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Topics - Philpax

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16
Archived / Official JC2-MP Streams + Public beta test #16
« on: August 14, 2013, 05:35:08 pm »
Hi everyone! We have some great news for you all.

Official JC2-MP Streams

We've been hard at work for the past few weeks, and thus we've decided to run a special, non-test-related event this coming Saturday!

dreadmullet (Racing script, Fighter Jet HUD developer) and myself (JC2-MP's Lua API developer) will be simultaneously streaming on two separate streams. I'lll be writing a new script, which you can vote for at http://www.jc-mp.com/forums/index.php/topic,2585.0.html, while dreadmullet will be working on one of his scripts.

This is a great opportunity for you to see how JC2-MP scripts are written, and get a head start on release. The event will not disrupt JC2-MP development in any way; it's just a way of showing what we've been hard at work on. ;)

So come and join in! This is a great opportunity to find out about what JC2-MP scripting will be like.

Public beta test #16

We'd also like to announce we're going to run a test two weeks from now, on the 31st of August. Due to other commitments, we're unable to run a test sooner; but we promise you it'll be worth the wait. :)

A changelog will be made available roughly two days prior to the test. We hope we'll see you in-game! :D

17
JC2-MP / JC2-MP Scripting Livestream
« on: August 12, 2013, 05:35:54 pm »
This update-the-first-post thing is silly; check the end of the thread for updates. Because that's how a forum is supposed to work. - dreadmullet



Streaming for a few hours, working on more ChaosDerby. Stream is over, thank for watching! - dreadmullet



Thanks for watching! I did a fairly terrible job, but dreadmullet worked on his gamemode pretty consistently. I played around with quite a few scripts, so you might want to skip through both of our stream videos and get an idea of what we were doing :)



Coincidentally, we're starting them at the same time as when a test would usually start. It's convenient, what can I say? :)
Looks like Cops'n'Robbers won by a fair margin! I'll be working on CnR, while dreadmullet will be working on something of his own.


Hi everyone!

Now as some of you may know, I'm the Lua API developer for JC2-MP. As a result, I'm thinking of running a stream this weekend (if possible) to write a JC2-MP script live, and give people some insight into the development process (which everyone will be able to do after release :) )

I've created this poll as a way to figure out what I should write for this live stream. The five options are as follows:
  • Auto-drive (Course): A script which drives your car for you around a pre-specified course of points. (Not showing up in a test.)
  • Auto-drive (Random): A script which scans your surroundings and tries to avoid obstacles, while still progressing where possible. (Not showing up in a test.)
  • Bounty: A script that lets you place bounties on people. (May show up in a test.)
  • Cops'n'Robbers gamemode: A gamemode where a group of people are split into two teams: cops, and robbers. The robbers must evade the cops for as long as possible; if they evade the cops for a long enough period of time, they win a prize - otherwise, the cops involved in the arrest win a prize. By far the lengthiest to implement, so it may take quite some time. (May or may not show up in a test.)
  • Other: If you think you've got a good idea, let me know. Zombie gamemodes or related will not be considered.
  • Proximity Flying: A gamemode where the goal is to try and fly as close as possible to a cliff without dying, while trying to rack up as many points as possible. Oh, it's also in first person:
    <iframe width="640" height="360" src="https://www.youtube.com/embed/V_S_Upkq7rU" frameborder="0" allowfullscreen></iframe>

I'm not making any guarantees that the stream will run, but I'll make my best effort to - make sure to vote, and I'll see what I can do! :) Other members of the team may also stream their work - keep an eye out. :D

EDIT: After doing some testing, I've determined that my upload speed is lacking; however, after playing around with configuration, I can stream at 720p 10 FPS + audio. I've determined that for a coding stream, this is actually quite acceptable. Let me know if I should stream or pre-record; I'd prefer the former, but I'm sure you all have an opinion :)

18
JC2-MP / Philpax's Interview by The LANBox
« on: July 18, 2013, 04:08:29 pm »
Hope you don't mind the momentary self-aggrandizement in the title! I recently had the chance to do an interview with The LANBox, a gaming community that I've been a long-standing member of.

