Argonath RPG - A World of its own

GTA:VC => VC:MP - Vice City Multiplayer => VC:MP General => Topic started by: stormeus on April 22, 2012, 07:09:03 pm

Title: List of Changes in 1.95d
Post by: stormeus on April 22, 2012, 07:09:03 pm
1.95d Changelog

Quote from: Old Changelog
1.95c Changelog
Bugfixes
Bug fixes were applied to prevent some crashes from occurring. Other mechanisms have been put in place to try to trace the cause of some bugs that have yet to be fixed, so that they can be patched in a later script version.

Managerial Restarting
Managers and scripters now have a command which will alert users 30 seconds prior to a server restart, then restart the server automatically. This is for players to prepare for a planned restart and, if management allows, gathering evidence of weapon purchases and usage in order to refund players.

Weapon Usage Saving at Ammunations
If you buy a weapon at an Ammunation, you will not have to pay for the cost of the weapon itself until you die or reconnect.

(http://i.imgur.com/K48NN.jpg)

1.95b Changelog
  • Officers now receive one warning to check their fire if killing an innocent civilian. If they kill another innocent civilian, they are discharged from duty and become wanted.
  • Discharged officers no longer lose weapons.
  • Discharged officers are now able to lose heat.
  • Jail time is capped at 4 minutes.
  • Cop rewards are capped at $9,000. no it is not over 9000
  • Officers can see how many times they died trying to take down a criminal by checking /c mydeaths [suspect]. The basis of this command may be used for a revised police reward scheme later on.
  • Upon being jailed, the jailed suspect loses their jewels.
  • Smuggled jewels are now regarded as a dropped item available for looting. If a smuggler drowns, another smuggler can loot their body and sell the jewels themselves.
  • Dying (either through armour headshots or /kill) will now trigger looting again.
    • /c killme is to be used as a replacement for /kill to avoid people from losing their cash when they need to respawn.
  • If an FBI agent plants a bug on a bribing suspect or a bribed officer, the FBI agent will be able to see the bribe.
  • Fixed an improperly formatted admin message.
  • Managers+ can now set the water level in the server.
1.95a Changelog
  • Experimental breeding ground for discharging officers instead of automatically warning them.

1.95 Changelog
  • A GPS can be purchased from 24/7 Vice Point.
    • /c gps [property], after buying a GPS, can be used to get directions to a given property.
  • All commands that write to main chat (/c lastlogin, /c wanted, /c players, etc.) will now only message the player using the command.
  • After using /c loadskin at least once, /c getskin can be used anywhere to instantly load your last used stored skin.
  • Cops spawning for the first time must use /c stock before automatically spawning weapons later.
  • Medics and firefighters can now use /c m(egaphone)
  • Attempted to fix a script issue that corrupted user data.
  • Alias listings should no longer show blank entries.

1.94c Changelog
  • RE-ENABLED fast switch on ownership's request :pop:

1.94b Changelog
  • Disabled fast switch on ownership's request
  • Minor bugfixes
1.94 Changelog
  • Added a VCPD ranking system to support Officers, Senior Officers, Sergeants, etc. (/c rank, /c setrank)
    • ARPD Officer+ can view other officers' ranks
  • Script now works properly on suicides, drownings, and bugged headshots
  • After reconnecting, a wanted players' heat interval (how long it takes to lose heat) is restored
  • Implements lesser police first-aid per idea (http://www.argonathrpg.eu/forum/index.php?topic=80153.0)
  • Phone calls and radio messages are displayed in a local radius
  • Fixed a crash related to /c plantbug
  • Removed "Lost connection to hidden device" messages for targets (not for FBI agents)
  • Removed implementation of /c addleader in gang HQs, as it was insecure/broken even after several patches
  • Fixed PnS pickup at Ocean Beach
  • SWAT operatives can now suspect players
  • Changed all VCID references to FBI
  • Skins are now saved when changing names
  • Fixed skin business bug where anyone can collect money
  • Implementation of /c tryskin at clothes shops
  • Fixed display bug when buying more than 1 food item at a time
  • Fixed minor bug where /c idle would not reset after rejoining.
  • Level 5 admins can set lottery manually per idea (http://www.argonathrpg.eu/forum/index.php?topic=78555.0)
  • Messages are displayed within a local radius when using drugs
  • A business owner buying goods from their own business no longer gets their money back as profit
Title: Re: List of Changes in 1.94
Post by: ZeRoX2 on April 22, 2012, 08:03:02 pm
As always, great job Stormeus! Keep up the good work :D
Title: Re: List of Changes in 1.94
Post by: Ave on April 22, 2012, 10:01:24 pm
Let me request something here, as I said ealier Flamethrower is bugged at Phils Place's purchase.
Title: Re: List of Changes in 1.94
Post by: ~Legend~ on April 22, 2012, 10:56:40 pm
Been a really fun day, make sure you drop in on the server all.
Title: Re: List of Changes in 1.94
Post by: Call_me_Dad on April 23, 2012, 04:01:43 pm
Let me request something here, as I said ealier Flamethrower is bugged at Phils Place's purchase.
That is actually a VCMP bug, flame-thrower always gives you 2 ammo (even through RCON I guess).
Though a loop can fix it.
Title: Re: List of Changes in 1.94
Post by: stormeus on May 29, 2012, 12:12:52 am
1.94b Changelog
Title: Re: List of Changes in 1.94b
Post by: Alarba on May 29, 2012, 12:35:42 am
How's the bank robbery fix going?
Title: Re: List of Changes in 1.94b
Post by: stormeus on May 29, 2012, 12:37:52 am
How's the bank robbery fix going?

