Liberty Unleashed

Liberty Unleashed => Liberty Unleashed Chat => Topic started by: Drew on November 07, 2011, 05:27:49 am

Title: Role Play
Post by: Drew on November 07, 2011, 05:27:49 am
Hey, i just got GTA III And I used to play GTA SA and RP on multiplayer, and i wanted to know if there was any RP servers for GTA III.
Title: Re: Role Play
Post by: [TZC]Striker on November 07, 2011, 05:36:02 am
Hey, i just got GTA III And I used to play GTA SA and RP on multiplayer, and i wanted to know if there was any RP servers for GTA III.

Not yet, though, but some servers are working on it, maybe you wait.

At least LU has deathmatches and races. :D
Title: Re: Role Play
Post by: Bob on November 07, 2011, 07:57:18 am
To add to what Striker said, you will find that a lot of players are more interested in killing you or getting you to race if you are lucky.

I personally tend to just drive around the city, hang around restaurants and places of interest in an RP fashion, ferry players about with my car, and I occasionally kill in self defense or revenge. I'd like to see more people acting in a more realistic way in the city for the good of RP, but it rarely happens.

That isn't to say someone couldn't start their own RP server or try to set a standard for roleplay.
Title: Re: Role Play
Post by: Secret on November 07, 2011, 07:10:03 pm
LU Argonath server is on the making :P
But I don't think any of the rp servers are fully completed yet :/

Anyway,if you want to roleplay in some server,i'm always here.(not always,but anyway...)
Title: Re: Role Play
Post by: Bob on November 07, 2011, 11:07:24 pm
The way you say many of the RP servers "aren't completed" is a concern. I have been part of other games where players relied too much on mods to role play. The result is, they don't role play. They just play around with the mod and forget the original purpose.
Title: Re: Role Play
Post by: Drew on November 07, 2011, 11:36:24 pm
I agree Ammonite, The server NGRP on GTA SA-MP has up to 499 players a day and half of the people only DM and dont know how to rp  or hack.
Title: Re: Role Play
Post by: VetalYA on November 09, 2011, 09:14:36 am
Hey, i just got GTA III And I used to play GTA SA and RP on multiplayer, and i wanted to know if there was any RP servers for GTA III.
Just wait few days...

 :D
Title: Re: Role Play
Post by: Bob on November 09, 2011, 11:03:14 am
I actually just did some RP at Lolmortuary.

Used skin 1 and car 116 and drove around as a police officer. Another player and I got into a pursuit to take a "suspect" down haha. I also pulled some people over for running red lights, took them to the station, or fined them. And I busted two players selling drugs down an alley.  :P

(http://i39.tinypic.com/3byop.png)
Title: Re: Role Play
Post by: stormeus on November 09, 2011, 08:50:03 pm
what resolution do you use?

I'm gonna guess 1280x768, if that's a Fraps screenshot at half-size.
Title: Re: Role Play
Post by: Bob on November 09, 2011, 09:35:56 pm
My native computer resolution is 1366x786 (I think GTA chops the sides off a little with a border though).

Unfortunately you seem to have positioned the graphic on screen based on a static value. In web design when you create a website, all content has to "float" so it can be put to the center of the screen regardless of your screen size. They call that a "liquid website" because it can move and adjust like water.
Title: Re: Role Play
Post by: Force on November 09, 2011, 10:01:18 pm
sry about going off-topic
in my opinion it should be 1024x768x32 and should look like this:
([url]http://img412.imageshack.us/img412/2802/alfac.th.png[/url]) ([url]http://imageshack.us/photo/my-images/412/alfac.png/[/url])


People aren't going to go to a lower resolution just so your GUI looks right :P. Most of the developers/testers run huge screen resolutions like 1680 x 1050 and 1920 x 1080. It's up to you to take into account bigger screen resolutions.
Title: Re: Role Play
Post by: Bob on November 09, 2011, 11:07:55 pm
800x600 resolutions are really outdated. I wouldn't worry about catering for that screen size. He needs to change his resolution or upgrade.  :P
Title: Re: Role Play
Post by: Thijn on November 10, 2011, 09:33:52 am
800x600 resolutions are really outdated. I wouldn't worry about catering for that screen size. He needs to change his resolution or upgrade.  :P
You would be surprised how many GTA3/LU players are still using 640x480
Title: Re: Role Play
Post by: VetalYA on November 10, 2011, 09:48:09 am
800x600 resolutions are really outdated. I wouldn't worry about catering for that screen size. He needs to change his resolution or upgrade.  :P
You would be surprised how many GTA3/LU players are still using 640x480
Sorry for offtopic...

