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Patch 0.3 was just released! Full changelog here:

3 years ago

February 28, 2020, 10:31:26 am

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Messages - dreadmullet

Pages: [1] 2 3 ... 45
Scripting support / Re: Race Editor
« on: January 31, 2016, 08:03:38 pm »
As the map editor readme says, "You can import maps from the old Racing version using the client console command loadoldcourse".

Scripting support / Re: Race Editor
« on: January 30, 2016, 10:53:24 pm »
You're using on old version of the race script. A very old version. The latest is here:

.course files are used by the old race script.

.map files are used by the new race script, 1.0+.

We don't provide any support for FreeBSD, sorry. None of us use it or have any interest in it. The FreeBSD server guide was written by someone in the community. Unless you can provide some insight for us that might help fix it, the guide may have to be taken down.

Bug reports / Re: 0.2 Render:GetTextSize() ignoring scale
« on: November 11, 2015, 08:55:43 am »

Scripting support / Re: Exact position of GUI element in BaseWindow
« on: October 22, 2015, 11:52:22 pm »
For any control, you should be able to use

Code: [Select]
local posOnScreen = myControl:RelativeToAbsolute(Vector2.Zero)

Bug reports / Re: 0.2 model remains when you teleport a vehicle
« on: October 13, 2015, 01:13:42 am »
Setting a vehicle's position can result in Bad Things happening if the vehicle is going to or coming from far away. In general, only move vehicles that are near the player.

The last time I used it, there was also an issue when car doors or other things were open and swinging around. Only the main part of the vehicle gets moved, not the doors, and it goes crazy. Moving vehicles should be used with caution.

Bug reports / Re: Vehicular Anti-Gravity Bug
« on: August 11, 2015, 07:34:08 pm »
I've seen this before, but I don't know what's going on. Sometimes the physics engine just breaks for certain objects. My best guess is that it has to do with NaNs. You should try checking for NaNs in everything you input into the API (like Vehicle:SetLinearVelocity) and see if you can narrow it down.

Bug reports / Re: Chat/Buy menu/All Commands don't work.
« on: July 30, 2015, 01:01:10 am »
I think this is the eleventh topic about this issue, so I made a troubleshooting page:

In short, your client can't upload all or most packets to the server for some reason, and I know of no common solution.

Scripting support / Re: ScrollControl
« on: May 09, 2015, 02:09:46 am »
Not how you want.  But here are some things I just thought of that might work:

1) Make the TabControl horizontal.  GWEN is supposed to have two arrow things to sort of scroll between tabs.

2) Wrap it all in a ScrollControl, but that probably looks bad.

Scripting / Re: garage spawn On racing script
« on: April 17, 2015, 02:35:22 am »

This is amazing. Well done.

JC2-MP / Re: Message to the Devs
« on: February 02, 2015, 02:38:28 am »

Scripting / Re: Class inheritance
« on: December 16, 2014, 05:42:31 pm »

Scripting support / Re: Function arguments in events
« on: December 01, 2014, 07:19:01 pm »
Your subscribed function already receives the relevant slider as the only argument. All GWEN events work that way.

Scripting support / Re: How does the class inheritance work?
« on: August 30, 2014, 07:09:56 pm »
There is no good way to do inheritence with the current JC2-MP setup. There are a number of ways, but they're all very flawed.

The way I have found a preference for is this:
* Define base and derived in their own files, putting class("MyBase") or class("MyDerived") at the top of each file.
* In MyDerived's constructor, put MyBase.__init(self)
* This would require that, in MyDerived, you must call base functions like MyBase.MyFunction(self, otherargs), but you can get around this by "exposing" base functions by setting them all to self in the base.

See here for examples in the racing script:
* RaceBase
* Race

The Luabind documentation mentions that you can make a derived class by doing something like
Code: Lua
  1. class("MyBase")
  2. class("MyDerived")(MyBase)

However, you can't just do this in an _init.lua file and put the functions in their own files. You must first do class("MyBase"), define MyBase's functions, do class("MyDerived")(MyBase), then define MyDerived's functions. If you have them in two files, then the MyBase has to be ran first, but the issue is that scripts are loaded in an undefined order. There's just no good way to do it.

Actually, I just realized that you may be able to get around this by putting all base classes in a subdirectory, since scripts in subdirectories are loaded first (I think). That's still annoying, though.

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