Main post has been updated.

12
VC:MP General / Re: new cheating in VCMP
« on: November 09, 2021, 05:24:07 am »
I changed shotgun's ReloadSpeed to same as Stubby:
Code: [Select]
SetWeaponDataValue(19, 4, 250)

Well looks like it fixes the sync problem on rapid shooting.


However, the fire rate is bizarre when crouching, check 0:19. Not something I'd want to put. I can try placing it in RTV for some time and see the response.



ok so ban the cheaters with no questions asked when this has been settled, although it took time for me to actually believe fulton was using this

turns out even most "CLEAN PLAYER" can become a cheater any day, all cuz of the ego

I don't know what "clean" even means anymore. I won't be shocked if anyone turns out to be a cheater, you never know.

13
VC:MP General / Re: new cheating in VCMP
« on: November 08, 2021, 04:09:13 am »
@spiller Nope it's not a fps issue, he had 60 fps, i checked it

I hardly believe he can get stable 60, but if he did it more than just once, probably yeah.


not sure that the players using it would use the no-reload, it would be too obvious while playing and watching their ammo

Yeah its not no reload that they're using. I'm not saying that they are, but whatever it is, it does something similar to what no reload does to the reload animation, whether it be aurora or animation modifications. All in all, there's no absolute way of doing this without such modifications.

And its hard to catch if someone is using it and they don't spam fast enough. It's too subtle, yet gives too much advantage in combat.

I have not analyzed any proofs regarding this, and I don't think I'm going to. Because in the end, it leads to nothing but same excuses of this game being broken, players playing with absolutely wack internet connections, monitors turning off and whatnot. Its better off if I don't bother.

14
VC:MP General / Re: new cheating in VCMP
« on: November 07, 2021, 04:43:47 pm »
Well Hunting, normally I go against you because whatever you post rarely makes sense.
And this is one of those times where it does. I'm only gonna focus on what you have posted and not your past or our past interactions.

These are not my prime times, I take pleasure in other games now. I don't play this game in casual deathmatch anymore. But back in the day I used to, I had tried to fine tune my jump timings to get out of shotgun shots, it did take quite some time. And that's when I started noticing that certain players were shooting shotguns faster than others, my muscle memory was settled to jump at a certain time after the player had gone into shooting animation. However, some players shot before that time and knocked me, I often complained to my friends accompanying me in discord voice that this bullshit is happening. I tried to spectate, but nothing out of ordinary would come out. So yeah, all this makes sense to me and its not just Hunting's random cryout to rivalries.



The problem with this was that, as aXXo said, if they were making changes to weapon.dat values (by cheat engine or whatever), it should have only affected their own weapons causing more trouble than not. Then I thought maybe it has something to do with ping/jitter perhaps, so I wrote a node.js script to simulate high ping with jitter and loss to test this. And I did, I started all this yesterday, however, Hunting's theory stood true, I could not possibly sync my shotgun spam that fast, even at 200 unstable ping and 20% loss. Here's a video:



-

Now I know that this can be caused by unstable FPS because the sync goes cray cray, resulting in shitloads of ghost shots and desyncs. So the video posted by Sos on Burak is most likely due to an unstable FPS situation.



So, for a while I stopped all this. Some time later I notice that shotgun actually has some sort of a (separated) secondary animation, perhaps for reload. You can even hear the reload sound, and I think if you shoot before it has completely finished, it will not sync for others. Making it truly impossible to sync an actual spam that fast unless you managed to do a ghost shot due to whatever reason - jitter or unstable FPS. Got me thinking if players with legit unstable connections could manage that, since I was only simulating such a scenario. But even if they did, it could not have been possible to do it as in Hunting's videos, syncing all of them (unless the game is more fucked up than I think).

I thought more, on the reload animation part. And it strikes my head, what if- what if I use a no reload hack? So I tested that. And voila, I could manage to reproduce it accurately:



So, I went back and tested it more. The onPlayerActionChange event was not being called for shotgun after no reload hack. Later I found out that it was actually being called but only after switching weapons or crouching, it seems the no reload messes the shotgun mechanics completely. The reload animation is being skipped as a whole, there's not even the reload sound anymore. So indeed, it is possible to sync these type shots but only with illicit modifications.





I'm not gonna drag names of the people I might have noticed similar stuff earlier on, because its entirely in my memories, which can't be accurate enough, don't want someone innocent to be blamed for using anything when the game's sync is like it has been kicked across the length of a football field while it was pregnant the whole time. It might even be possible for someone to reproduce it without modifications - with some obscure glitches.