So, without further ado, I'd like to direct your attention to this interview: http://www.thelanbox.com.au/blog/post/482/interview-with-jc2-mp-developer-philpax/

In it, I cover a few key subjects, such as my role in JC2-MP, some information about server hosting, and a few other items of interest. Read all of it, and feel free to ask me any questions! :)

19
JC2-MP / MOVED: Suggestion - Voice?
« on: July 07, 2013, 04:51:39 am »

20
Archived / Public beta test #14 (CONCLUDED)
« on: July 05, 2013, 05:06:38 pm »
Hi everyone,

Due to time constraints, we were unable to run a test this week, and are unable to run a test next week. However, I am glad to announce the next test will be in two weeks from today. It'll be a 48-hour test running from Saturday 20th July (6PM AEST) to Monday 22nd July (6PM AEST).

This test will feature the FPS fixes that have been in demand, as well as fixes to other problems that were encountered during 0.0.13. We'll have a more detailed changelog before the test actually begins - make sure to let your friends know about this test!

21
Archived / A Retrospective
« on: July 02, 2013, 06:27:18 am »

Around this time last year, we ran our first public test. Much was different in those days; personally, I was just a normal player who happened to hear about the test on Twitter - back then, JC2-MP was a much different beast compared to today. Things you might consider necessities in a multiplayer sandbox, including, but not limited to, on-foot sync were limited with no weapon sync; most of the team's efforts were concentrated on vehicle sync.

However, we really have achieved something spectacular over the past year. Through the efforts of the team, and everyone who tested, and indeed played JC2-MP, we've managed to bring amazing gameplay experiences and push the frontiers of multiplayer games today. It is with this spirit in mind that I invite you to join me on a retrospective of our past tests, and perhaps some hints as to the future.

0.0.1
1st July 2012

With any great project, there's always a notable beginning. 0.0.1, our first public test, was one of those things; while it was meagre by today's standards, it validated the concept of JC2-MP and proved that something as insane as a multiplayer action sandbox could work.

The test was fairly limited in scope; it was a late night (for Australians) event, and was an impromptu test of the original JC2-MP functionality. There were extensive crashes and issues; but that didn't stop us from getting 91 players for a short, mostly unplanned test.

0.0.2
4th July 2012

Our second public test took on an exploratory tone. In the three days from the first test, we managed to quickly fix and test many of the issues that had been discovered, giving us the opportunity to rapidly introduce new features and vehicles.

In this test, several new features were introduced, including proper vehicle theft and a passenger system that allowed for multiple people within a vehicle. The combination of these new systems and many new spawns unveiled new bugs and sync issues, including some curious issues (multiple people could be driving the same car).

Despite these issues, many people came through for the test, with a peak of 251 players. People were quite pleased with how the test was going, which encouraged us to keep going. Ironically, the test also demonstrated the catastrophic effects of having other JC2 mods installed, with entire swathes of the server crashing due to a single client running unsupported mods.

0.0.3
7th July 2012

This test was where our practice of running multi-day tests began; when looking back at it, our reasons for continuing with running lengthy tests are quite obvious. With this test, we chose to announce the test early so that we could get more players, and it paid off - in thirty seconds, we had 300 players, and it peaked with 650 players at once.

This huge success led to us running it for 72 hours straight, with a steady player count of 200 or above at all times (with the exception of client/server updates). This showed us there was a real demand for JC2-MP, and with that in mind, we continued to work on it.

0.0.4
15th July 2012

Ah yes, this test. Quite possibly one of the most notable we've ever had; it's also a test with personal significance to me, as it was when I joined the beta team. Twenty minutes into this test, we had reached a soft player cap of 1,000 players - something that nobody had anticipated. Our server showed amazing stability characteristics, handling the player count admirably.

With this test, we introduced a gameplay constraint that has been in place to this day; the disabling of stunt-position hijacking. We felt this was a necessary step to take in order to shape JC2-MP into something worth playing; while it had its drawbacks, it was generally a positive move. In the process, however, it exposed the strength of weaponized vehicles, especially helicopters, which led us to focus on on-foot weapon sync.