When i play on my OLD PC I use both:
 640 x 480 x 16
 800 x 600 x 16 (it looks normal (res is up to date))

But mostly i play with 640 x 480  :) because i don't want to overload my video card.

On another one (powerful) PC, i can use 1920 x 1080 & in that case, screen of chat  is very small :)
Title: Re: Role Play
Post by: Bob on November 10, 2011, 10:21:29 am
WOW haha.  ;D

Interesting.
Title: Re: Role Play
Post by: SugarD on November 10, 2011, 08:36:33 pm
The way you say many of the RP servers "aren't completed" is a concern. I have been part of other games where players relied too much on mods to role play.
Argonath RPG is making a LU server, and the community not only disallows mods that give any kind of advantage, but they do not use server-side mods or anything that requires a major change to the game for unique feelings aside from the obvious design of their text-based scripts and vehicle locations. It's one of the few communities that doesn't force you to download any mods to play there, and is actually against ever doing such.
Title: Re: Role Play
Post by: Thijn on November 10, 2011, 09:55:02 pm
I don't think he meant that kind of mods, I think he means scripts.
You can roleplay as much as you want without any script.
(Although I must say I find it more fun with it, since that requires more people to role play instead of just a few in a server)
Title: Re: Role Play
Post by: SugarD on November 10, 2011, 09:57:45 pm
I don't think he meant that kind of mods, I think he means scripts.
You can roleplay as much as you want without any script.
(Although I must say I find it more fun with it, since that requires more people to role play instead of just a few in a server)
Well, the focus of Argonath RPG is to use scripts to enhance roleplay, not rely on them to do it for you, which is what the Vision of the community states. Unfortunately some users try to do the opposite anyway, but it won't be happening with Argonath RPG's LU server ;)
Title: Re: Role Play
Post by: Thijn on November 11, 2011, 09:24:45 am
I don't think he meant that kind of mods, I think he means scripts.
You can roleplay as much as you want without any script.
(Although I must say I find it more fun with it, since that requires more people to role play instead of just a few in a server)
Well, the focus of Argonath RPG is to use scripts to enhance roleplay, not rely on them to do it for you, which is what the Vision of the community states. Unfortunately some users try to do the opposite anyway, but it won't be happening with Argonath RPG's LU server ;)
Then why it's taking so long xD
Title: Re: Role Play
Post by: stormeus on November 11, 2011, 04:13:51 pm
We're writing everything from scratch while looking at and implementing community ideas, plus the script has to be approved by one of the owners. There's also testing the script to make sure there aren't any hiccups on release.
Title: Re: Role Play
Post by: Vortrex on November 15, 2011, 09:47:23 pm
Although there are different 'forms' of roleplay (such as light, medium, strict, RPG, etc), a player's view on how it should be played can differ from player to player, which gives roleplay it's unique value of creativity.

Varying different interpretations on a subject are the key to creativity and new concepts.
Title: Re: Role Play
Post by: SugarD on November 16, 2011, 12:00:10 am
Although there are different 'forms' of roleplay (such as light, medium, strict, RPG, etc), a player's view on how it should be played can differ from player to player, which gives roleplay it's unique value of creativity.