Working on it, no dice though.

EDIT: Uploading a script that should fix the "Vault has locked down further" repetition.
EDIT: Changes applied.
Title: Re: List of Changes in 1.94
Post by: Jaga848 on May 29, 2012, 06:43:25 pm
1.94b Changelog
  • Disabled fast switch
  • Disabled jump switch
  • Disabled shooting while crouching
Might as well as remove stubby from the server...
Title: Re: List of Changes in 1.94b
Post by: freestyle_Shadow on May 29, 2012, 07:27:43 pm
I am sorry to  say this, but now, the server tactic dropped to 0. Even a guy who plays vc:mp from 1 min can take down a suspect. Fast switch and Jump Switch were NOT glitches. They were pure tactics. Like move & shoot in SA. Now, Argonath VC:MP dropped to 0. Still sorry to say it, but the "nucleus" of criminal defense against cops ( and I talk about their defending against cops, which won't be done by throwing tomatoes ) is pure inexistent, as almost everyguy with a m4 can do it.
Title: Re: List of Changes in 1.94b
Post by: Klaus on May 29, 2012, 08:00:13 pm
Fast switch and Jump Switch were NOT glitches.
Try telling that to the owners.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 29, 2012, 08:02:21 pm
It is a glitch whether it's used as a tactic or not. If you don't like it, don't play here. Argonath RPG's stance on glitching is very clear.
Title: Re: List of Changes in 1.94b
Post by: Kessu on May 29, 2012, 09:22:56 pm
It is a glitch whether it's used as a tactic or not. If you don't like it, don't play here. Argonath RPG's stance on glitching is very clear.
It IS a FEATURE implemented by VCMP developers.

Stop talking trash and learn the facts :(
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 29, 2012, 11:45:19 pm
It IS a FEATURE implemented by VCMP developers.

Stop talking trash and learn the facts :(
If it were a feature, it would be listed as one. The option to disable it is a feature. Not the glitch itself. Infinite health is a scriptable feature in sa:mp, but Argo doesn't use it. I see no justification there at all.
Title: Re: List of Changes in 1.94b
Post by: Murt on May 29, 2012, 11:46:01 pm
Prove him otherwise by showing him a source of what you are saying.  :roll:
Title: Re: List of Changes in 1.94b
Post by: stormeus on May 30, 2012, 12:26:07 am
http://forum.vicecitymultiplayer.com/index.php?topic=1589.msg11294#msg11294 (http://forum.vicecitymultiplayer.com/index.php?topic=1589.msg11294#msg11294)

Quote from: Features in 0.3z R2 Release
Hey,
Players have started to ask about new features in this release, so i have made a list of features that has been added.

Using rcon Command and Settings

  • Jump Switch
  • Fast Switch
Title: Re: List of Changes in 1.94b
Post by: Huntsman on May 31, 2012, 06:21:10 am
Seriously SugarD i am REALLY getting pissed off. You're not even part of VCMP Argonath community and yet you come telling us what is VCMP glitching and what is not. We know better..
You dont even play VCMP... Yet you still come here and try to ruin the community for us. Can you just go mind your own bussiness and ruin things for someone else somewhere elsewhere?
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 06:25:00 am
Seriously SugarD i am REALLY getting pissed off. You're not even part of VCMP Argonath community and yet you come telling us what is VCMP glitching and what is not. We know better..
You dont even play VCMP... Yet you still come here and try to ruin the community for us. Can you just go mind your own bussiness and ruin things for someone else somewhere elsewhere?
I'm not part of the VC:MP Argonath RPG community? Oh, alright then. Tell me kind sir...what does one do to become part of the community? Create an account there? Play there? Participate in the server discussions, activities, and events? Oh wait...I've done all of those.
Title: Re: List of Changes in 1.94b
Post by: Huntsman on May 31, 2012, 06:25:59 am
I'm not part of the VC:MP Argonath RPG community? Oh, alright then. Tell me kind sir...what does one do to become part of the community? Create an account there? Play there? Participate in the server discussions, activities, and events? Oh wait...I've done all of those.