0.0.5
29th July 2012

0.0.5 continued the success of the last test and brought in new changes to the technical backend to JC2-MP. Agents (other players in your game) were refined to act more like Rico, paving the road for further synchronization. Within 30 minutes, we reached our previous record of 1,000 players on the same server, and then proceeded to reach a peak of 1,320 players, setting a brand new record.

Over the 24-hour period, we averaged 800 players online at a time, with a total usage of 526GB of bandwidth and 10,505 unique players.

0.0.6
11th August 2012

This particular test has the honour of being our most successful test of all time; in twenty minutes, we crushed our 1,300 player record, and peaked at 1,800 players soon after. However, this player count brought light to a limitation within the server and client that required updates, preventing us from getting a player count above 1,600 again.

This test brought in some very exciting features, including on-foot weapon sync, animation sync, vehicle mounted gun sync, standardized weapon damage, improved player sync, and new spawns. With this in mind, it's easy to see why the test was as successful as it was - 22,420 unique players died 383,875 times, resulting in ~2.2 deaths per second.

0.0.7
7th September 2012

As JC2-MP is a labour of love, real-life intervened and rendered the team incapable of working on JC2-MP for an extended period of time. With a month between the last test and this test, the changes made were quite numerous; weapon accuracy and sync was improved, more vehicles had passenger seats added, the health-bars were tweaked, many bug fixes were made, and most notably, a basic server-side Lua scripting system was added.

Unfortunately, these changes resulted in a catastrophic effect on server performance. Over the first half of the 48-hour test, Trix spent an extensive amount of time trying to investigate the cause of the poor performance of the server, and managed to isolate and resolve it. This showcased potential improvements within the server, giving us something to target.

Statistics-wise, 0.0.7 gave us some interesting facts; the server peaked at 1,600 users, with a total count of 21,322 unique users joining the server over 48 hours. There were 223,704 deaths, with an average of ~1.29 deaths per second (looks like people learnt how to play the game! :) ). With fixes in place, we decided to run a test soon after.

0.0.8
15th September 2012

This test, as planned, was supposed to run for 48 hours. Featuring crash fixes and greatly improved server performance, it was a refined approach to the features we had begun to implement in the last version.

Unfortunately, the server was hit by a large DDoS attack that resulted in the test being cancelled. After the DDoS subsided, we brought the server back up and completed the test, giving us enough data to improve JC2-MP.

0.0.9
12th October 2012

With this test, we welcomed in much improved player and vehicle sync through a complete rewrite of player sync code. A more intelligent system, designed specifically for JC2-MP, was brought into play, allowing us to synchronize vehicle stunt position and set the groundwork for future development. Additional sync was also brought in, including weather, time of day, and vehicle steering sync.

The test worked quite well, and we managed to get important data crucial to improving JC2-MP out of it.

0.0.10
24th November 2012

This test heralded in a few major changes; the most major of which was the entity streaming system, which controls who sees who. With the rewrite, many bugs were fixed, resolving many of the desync issues that were present in the previous tests.

Several new features were added, including checkpoints and instanced worlds. The latter feature was tested with the Derby script, added near the end of the test; players in the derby were isolated from the rest of the server, allowing them to escape the wrath of the G9 Eclipses ;)

There were 10,687 unique players throughout the server, and 133744 deaths resulting in an average ~0.76 deaths per second.

0.0.11
2nd February 2013

This version of JC2-MP marked the beginning of a considerably longer development cycle with a focus on preparing JC2-MP for release. In late November, I was brought on as a developer to work on both the client and server. As a result, a considerable number of features were added and implemented, including, but not limited to, clientside Lua, a GUI system, a multitude of scripts, many, many bug fixes, and much, much more.

This test brought in many new scripts, including dreadmullet's Racing, Trix's Derby, and my freeroam, local chat, nametags, speedometer, killfeed, and factions scripts. As a result of the long development and many new features, this test had a fair share of issues; but with concentrated work, we were able to fix many of the short-term issues and resolve many of the larger issues later on.

0.0.12
20th April 2013

0.0.12 marked a shift in our development methodology; while we had previously been allowing people who had not legally purchased the game to play, we utilized a brand new Steam authentication system to ensure that anyone who plays JC2-MP owns a copy of JC2. Many new bugfixes and features were added, including fixed time/weather sync, nick autocompletion, a loading screen, a new launcher, a serverside database, and many more bugfixes.