Varying different interpretations on a subject are the key to creativity and new concepts.
Well that's exactly why Argonath RPG's views on it are very open and non-specific. :)
Title: Re: Role Play
Post by: Bob on November 16, 2011, 12:24:07 am
What system is used on the A.M.X server that is sometimes up?
Title: Re: Role Play
Post by: TheMoonLightman on November 18, 2011, 09:20:23 am
New Roleplay server is Real Theft Auto. But I don't know it's password :( It's good to know it
Title: Re: Role Play
Post by: Vortrex on November 22, 2011, 07:01:48 am
Real Theft Auto is my server ... It was a project I was working on, but its now [GLT] Roleplay
Title: Re: Role Play
Post by: VetalYA on December 28, 2011, 08:39:25 pm
My server also a bit roleplay, but... after many gameplay hours with others, i have a thought that

1. Some part  of players dont know how to play ( even with a lot of instructions on the server),
2. Other  part is very lazy to Role Play and / or, only deathmatches in their heads.
3. And the last one part (10 % of 100), is trolls & hackers, they ruin game for everyone (maybe my server experienced this only because, he have unique & interesting gamemode, and some "dark players" or "dark admins" dont like this, and by this reason they attack my server with very exotic ingame hacks).

But Anyway...

All Roleplay servers have to be secured with advanced anti hack system ( can be scripted via squirrel ), otherwise, server online always would be close to zero... It's my opinion.
Title: Re: Role Play
Post by: SugarD on December 28, 2011, 08:52:40 pm
My server also a bit roleplay, but... after many gameplay hours with others, i have a thought that

1. Some part  of players dont know how to play ( even with a lot of instructions on the server),
2. Other  part is very lazy to Role Play and / or, only deathmatches in their heads.
3. And the last one part (10 % of 100), is trolls & hackers, they ruin game for everyone (maybe my server experienced this only because, he have unique & interesting gamemode, and some "dark players" or "dark admins" dont like this, and by this reason they attack my server with very exotic ingame hacks).

But Anyway...

All Roleplay servers have to be secured with advanced anti hack system ( can by sctipted via squirrel ), otherwise, server online always would be close to zero... It's my opinion.
Well every community is going to run into the internet's weirdest and most horrible people, but all you can do is fight it the best way you can. Anti-Hack systems are nice to have, but the issue is that if you don't use your own custom-made one, someone is going to come along and download it, only to exploit it by finding it's weaknesses or figuring out how it works to bypass it. HOWEVER, sharing your ideas on systems that could prevent such malicious attacks WITHOUT publicly sharing the way you coded it would keep you protected and make it much harder to crack...especially when many are using the same methods of prevention, but are coded in multiple, varying ways.
Title: Re: Role Play
Post by: VetalYA on December 28, 2011, 09:35:34 pm
Quote from: SugarD
Well every community is going to run into the internet's weirdest and most horrible people, but all you can do is fight it the best way you can. Anti-Hack systems are nice to have, but the issue is that if you don't use your own custom-made one, someone is going to come along and download it, only to exploit it by finding it's weaknesses or figuring out how it works to bypass it. HOWEVER, sharing your ideas on systems that could prevent such malicious attacks WITHOUT publicly sharing the way you coded it would keep you protected and make it much harder to crack...especially when many are using the same methods of prevention, but are coded in multiple, varying ways.


Thank you for your reply  ;)  Here is mine if you don't mind :)

About 98% of code is mine (the rest one is from this forum). I am pretty shure, there is no more exploits or errors in my gamemode.

Exotic ingame hacks example (which is not depend on server gamemode):


1. When playerid 0 is very far away or close to other players, suddenly, playerid 0 get killed by other player. Event onPlayerKill ouputs reason = WEP_VEHICLE. Anyone can be a victim & killer. For example, i was far away from players, & i was  killer in many cases.

2. hackers can Teleport You Or Anyone to Any Location.

3. hackers Can Put you in Car as Driver or Passenger Without Animation.

4. hackers Can Set Your Health to 0.



All above hacks i have experienced on myself. Please, do not blame my gamemode. I've been doing & testing it (with clean & kind players) for 3 months, I know how he should work...

+ http://forum.liberty-unleashed.co.uk/index.php?topic=884.0 (http://forum.liberty-unleashed.co.uk/index.php?topic=884.0)

Quote from: VetalYA
Let me introduce myself a little bit as a scripter.