Ofcourse youre not, paying a visit in game like twice a year is not being a regular.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 06:27:02 am
Ofcourse youre not, paying a visit in game like twice a year is not being a regular.
You have me mistaken then, because I've been there much more than just twice this year.
Title: Re: List of Changes in 1.94b
Post by: Klaus on May 31, 2012, 03:27:00 pm
I've been there much more than just twice this year.
Joining the game once every blue moon doesn't make you a regular. The community decide if a player is a regular or veteran, because they're the ones who see and play with them; and they defiantly don't see you as a regular. In fact, hardly anyone even likes you. Ever since you began posting here its just been mostly complaints, complaints, and more complaints. Constant whining and preaching to us about this and that. Most people are just tired of it, as we all know how ignorant you actually are.
Title: Re: List of Changes in 1.94b
Post by: Kessu on May 31, 2012, 03:30:47 pm
SugarD last logged in 14th of May 2012.

Looking at your activity on forums and comparing to to ingame, you are no reqular. You just visit here every now and then and stay for a couple of mins.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 04:26:31 pm
Who said anything about me being a regular in the server? If you are saying that because I am unable to go in-game often, that I am not a part of this server, then I am seriously afraid of how you must treat brand new players. Your attitudes are sickening.
Title: Re: List of Changes in 1.94b
Post by: Huntsman on May 31, 2012, 05:05:41 pm
There are constantly coming new players and theyre treated well, only people like you constantly complaining 24/7 on something that shouldnt concern you are mostly not welcome, atleast by the players themselvs.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 05:30:56 pm
So I'm not welcome to this part of the community? Well, that's too bad. Last I checked, all Argonath RPG servers were supposed to welcome rule-abiding players with open arms. When did that change? ;)

You know, I find it hilarious that you are using me as your scapegoat to lay blame. Little do you realize, I had nothing to do with what happened here. I just happened to be a player who supports the decisions of the Server Owners. Apparently that is wrong to do now... :lol:
Title: Re: List of Changes in 1.94b
Post by: Huntsman on May 31, 2012, 07:03:56 pm
Youre not supporting anyone. You're trying to ruin someone's game when youre not even part of it.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 07:14:03 pm
Youre not supporting anyone. You're trying to ruin someone's game when youre not even part of it.
1. I'm not trying to ruin anyone's game.
2. I am a part of it, else I would not be here responding to you.
3. I am actually supporting the Server Owners.

Once again, I had nothing to do with the decisions made, so how am I trying to ruin something if I'm supposedly not supporting those who made the decisions in the first place? That would just not make any sense at all.
Title: Re: List of Changes in 1.94b
Post by: Huntsman on May 31, 2012, 08:08:03 pm
You are trying to ruin the game. Youre obviously vouching for something that we do not want to get disabled to get disabled, when you do not take part in VCMP activities and it shouldnt concern you at all.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 08:14:01 pm
You are trying to ruin the game. Youre obviously vouching for something that we do not want to get disabled to get disabled, when you do not take part in VCMP activities and it shouldnt concern you at all.
You are completely trying to avoid every statement I have made to get a reaction and pull this topic further away from it's intended subject. If you wish to get back on topic, then I invite you to do so. Otherwise, I am done repeating myself like a broken record.
Title: Re: List of Changes in 1.94b
Post by: Kessu on May 31, 2012, 08:23:41 pm
I think you know what I meant SugarD. Everyone is welcome to VCMP, but I'd rather let those speak of what is a glitch in VCMP and what is not who actually play the game, because obviously they know better :)

Also saying you're no reqular does not have the intention to provoke nor insult you, but to show a point of you not playing that often to know VCMP mechanics :)

Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 08:29:32 pm
No worries Kessu. My post wasn't directed at you anyway, but thank you for taking the time to explain your side peacefully. It's nice to see someone that is willing to discuss this on friendly terms. :)
Title: Re: List of Changes in 1.94b
Post by: Huntsman on May 31, 2012, 08:56:02 pm
Ye ye, keep blaming me ofcourse! Im the one with no knowledge about VCMP fighting way , i have compeltely no understanding of what is glitching and what is not!

Seriously.. Just.. NO.
Title: Re: List of Changes in 1.94b
Post by: SugarD on May 31, 2012, 09:00:45 pm
Ye ye, keep blaming me ofcourse! Im the one with no knowledge about VCMP fighting way , i have compeltely no understanding of what is glitching and what is not!

Seriously.. Just.. NO.
No one blamed you for anything, but if you wish to take it, by all means...
Title: Re: List of Changes in 1.94b
Post by: JDC on June 01, 2012, 05:04:35 pm
The amount of discrimination against non-VC:MP-based players in this topic is just sickening.

