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Patch 0.3 was just released! Full changelog here: https://t.co/4A50m6IKen

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Messages - Philpax

Pages: 1 [2] 3 4 ... 41
16
Latest / Re: Happy New Year
« on: January 01, 2015, 10:18:54 am »
Happy new year to everyone!

And now I have a question for the dev team, is the mod still under development? or it's not going to have any more updates?

Right now, the mod's in a bugfix / maintenance state. We'll push out updates to fix major bugs / issues / exploits that turn up, but we're not actively developing any new features right now. We're currently evaluating what our plans for this year will be; obviously, JC3 has thrown a spanner in the works :P

Hopefully, we'll have more to say soon.

17
Releases / Re: SyncedObjects
« on: July 06, 2014, 06:20:34 am »
I remember in another game mod that rhymes with Barry's Bod you could stream any sound from the net including streaming radio stations and incorporate channels. I also came across a server that had movies and TV playing on the in games rendered TV screens. Pretty cool.

It's okay, you can say Garry's Mod here. We won't hurt you, I promise :)
And yes, that kind of functionality may come in future - we're aiming to get everything right the first time, so it might be a while before you see anything come of it. Rest assured, we're looking into it :D

18
Latest / Highlighted Server Cycling
« on: July 06, 2014, 03:47:56 am »
Hi everyone,

To accommodate the addition of a new highlighted server (Problem Solvers), we're testing a new cycling system for the highlighted servers. This means that out of the five servers currently on the highlighted list, only three will be highlighted at any given time, with the three chosen being switched out on a regular basis.

Right now, we're testing this system with three servers highlighted, changed per week (Monday at midnight); this may change as we find the ideal parameters to ensure maximum coverage of highlighted and non-highlighted servers alike.

And yes, all highlighted servers can still be played on. They may not be highlighted at this very instant, but they're definitely still there. If you'd like to keep track of them, a good way is to find them in the server browser, and then press Add to Favorites.

19
Scripting / Re: Using the Dropzone
« on: July 04, 2014, 01:59:15 pm »
No, Base64 is currently the only way to send images from the server to the client. If you can get your clients to download a zip, you can use dropzone: http://wiki.jc-mp.com/Lua/Frequently_Asked_Questions#How_do_I_draw_custom_images.3F

20
Community Projects / Re: JC2 Camhack
« on: June 30, 2014, 02:26:20 pm »
Hey, the link is dead. Can somebody please re-upload it or send it to me?

Fixed link.

21
Scripting support / Re: Bones - Problem
« on: June 28, 2014, 01:22:55 pm »
This has been present since day one of custom player models. Unfortunately, there are no known fixes outside of restarting your game (setting upper body state won't fix it).

22
Scripting / Re: SetPlayerPosition on Spawn
« on: June 28, 2014, 01:19:37 pm »
Hi,

Your script works fine. Are you sure you have it in the right folder?  For example, it won't work if you have it in the client folder of your module. It should be in scripts/YourModuleHere/server/YourLuaFileHere.lua - that should get you up and running.

23
JC2-MP / Re: Highlighted Server Requests
« on: June 27, 2014, 07:01:05 am »
Re-submission due to complete overhaul and extensive new features.

Server name: ::Problem Solvers FreePlay::
Server IP: 173.233.189.162
Why your server should be on the server list:
Every server has a theme; while most are centered on Freeroam, some focus on a specific style such as Roleplay, Building, or Racing. Here at Problem Solvers we take a completely unique approach by focusing on a style we like to call “FreePlay”. Simply put, rather than confining players within a specific set of parameters that tends to lead to restricted gameplay, we provide players with a variety of innovative and intuitive features that allow them to explore the Just Cause 2 Multiplayer universe in any way imaginable.
A few of our most notable unique features include:
Advanced Weapons System, a suite of custom systems that provide pin-point hit-recognition to ensure that every shot counts. Each weapon has customized stats to provide more purpose and utility. Damage falloff and anatomical calculations give an even greater depth. Many vehicles are equipped with locking missiles that track and destroy targeted vehicles as well as flares for countering locks. Each vehicle has its own unique stats to determine their resiliency and strength for a more realistic combat experience. In addition, the system is also capable of damaging objects through the use of an advanced Object Stat Manager that gives life to some of JC2's signature objects.
Comprehensive Faction system that allows players to build their own customized Faction Bases from the ground up (or sky) using an intuitive Build Tool and over 1,000 objects, and then populate it with any vehicle in the game. Factions can also go to war and fight in many different exciting types of sanctioned wars including the risky Gamble and Conquest Wars - allowing the betting of Faction money or the capture of a Faction's base, respectively.
Unparalleled Interactive Object system allowing the smooth animation of SAMs, Radars, Cannons, and more. These systems can be built by Factions and will then provide special features such as firing tracking rockets, giving an aerial view of part of the world, or providing highpower ground artillery for defense.

A brief album of screenshots can be found here: http://imgur.com/a/Zns3P

Approved - we need to make some changes to the backend, but your server should be on the highlighted list soon. Let us know when you're ready.

Server name: HC Ultimate Freeroam
Server IP: jc2mp.ip.hcyxsq.cn:7777
Why your server should be on the server list:
I developed a vehicle ownership system save by MySQL, it allowed player to buy save-able vehicle, and tune it as they like, though that system is not finished prefectly, i am trying me best to add more thing on it, and then I am planing to open source. In addition to this, we made a simple at system to allowed player @ another players, player's name color system. I've noticed that lots of Chinese player likes to use '/tp xxx' to teleport, so i'd decide to keep the freeroam mode run. I also noticed that some Chinese player not good at English, so i am making the picture and turn it into Base64 images, then let the Chinese people who not good at English can understand how to play in server. Thanks.