Our Steam authentication system worked quite admirably; while there were issues with authentication at first (as it was the first large-scale test we had conducted), we managed to quickly resolve them and move past the obstacles at hand. With the majority of the issues resolved, we decided to extend the test by a week to allow more people to play; by the end of the nine day period, we had over 700,000 player deaths.

0.0.13
29th June 2013

Our latest test involved some large changes to gameplay to get JC2-MP much closer to release. We brought in the single-player aiming system that greatly improved hitsync, removed infinite ammo, and re-implemented name changes with our authentication system. There were many other back-end changes made, including the removal of CEGUI (our previous GUI system) to be replaced with GWEN (our new GUI system). However, in order to do this, we had to replace our internal renderer with one based off Direct2D, a Microsoft rendering API.

The test didn't go quite to plan; our 48-hour test was fraught with FPS issues from the new renderer, and about 16 hours in, we were rudely interrupted by a DDoS that ensured that we couldn't host a server. After cancelling the test, we went back to the drawing board and investigated possible solutions; soon after, we found a new server with basic DDoS mitigation, allowing us to continue the test until the end.

Many of the issues experienced during the test were easy to track down, the most evident of which being the renderer. With all the data we gathered, we should be able to resolve the issues at hand.


The Future
So now that you've read through our history, what about the future? Well, I can tell you this: it's going to be awesome. We plan to resolve as many of the issues from 0.0.13 as soon as possible, and run a test at our convenience. Some of you may have noticed that our latest test made some very important gameplay changes - there is a very good reason for this.

We are hoping to release JC2-MP within the next few months, client and server included, so that anyone can host a server and play. It's been a long time coming, but we want to make this the best possible mod it can be. We'll bring you more information as we get closer to release.

I'd like to end this with a grateful thank you to everyone involved in this mod. That includes the rest of the dev team, the beta team, and of course, every single one of you - without you, this mod wouldn't be possible. Thanks for taking us this far - with your continued help, we'll go even further. :)

23
Archived / Public beta test #13 changelog (CONCLUDED)
« on: June 27, 2013, 05:39:20 pm »
Hey folks! Long time no see. In the two months since the last beta test, we've worked on a few great features and improvements that need some testing.
Of course, the best way to do that is a public test! The test will run from this Saturday (29/6/13) to Monday (1/7/13) - you can find out what time it'll start for you here.

Single-Player Aiming
Aiming and gunplay should now be much more fluid!

Thanks to some dedicated work, we've been able to re-introduce the single-player aiming system, as detailed in this post.
What does this mean for you? Gunfights in JC2 will now play out like how they were meant to: pure, concentrated action where lag is less of an issue.


Finite Ammunition
No more infinite ammo! Prepare to conserve your ammo.

From day one of on-foot hit sync, we've had infinite ammo as a stop-gap solution. No more! From now on, you're going to have to conserve your ammo. Think you can get away with shooting forever? Think again!


With the improved hit-sync, you can go back to concentrating on managing your bullets, not your lag.

Name Changes

As part of our new authentication system, we introduced the constraint that you had to use your forum name in-game for technical reasons. After some extended development, we're happy to announce that you can now change your name once more!


The launcher just got better - everything you need in one place.

0.0.13 Changes

New Features:
    Client
    Base features
    Added auto-aim system from singleplayer; aim should now be much improved in-game
    Weapons now have finite ammunition
    Name can now be changed in the launcher
    Implemented GWEN GUI system in lieu of CEGUI
    Renderer now uses Direct2D for improved performance

    Lua
    Replaced all CEGUI bindings with GWEN bindings
    Added damage to clientside Lua explosion/bullet hit events
    Added transform for 2D/3D drawing

    Server
    Base features
    Added password support to servers

Bug Fixes:
    Client
    Implemented major threading crash fix that should improve stability of JC2-MP
    Reported health more accurate (now includes regenerative health)
    Fixed clientside Lua explosion event so that it fires in all cases
    Fixed random car direction change
    Launcher now kills JC2 process if JC2-MP fails to inject
    Recent servers now displays server name
    Lua bone positions are no longer delayed by a frame
    Launcher now times out after 10 seconds if it fails to make a connection attempt

    Server
    Fixed Lua module case insensitivity issue

    Shared
    Fixed Lua crash issue when objects did not exist

Other:
    Client
    Removed support for BOLOPatch infinite ammo

24
Archived / Let there be hitsync!
« on: June 09, 2013, 10:54:18 am »
As many of you have mentioned, JC2-MP hitsync has a fair few issues. The majority of these issues are rooted in lag, and there's only so much that we can do.