I support the Owners' decisions.
Title: Re: List of Changes in 1.94b
Post by: Morphine on June 01, 2012, 06:18:23 pm
It's not one-sided discrimination, as a whole. Shouldn't matter in this thread, though.

Although, to date and my playing time on Argonath VC:MP, there hasn't been a single player who has used the so-called "glitches" of yours in a way where the other players felt uncomfortable. Well, actually, there were a few, but they abused something which were actually glitches, one of them being the well-known /fall bug which breaks the falling animation when being shot by a powerful short-range weapon. This glitch (an actual glitch) can not be blocked at current time because of severe limitations in the VC:MP PAWN server. I assume and expect that 2.0 will have the /fall glitch blocked because there is a function that toggles its availability.

Getting back to what the argument here is about, it's all good stuff disabling the switches, but in this way, you are depriving the players of their own fun. In all honesty, I do not know whether "having fun" constitutes part of Argonath's Vision, but it does constitute part of the logic behind a successful server.
Title: Re:
Post by: JDC on June 01, 2012, 06:44:04 pm
Removing the fast switch and jump switch does not constitute removal of fun from the server.
Title: Re: List of Changes in 1.94b
Post by: SugarD on June 01, 2012, 06:46:13 pm
It's not one-sided discrimination, as a whole. Shouldn't matter in this thread, though.

Although, to date and my playing time on Argonath VC:MP, there hasn't been a single player who has used the so-called "glitches" of yours in a way where the other players felt uncomfortable. Well, actually, there were a few, but they abused something which were actually glitches, one of them being the well-known /fall bug which breaks the falling animation when being shot by a powerful short-range weapon. This glitch (an actual glitch) can not be blocked at current time because of severe limitations in the VC:MP PAWN server. I assume and expect that 2.0 will have the /fall glitch blocked because there is a function that toggles its availability.

Getting back to what the argument here is about, it's all good stuff disabling the switches, but in this way, you are depriving the players of their own fun. In all honesty, I do not know whether "having fun" constitutes part of Argonath's Vision, but it does constitute part of the logic behind a successful server.
Although I agree that disabling them is a good thing, and that it's unfortunate that player fun had to be sacrificed here, if others had simple not abused the hell out of these things to their advantage, we would probably never be in this situation to begin with, and things wouldn't be so limited. Unfortunately though, humanity has a bad habit of pushing good things too far until they are used the wrong way, so I guess our nature could be partially to blame. Let's just hope that things get better from now on so nothing else gets taken away from us.
Title: Re: List of Changes in 1.94b
Post by: Huntsman on June 01, 2012, 06:47:27 pm
Removing the fast switch and jump switch does not constitute removal of fun from the server.

Sure! Just dropping already a small player count to even smaller, since the new players mostly come from deathmatch servers, as soon as they would notice that fast switch is dissallowed, they will leave.
Title: Re: List of Changes in 1.94b
Post by: Morphine on June 01, 2012, 08:26:29 pm
The database seems to have exploded, I can't really put in the post I wanted to.

Since I can't post here, I'll put in a screen of my post.
(http://i49.tinypic.com/2vbn66b.jpg)
Title: Re: List of Changes in 1.94b
Post by: SugarD on June 02, 2012, 12:55:32 am
Morphine, I do care about this server. I care about all Argonath RPG servers. I don't play here as often as I wish because of three reasons that are all beyond my control:
1. Originally I did not join the server often because for some reason, VC:MP caused my gaming computer, (my desktop), to often freeze in full-screen mode, and attempting to get out of it bugged my screen completely, forcing me to restart my computer. To this day I do not understand why it only happens with VC:MP and not MTA:VC. My best guess is some kind of memory incompatibility issue with my system and VC:MP's memory addresses.
2. The other original reason I did not join the server often is because many times I attempted to roleplay in the past, I was attacked by deathmatching players, and flamed by others constantly. This has changed much in the last few months, as Gandalf mentioned in the other topic, and I'm happy to see that. However, this affected me in the past regardless.
3. The technical reason why I do not commonly join today is because of where I live. The people I'm staying with think games don't work on my laptop, which is a PoS in all honesty that can barely handle GTA III. I'm also not allowed to play games here anyway, (despite the annoying fact that I work in a video game store on weekends), because the owners of this home are workaholics. My very, very limited time I'm able to go in-game while living here is mainly devoted to MTA 0.x development and the scripting/testing of Argo's upcoming LU server.