I have zero idea about how Aurora implements it. There is a Turbo Glitch in screenshots of Chili Trainer too but I'm not gonna download that on my PC. I have access to an old Aurora source code but it has no mentions of fast switch or turbo glitch, so it was presumably added recently. It might even be possible to do by modifying animations (the reload ones to be accurate), not sure, I'm not gonna test that either since this result is already pretty satisfactory to me.

But I hope all of this helps somewhere, it may induce atleast a sense of getting banned for those using it - if they are/were - and they stop.

15
VC:MP General / Re: IMPORTANT - sync lag cause of every server
« on: April 20, 2021, 06:19:16 pm »
I'm not sure why I came here even after knowing this will inevitably lead into toxicity because it seems to me that Hunting is only looking for an answer which satisfies him and his theory, and not ready to admit the otherwise. I won't be shocked if someone starts bringing up things which are a Lockheed U2 apart from this topic.

Though I tried to talk sense talking about all this, he only targeted me when I was talking from a general perspective. But I'll still try to explain stuff to the best of my knowledge because this is important.

Our team discussed with NewK on these issues and I believe he patched it out once we showed him what was up. But let's say RTV is using DecUI as a base to design their GUI, if it was on the earlier versions, then they are probably subject to this problem we noticed. If that timer GUI is all the GUI RTV has and its causing so much sync issues then I suspect there lies the problem.

Nope, RTV is neither using DecUI nor SetTexture. It has more than just the timer but I can assure you it has been scripted in the most efficient way possible, with the help of some of my utilities that I have thoroughly tested. There is only 1 high resolution sprite and total size of all sprites combined is under 1MB. The desync Hunting is referring to is completely out of his assumptions.

There's no reason to believe that GUI has any direct affect on sync. Yeah obviously if you overuse GUI it will definitely harm performance but isn't that obvious about overusing virtually anything?

Elements don't seem to cause any dramatic impact (apart from 3D ones) once they have been created. The major drop is either when creating elements or trying to manipulate them (using ScriptProcess), whatever drop a element has to cause, it causes it during the load event (hence the pause effect when your player is created in the server).

The ideal approach is to draw the GUI when script loads and show or hide it whenever it needs to be instead of creating it right before it needs to be shown. This way it wont interfere with memory or processing later on.

Talking about ScriptProcess, not everything will lead to high CPU consumption, if you're fading in or out a bunch of elements even PER FRAME, it would barely consume a percent. However, try resizing a label and you're instantly looking at the definition of a chaos.

So technically, you are good to go with any sort of UI unless you:
- create stuff when it needs to be shown up,
- use a humungous amount of stuff (especially 3D),
- try to achieve complex results using ScriptProcess.

If you need a bad example to learn from, RTV v3's source code might still be lying around somewhere. It perfectly explains how NOT to do things. In general, asking yourself "is this necessary?" would do the job.



Knowing about how a low-end PC will react to the use of ScriptProcess, there exists what I call a KillSwitch for all the fading animations in RTV's GUI since long. The switch is automatically triggered if the player is facing even the smallest of drops.

Here is some stuff I tested in RTV with and without the GUI.
Before you go looking at those, please note the following:

- The server was restarted, GUI was NOT loaded at all while testing for without it. Anything that uses ScriptProcess wasn't loaded either.

- While testing the with GUI case, the KillSwitch was prevented from being triggered so the results are more realistic.

- I would assume the PC I tested on is an ideal ground for testing because opening anything in the background would lead to FPS drops, if there are any considerable performance issues caused by the GUI, they would unequivocally surface on the overlay.

- Screen was captured at a point where the GUI is in fade-in animation or just has completed fading so the effect of ScriptProcess is also captured.

Looking at the base from above, still:
without GUI
with GUI (1)
with GUI (2)

shooting at a wall:
without GUI
with GUI (1)
with GUI (2)

getting in the vehicle:
without GUI
with GUI (1)
with GUI (2)

Even though my CPU temperature had risen up to 84 celc by end of all this, there was no significant difference. And I'm running the game on an integrated GPU with a f**ked up cooling system.



About those videos, the first one is a rare bug where you shoot the player out of his FOV and the shots never register. You can also reproduce this on LAN in a blank server.

Second video and third video, that is another story already explained on VCMP forum.



At the end I'm only gonna say this, do not kill your creativity by thinking that the stuff you create will ultimately cause lag or performance drop of some kind. VCMP might have some limitations but the GUI is certainly not anywhere near the top of the list. It's your perfect sandbox. This is the most important part because I've learnt a lot from this game and it may as well have contributed to my creative skills apart from a lot other.

If you use it how its supposed to be, the impact will always be infinitely less than a molotov being thrown at you. The sync itself is what needs to be reworked, GUI fits perfectly at its place.

Regards

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