With that in mind, I am pleased to announce a recent development by Trix and jaxm - the introduction of the aiming system from singleplayer!

What does this mean? You might've noticed that shooting feels 'off' in comparison to SP. However, what you don't know is that in singleplayer, your aim is adjusted to help with taking shots in the fast-paced environment of Just Cause 2. We've brought this back to MP, so that being able to score a hit on someone is much easier.

Take it from us, this is one of the best improvements to JC2-MP hitsync yet. It's a seemingly minor thing, but it has ramifications for every gunfight. So much more is possible now: feel like having a battle on top of moving fire trucks? Sure, whatever floats your boat - don't let lag hold you back!

This improvement is hard to describe, so here's a video that shows it off.


Even then, it's hard to truly show - you'll know the second you get to shoot someone in-game.

Now, we know that this might not be to everyone's liking. We're pleased to tell you that we haven't forgotten about those who prefer to aim without help - it's a server-side setting, and you can turn it on and off per-player to your hearts' desire on your own server. More likely than not, you'll want to keep it on :)

Our beta-team from around the globe has given us the opportunity to test this, and test it thoroughly. Someone from New Zealand can kill someone in the USA, while being shot at by someone in Europe: gameplay really is that much more fluid now. In the video, everyone had 300ms ping to the server - even the person filming.

We can't wait for all of you to try this out; trust us when we say it really does make a difference. Progress has been made on several other things, but we might leave those secret for now... ;)

25
Just Cause 2 / MOVED: JC2 Camhack
« on: October 28, 2012, 05:21:13 am »

26
Community Projects / JC2 Camhack
« on: October 27, 2012, 03:01:02 pm »
Hi there! I've created a free-cam noclip mod for Just Cause 2.

I know quite a few people have been waiting for this. So, to keep you all busy, here is a 99% fat-free version of the camhack!

This version doesn't have anything fancy, like automatic panorama or timefreeze - but it gives you absolute control over the camera. Make sure to read the readme! :D

NOTE: This uses numpad controls. If you can't use a numpad, you may have issues. There is no way to rebind the keys right now. Sorry. :(

Download here!

Anyway, to the pictures!











27
JC2-MP / MOVED: To the developers...
« on: September 27, 2012, 04:42:12 am »

28
Just Cause 2 / The Beauty of Just Cause 2
« on: September 26, 2012, 01:53:39 pm »
This is my timelapse video detailing some beautiful views in Just Cause 2. Hope you enjoy it!
http://www.youtube.com/watch?v=HV1zeI9May0

29
Random / IRC Quotes
« on: July 17, 2012, 03:23:47 pm »
As we all know, #jc2-mp is a delightful place.  :D And there are some delightful things that happen there. This is the place to share them!

I'll start off with this:
Quote
[23:16] <SuicideZ> so, what do you guys do apart from chatting in IRC?
[23:16] <SuicideZ> hehe
[23:16] <Oz`> Fap furiously to pictures of Woet
[23:16] <Woet> .

Quote
[00:13] <Gingie> NO TRIX.
[00:13] <Gingie> BAD TRIX.
[00:13] <Trix> Join teamspeak, gingie says "OH TRIX YOU MANLY STUD"
[00:13] <Trix> what do

Quote
[00:14] <Gingie> OH WOET, YOU WOMANLY SMOOTH-BORE END.

Quote
[20:50] <PhilipJfry> Have you guys ever fapped in public ?
[20:50] <[DRuG]Jeff> like a fish?
[20:50] <PhilipJfry> Like wen youre in the line at the grocery store
[20:51] <PhilipJfry> You just pull your dick out and jerk the meat right off

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