None of these issues are by choice, and despite my hardships, I try my best to come into the server as much as I can, just as I do the others. There is nothing I can do about this right now, but that does not mean I am not devoted to every Argonath server. I care for each one of them deeply, and what I've seen here is exactly why I get involved. No one wants to see players turn away from the server, throwing out accusations or deathmatching each other because they don't follow rules they don't know exist or understand. I am not here to blame anyone for this, but regardless of that fact, I still care to try to do something about it to fix it.

As for those who continue to say that I have no care for VC:MP, then tell me why I have worked with the Developers to try to develop scripts for ARFD...a group I created for the sake of others, not myself.

I care about VC:MP for the same reasons I do about SA:MP, MTA:VC, and all the other servers: They are a part of a great community that holds a deep meaning in my heart. A place where I have made friends, regained inspiration for my love in Law Enforcement, and had fun with people who changed my life forever. For those that think this is just about a game, it's not. Argonath RPG is more than just a cyber community. The people you play with here are real, and I care about them, just as I care about the place they and I both enjoy. Just because I don't have hardcore activity in VC:MP does not mean I don't give two ****s about it. I was there in the beginning when it was being developed...watching it expand, even before I became a regular player in SA:MP. I know what went into it, even long before many of you joined it and helped it grow. I understand how defensive you all are of your server, but what you don't get is that I'm trying to help you, not hurt you. I care about it too...
Title: Re: List of Changes in 1.94b
Post by: Willy on June 02, 2012, 08:10:58 am
History of SAMP says it all:
These guys removed bikes from server, because criminals ran away easily. Was that a glitch too? People who lack skills always cry. Why not make a poll on VCMP forum and raise a poll for the whole VCMP community, ask them wether fast switch/jump switch is a glitch or not. You guys will not wanna do it, coz you know you will get served very well.
Learn to shoot, otherwise there won't be a difference between skilled guys and rookies
Title: Re: List of Changes in 1.94b
Post by: JDC on June 02, 2012, 01:55:05 pm
History of SAMP says it all:
These guys removed bikes from server, because criminals ran away easily. Was that a glitch too? People who lack skills always cry. Why not make a poll on VCMP forum and raise a poll for the whole VCMP community, ask them wether fast switch/jump switch is a glitch or not. You guys will not wanna do it, coz you know you will get served very well.
Learn to shoot, otherwise there won't be a difference between skilled guys and rookies

I do not recall Argonath ever being a democracy...
Title: Re: List of Changes in 1.94b
Post by: SugarD on June 02, 2012, 04:47:36 pm
History of SAMP says it all:
These guys removed bikes from server, because criminals ran away easily. Was that a glitch too? People who lack skills always cry. Why not make a poll on VCMP forum and raise a poll for the whole VCMP community, ask them wether fast switch/jump switch is a glitch or not. You guys will not wanna do it, coz you know you will get served very well.
Learn to shoot, otherwise there won't be a difference between skilled guys and rookies
The Server Owners already made it clear what the stance was. Even as per the Argonath Vision, no amount of player support will make a rule change in either direction. Gandalf has mentioned that if the negative issues in the server change, however, the abilities *might* return.

As for the SA:MP bike thing, it was not a glitch, but was an unfair advantage. At the time, the server was unable to control the speeds and handling of vehicles, and it was very unbalanced for a multiplayer environment, hence the solution they used at the time.

As for the "learn to shoot" comment, I could say the same to everyone else. You don't need glitches to aim and pull the trigger in a combat roleplay. ;)

I do not recall Argonath ever being a democracy...
It's not, but players do influence change from time to time, even though they do not make any decisions themselves.

No one asked for your f**king opinion either.
And no one asked you to make negative comments. Keep it clean.
Title: Re: List of Changes in 1.94b
Post by: JDC on June 02, 2012, 06:15:20 pm
No one asked for your f**king opinion either.

It amuses me as to how people still confuse the facts I post with opinions.
Title: Re: List of Changes in 1.94b
Post by: Willy on June 03, 2012, 11:34:30 am
All I want to say is:

We should never change the local traditions of anything. Keep Vice city the way it is. Disabling default features will always harm the community. When 99% people are saying that they dislike this new "disable feature", why do you guys still have to do it. 

Argonath gets its most players in VCMP from other VCMP servers. Now if you remove the 'defaults', they are not going to play anymore. Culture is most important here. We play VCMP because we love the shooting scenario here than any other clients. I am not advertizing anything here or abusing other clients. Its just a honest opinion.

We don't like LU or SAMP, because of its limitations, and only VCMP has all the stuff we want. Don't delete the fun factor. And if you want to say, it doesn't removes fun, the player count will prove it in next few days.

Also, you broke the big balance between cops and criminals. Have you tried using shotgun after the disabling stuff. Cops later on will want to have stubby as a replace to shotgun. Its going to cause more changes to traditions(cops should always have shotgun, not stubby). They would be needing m4 too. Don't think I am correct, try it yourself and check out how helpless you will feel.