Here's some pictures about the server:
http://postimg.org/image/n37kvieg9/
http://postimg.org/image/5u3dnvbq9/
http://postimg.org/image/5sdybxwu5/
http://postimg.org/image/g2ej61tmr/
http://postimg.org/image/yoss0ifof/
http://postimg.org/image/kx5m6ndez/
http://postimg.org/image/jzz6xs1wr/

Not approved - unfortunately, your server doesn't seem to include any interesting, unique content. Try developing new features that make your server stand out, and then we'll consider this application again.

24
Scripting support / Re: Heat level
« on: June 26, 2014, 10:41:39 am »
The two are one in the same. We wrap the UI so we are bound to the limitations imposed by whomever at Avalanche wrote the heat level HUD. The code in the game does not facilitate a bar at pre-red levels.

What Fkids is saying is that the API doesn't re-write the UI logic to make it work with any level, we are bound by the same limitations the game is.

Yeah I get that, but what I meant is that 'playing the singleplayer' has nothing to do with knowing how the heatenums work. I understand they are the same, but it does not mean you need to play the singleplayer to know how heat code works. Those two things are unrelated

Ah, there's been a little confusion about this. What Trix was trying to get across is that the JC2-MP heat level, as represented by the Lua API, is equivalent to how the heat level works in single-player - we don't do anything regarding how it works.

This means that, since the bars don't change when the heat level is yellow in single-player, they won't change in JC2-MP, no matter how much you play with the values. This doesn't have to do with the API or the HeatLevel enum or anything - it's just how the game works.

25
Latest / 0.1.4a Release
« on: June 21, 2014, 04:25:09 pm »
0.1.4a Update
Available now via Steam

Key Information

New API Features:
ClientLight
A dynamic, customizable light source for all your lighting needs.


Client lights attached to a car, creating a neon effect - now possible using Lua scripts.


Base64 images
Basic image streaming allow new opportunities for gamemodes and scripts.


The Lua logo sent via Base64 on a player's screen.


ClientParticleSystem
Particle systems can provide that extra touch to your script. Let your script flourish with particles!


The particles from the Lost Island tower radiating out from the player. Potential superpower in the making!



For server owners
Updating the server is not required, but it is highly recommended to fix a server memory leak (more details below).

Complete 0.1.4a Changelog
New Features
    Shared
  • Work on Unicode support started
  • Added console command for profiling Lua modules; usage: profiler_sample number_of_seconds
  • Added Color == Color operator
   
    Server
  • Added SQL:GetLastInsertId
   
    Client
  • Added AssetLocation.Base64, which enables images to be loaded from Base64 strings as a temporary solution until Steam Workshop is integrated
  • Added ClientParticleSystem
  • Added ClientLight
  • Added timeout parameter to ClientSound.Play and ClientEffect.Play
  • Added LocalPlayer:IsTeleporting
  • Added Input:Clear

Bug fixes
    Server
  • Reverted changes to SQL which were causing massive memory leaks
    • Note: This change was made before release to prevent server crashes related to SQL errors. If you encounter an SQL error which leads to a later server crash, please report it.
           
  • Fixed Vector2() and Vector3() returning uninitialized data on Linux
   
    Client
  • Fixed StaticObject related crash
  • Fixed Vehicle:SetColors to properly support mounted guns and ailerons
  • Fixed Game:GetState returning 0 for menu and loading screen
  • Fixed ClientEntity:GetId not being exposed
  • Fixed Action enum name capitalization (added GuiPDAZoomOut and HeliAIAutoRoll)
  • GWEN: Fixed crash when unsubscribing from current event
  • GWEN: Removing the active TabButton will now select another available tab
  • GWEN: Fixed BaseWindow's Blur event not always being called
  • GWEN: Fixed crash when using GroupBox:RemoveAllChildren
  • GWEN: BaseWindow functions GetNumChildren, GetChildren, and RemoveAllChildren now only act on user-created controls

Note: a running changelog for each new version is maintained on the wiki, see here.

26
Scripting support / Re: Bones - Problem
« on: June 21, 2014, 06:54:38 am »
This is not a fixable issue with what we know. The game wasn't meant to have the player using different models; as a result, issues with the skeletons of the characters occur. The only way to fix this is to restart your game.

27
Scripting support / Re: Scripting for gamepad
« on: June 21, 2014, 06:52:41 am »
We don't expose the raw gamepad to JC2-MP; however, we do expose the game's input system which gamepad input goes through. Have a look at http://wiki.jc-mp.com/Lua/Events/Client/LocalPlayerInput to get an idea of how to use it.

28
Scripting support / Re: Action for Pda scroll?
« on: June 21, 2014, 06:48:54 am »
Try Action.GuiPDAZoomIn and Action.GuiPdaZoomOut (capitalization inconsistency will be fixed in the next version of JC2-MP)

29
Suggestions / Re: Wiki doc default_config.lua or config.lua
« on: June 21, 2014, 06:44:53 am »
Fixed, that page hadn't been updated in a while.

30
Code: Lua
  1. player:GetValue("deathmatch")
(See http://wiki.jc-mp.com/Lua/Tutorials/Player_values)

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