Title: Re: List of Changes in 1.94b
Post by: JDC on June 03, 2012, 12:22:06 pm
I was referring to your attitude towards the community in general, but I do apologize for the french.

Apology accepted. I don't take things personally anyway. :)



We should never change the local traditions of anything. Keep Vice city the way it is. Disabling default features will always harm the community. When 99% people are saying that they dislike this new "disable feature", why do you guys still have to do it.
Argonath is not a democracy, so things will happen regardless of how many people like it or not. Vice City, MTA:VC, and VC:MP all existed before fast switch and jump switch were implemented, so to state that they are "local traditions" and "default features" would be to state something erroneously.

Argonath gets its most players in VCMP from other VCMP servers. Now if you remove the 'defaults', they are not going to play anymore. Culture is most important here. We play VCMP because we love the shooting scenario here than any other clients. I am not advertising anything here or abusing other clients. Its just a honest opinion.
Argonath is an RPG, not a deathmatch server where we utilize every combat feature to shoot the shit out of the person standing next to you. I do not know about you, but I play VC:MP (and Argonath) because I am here for the roleplay and the community, not the ability to kill someone in an instant.

If you cannot accept the decisions of the Owners or the nature of Argonath itself, then there are deathmatch servers which can offer all the shooting and killing you want... but this server is an RPG server, not a purely-combat-based one.

We don't like LU or SAMP, because of its limitations, and only VCMP has all the stuff we want. Don't delete the fun factor. And if you want to say, it doesn't removes fun, the player count will prove it in next few days.

The fun factor in Argonath is not the shooting, but the roleplay, the friends, and the community. Anyone who feels otherwise belongs more on Paruni than Argonath.

Also, you broke the big balance between cops and criminals. Have you tried using shotgun after the disabling stuff. Cops later on will want to have stubby as a replace to shotgun. Its going to cause more changes to traditions(cops should always have shotgun, not stubby). They would be needing m4 too. Don't think I am correct, try it yourself and check out how helpless you will feel.

MTA:VC existed way before VC:MP, the police have shotguns, and not the fast switch and other such features. Yet we were able to produce roleplayers who had enough fighting skill to turn the deathmatchers into training dummies (as Aragorn would testify) that kept their skill sharp. We did not fear hackers as well, and saw them as a challenge when the admins were not around to ban them.

As someone from that server, I am capable of fighting criminals, cops, deathmatchers, and hackers without being encumbered because of the absence of one little feature that came far later than Vice City itself.

We are a world of its own, not another VC:MP Deathmatch Server.
Title: Re: List of Changes in 1.94b
Post by: Klaus on June 03, 2012, 04:09:52 pm
Vice City, MTA:VC, and VC:MP all existed before fast switch and jump switch were implemented, so to state that they are "local traditions" and "default features" would be to state something erroneously.
You wouldn't know either way, but aXXo/Spiral whose been playing on the client since it was created would. Don't even question their knowledge of the client, because your not in the position to do so. They know what they're talking about when it comes to VCMPs culture, and you again fail to understand its unique concept and try to compare it against other multiplayer clients.
Title: Re:
Post by: JDC on June 03, 2012, 04:15:06 pm
If that is the case, then please enlighten me as to how we, as an RPG and non-DM server, need the ability to kill someone quickly to the extent of employing killing aids which are not present on the other Argonath servers.
Title: Re: List of Changes in 1.94b
Post by: SugarD on June 03, 2012, 04:48:57 pm
We don't like LU or SAMP, because of its limitations
You have never used either one of those mods, have you? :P
Title: Re: List of Changes in 1.94b
Post by: stormeus on June 04, 2012, 08:54:20 pm
1.94c being compiled and uploaded at the time of this post. Pretty straightforward update, just re-enables fast switch.
Title: Re: List of Changes in 1.94c
Post by: Morphine on June 04, 2012, 11:25:09 pm
Since the talk about the popularly-named "glitches" is over, we have nothing to worry about. However, I don't like to keep gaps open so I'll continue from what I wrote last time.

Quote
Morphine, I do care about this server. I care about all Argonath RPG servers. I don't play here as often as I wish because of three reasons that are all beyond my control:
1. Originally I did not join the server often because for some reason, VC:MP caused my gaming computer, (my desktop), to often freeze in full-screen mode, and attempting to get out of it bugged my screen completely, forcing me to restart my computer. To this day I do not understand why it only happens with VC:MP and not MTA:VC. My best guess is some kind of memory incompatibility issue with my system and VC:MP's memory addresses.
2. The other original reason I did not join the server often is because many times I attempted to roleplay in the past, I was attacked by deathmatching players, and flamed by others constantly. This has changed much in the last few months, as Gandalf mentioned in the other topic, and I'm happy to see that. However, this affected me in the past regardless.
3. The technical reason why I do not commonly join today is because of where I live. The people I'm staying with think games don't work on my laptop, which is a PoS in all honesty that can barely handle GTA III. I'm also not allowed to play games here anyway, (despite the annoying fact that I work in a video game store on weekends), because the owners of this home are workaholics. My very, very limited time I'm able to go in-game while living here is mainly devoted to MTA 0.x development and the scripting/testing of Argo's upcoming LU server.

None of these issues are by choice, and despite my hardships, I try my best to come into the server as much as I can, just as I do the others. There is nothing I can do about this right now, but that does not mean I am not devoted to every Argonath server. I care for each one of them deeply, and what I've seen here is exactly why I get involved. No one wants to see players turn away from the server, throwing out accusations or deathmatching each other because they don't follow rules they don't know exist or understand. I am not here to blame anyone for this, but regardless of that fact, I still care to try to do something about it to fix it.

As for those who continue to say that I have no care for VC:MP, then tell me why I have worked with the Developers to try to develop scripts for ARFD...a group I created for the sake of others, not myself.

I care about VC:MP for the same reasons I do about SA:MP, MTA:VC, and all the other servers: They are a part of a great community that holds a deep meaning in my heart. A place where I have made friends, regained inspiration for my love in Law Enforcement, and had fun with people who changed my life forever. For those that think this is just about a game, it's not. Argonath RPG is more than just a cyber community. The people you play with here are real, and I care about them, just as I care about the place they and I both enjoy. Just because I don't have hardcore activity in VC:MP does not mean I don't give two ****s about it. I was there in the beginning when it was being developed...watching it expand, even before I became a regular player in SA:MP. I know what went into it, even long before many of you joined it and helped it grow. I understand how defensive you all are of your server, but what you don't get is that I'm trying to help you, not hurt you. I care about it too...

That's a great essay; however, it doesn't seem that it answers the questions I asked in my last post. Oh wait there is one, but that's about it.

I'll list the other questions again, in a shorter version.

And another one, not from my previous post:
Title: Re: List of Changes in 1.94c
Post by: SugarD on June 04, 2012, 11:35:11 pm
Since the talk about the popularly-named "glitches" is over, we have nothing to worry about. However, I don't like to keep gaps open so I'll continue from what I wrote last time.

That's a great essay; however, it doesn't seem that it answers the questions I asked in my last post. Oh wait there is one, but that's about it.

I'll list the other questions again, in a shorter version.
  • Are/were you against jump/fast-switching because they seem/ed like a threat to the server's health or is/was it just because Gandalf had said so?
  • Are you a VC-MP expert?
  • Can you calculate, in percent, how much of an advantage fast/jump-switching would give to a player in reality?

And another one, not from my previous post:
  • According to your logic, if one player had better aim than the other, would that be an extremely unfair disadvantage to the latter?

1. The threat to the server's health.
2. No. No one is besides the Developers of the mod itself, so that as an argument holds no meaning.
3. No one could possibly do that as it varies depending on server, players, number of people online, how many know about the advantages, and many, many other factors. However, when it becomes obvious that it's an issue more than an available ability, something is very wrong there.

4. No, as that would be skill gained from practice, not from something that anyone can do if they know it exists. Knowledge is power...but abuse of knowledge is dangerous power.
Title: Re: List of Changes in 1.94c
Post by: Morphine on June 05, 2012, 12:07:42 am
Sorry for making the question about whether you were an expert quite unclear. It was related to the question after it, as was written on my first post.

Anyway, good enough. Let's not spam the changelog with drama anymore.
Title: Re: List of Changes in 1.95
Post by: stormeus on June 23, 2012, 12:53:08 am
Posted a changelog of 1.95 in advance of the changes being uploaded to the server. The changes will be tested for a day or two and will then be uploaded.
Title: Re: List of Changes in 1.95
Post by: Ave on June 23, 2012, 12:44:41 pm
Good job, catch me for tests if needed
Title: Re: List of Changes in 1.95
Post by: ~Legend~ on June 23, 2012, 05:39:26 pm
Looks good, nice.
Title: Re: List of Changes in 1.95b
Post by: stormeus on August 02, 2012, 09:56:03 am
1.95b changelog posted. The script is currently being uploaded to the server.
Title: Re: List of Changes in 1.95b
Post by: Dexter on August 02, 2012, 10:17:36 am
One thing I did not understand about this update. Why /kill changed to this /c killme? Other than that seems good :)
Title: Re: List of Changes in 1.95b
Post by: stormeus on August 02, 2012, 10:38:10 am
One thing I did not understand about this update. Why /kill changed to this /c killme? Other than that seems good :)

The server can't distinguish between a headshot on someone with armour and when someone uses /kill, so /c killme is used as a replacement in case people want to respawn but don't want to drop anything they have.
Title: Re: List of Changes in 1.95b
Post by: ~Legend~ on August 02, 2012, 11:25:09 am
It looks good, great work.
Title: Re: List of Changes in 1.95b
Post by: Kessu on August 02, 2012, 12:33:23 pm
The server can't distinguish between a headshot on someone with armour and when someone uses /kill, so /c killme is used as a replacement in case people want to respawn but don't want to drop anything they have.
It's a good thing I don't need to respawn :D
Title: Re: List of Changes in 1.95b
Post by: Marcell on August 02, 2012, 02:06:09 pm
Awesome job Storm.


 :cop: :money: :sig:
Title: Re: List of Changes in 1.95b
Post by: Klaus on August 02, 2012, 03:42:04 pm
Bohdi's happy.
Title: Re: List of Changes in 1.95b
Post by: stormeus on August 11, 2012, 04:59:54 pm
Changelog for 1.95c posted, same place as usual (first post in this thread).
Title: Re: List of Changes in 1.95b
Post by: Jaga848 on August 11, 2012, 05:39:32 pm
Changelog for 1.95c posted, same place as usual (first post in this thread).
Good job as always, Stormeus. :)
Title: Re: List of Changes in 1.95b
Post by: Marcell on August 11, 2012, 05:50:08 pm
(http://i.imgur.com/K48NN.jpg)
wait a second....1 m4 ammo is 3 dollars...then why for 55 ammo you paid 225$ instead of 175$?
Title: Re: List of Changes in 1.95b
Post by: Jaga848 on August 11, 2012, 05:54:51 pm
wait a second....1 m4 ammo is 3 dollars...then why for 55 ammo you paid 225$ instead of 175$?
165* :razz:
Title: Re: List of Changes in 1.95b
Post by: Klaus on August 11, 2012, 06:21:07 pm
What if you pick up a gun from a corpse, do you still have to buy the gun or only ammunition?
Title: Re: List of Changes in 1.95b
Post by: Marcell on August 11, 2012, 06:23:02 pm
The gun, pretty sure of it.
Title: Re: List of Changes in 1.95b
Post by: Klaus on August 11, 2012, 06:28:05 pm
The gun, pretty sure of it.
Shame.
Title: Re: List of Changes in 1.95b
Post by: Huntsman on August 11, 2012, 06:42:39 pm
Stormeus just updated the server to 1.95c, said ther are some bugfixes over there.
Title: Re: List of Changes in 1.95b
Post by: stormeus on August 11, 2012, 08:34:59 pm
wait a second....1 m4 ammo is 3 dollars...then why for 55 ammo you paid 225$ instead of 175$?

Bug in format(), already been fixed.
Title: Re: List of Changes in 1.95d
Post by: stormeus on October 07, 2012, 01:22:13 am
Changelog for 1.95d has been posted. Scripts to be updated at earliest convenience.
Title: Re: List of Changes in 1.95d
Post by: brian1996 on October 07, 2012, 11:52:07 am
Nice however the commands are a bit bugged since it says that it doesnt know the command.
Title: Re: List of Changes in 1.95d
Post by: Sockom on October 07, 2012, 02:06:18 pm
Nice,

Nylez caught this bug some hours ago :

When you do /c getskin :

You clothes have been changed !
I don't know this command. Blabblablah !
Title: Re: List of Changes in 1.95d
Post by: ~Legend~ on October 07, 2012, 02:34:40 pm
Great work.

Was fun seeing some of the new changes yesterday night/morning.
Title: Re: List of Changes in 1.95d
Post by: Kessu on October 07, 2012, 02:40:57 pm
Great work.

Was fun seeing some of the new changes yesterday night/morning.
:devroll:

Whey u be up at 4 am ur time?  :D
Title: Re: List of Changes in 1.95d
Post by: ~Legend~ on October 07, 2012, 02:44:28 pm
:devroll:

Whey u be up at 4 am ur time?  :D

I haz VCPD work to do on forum. ^^
Title: Re: List of Changes in 1.95d
Post by: stormeus on October 07, 2012, 04:47:54 pm
The "I don't know that command" bug with some commands has been fixed and will take effect on next server restart.
Title: Re: List of Changes in 1.95d
Post by: LeetCreeperXXL on October 07, 2012, 06:07:16 pm
And now, bidding wars for farty cars.
Title: Re: List of Changes in 1.95d
Post by: Luca Man on October 07, 2012, 07:58:24 pm
i want to see the server too. But I am banned  :cry:
Title: Re: List of Changes in 1.95d
Post by: LeetCreeperXXL on October 07, 2012, 09:01:24 pm
i want to see the server too. But I am banned  :cry:

You will see it, if you are patient.
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