I play in SA-MP 2007 - 2009
I Script for SA-MP: 2008 - 2010
I Script in PHP (WEB) 2009 - 2011

So, i know a lot of how to write script correctly



PS, I know how to stop most of hachers, but it's can take a lot of time.

PS2, It's very emotional post, don't you think ?  ;D   ;)
Title: Re: Role Play
Post by: SugarD on December 28, 2011, 09:54:07 pm
Many of the hacks you have described happen all over the place. They are even common to the Argonath RPG community's SA:MP server, being that it's so popular and well-known, so malicious users just love to attack people in it. The Fake-Kill hacks are especially annoying for RP communities because kills can be scripted to have specified actions or punishments take place as a result.
Title: Re: Role Play
Post by: Thijn on December 28, 2011, 09:59:11 pm
ok what the hell. How can a client side hack teleport other players? This should be flagged as bugs, or blame your gamemode.
Title: Re: Role Play
Post by: SugarD on December 28, 2011, 10:06:02 pm
ok what the hell. How can a client side hack teleport other players? This should be flagged as bugs, or blame your gamemode.
That's the only one I haven't seen, but I've heard of it happening before. I believe it exploits many common methods of code used by servers that give their administrators the ability to teleport other users. This is generally a script exploit introduced by the mod itself, hence a feature turned into an issue.
Title: Re: Role Play
Post by: VetalYA on December 28, 2011, 10:07:24 pm
ok what the hell. How can a client side hack teleport other players? This should be flagged as bugs, or blame your gamemode.
I can tell you 1 secret, for  LU client side files they use unlocker.exe

They unlock gta3.exe process, and then replace my client side files, with their client side files (which contain hacks). I cant understand, how they unlock gta3.exe, but it's today's reality.

 + some of them probably use CLEO for GTA3
Title: Re: Role Play
Post by: SugarD on December 28, 2011, 10:13:18 pm
ok what the hell. How can a client side hack teleport other players? This should be flagged as bugs, or blame your gamemode.
I can tell you 1 secret, for  LU client side files they use unlocker.exe

They unlock gta3.exe process, and then replace my client side files, with their client side files (which contain hacks). I cant understand, how they unlock gta3.exe, but it's today's reality.

 + some of them probably use CLEO for GTA3
CLEO is only extending their SCM hooking abilities, which is not much at all.
Title: Re: Role Play
Post by: VetalYA on December 28, 2011, 10:55:44 pm
Currently, i use only 1 client side file (which is not important). I will remove this file, and will see if hacks will be continued.

or blame your gamemode.
I know, what should do every line in my own gamemode, and there is no code which will emulate exotic hacks (discribed above)
Title: Re: Role Play
Post by: Vortrex on December 28, 2011, 11:16:24 pm
Anti cheats are actually a lot more simple to script than people think, although some types of hacks are harder to catch.

Take a look at a teleport hack, for example. Have a server sided flag (in the form of a table or whatever) that only changes when a player legitimately teleports (like an admin using his /goto command or something). On the player update, check to see whether the flag is at its 'on' value, then allow the player to teleport, then turn off the flag. If the flag is NOT 'on' however, then proceed to calculate the distance from the previous position (which is updated in a table every time the player updates) to the new position. If the distance is too far, teleport them back to their original location (the one saved in the table), and alert admins about it. If the player is in a vehicle, set the distance for teleport detection a little higher, so the server doesnt think they are going too fast for being on foot.
Title: Re: Role Play
Post by: Demi God on December 29, 2011, 02:17:42 am
I and my team are doing a RP server ATM and we have good ideas it will be launched soon. ;)
Title: Re: Role Play
Post by: VetalYA on December 29, 2011, 07:11:18 am
Anti cheats are actually a lot more simple to script than people think, although some types of hacks are harder to catch.
I Agree with you

After many hours which i spent on coding in SQ, i understand one thing: there is no problems which can't be solved.
Everything Have The Solution, so "hacks" is temp problem :)
Title: Re: Role Play
Post by: Thijn on December 31, 2011, 10:56:16 am
It would be better to have a good working anti cheat in the mod itself instead of every server owner has to write his own.
Title: Re: Role Play
Post by: SugarD on December 31, 2011, 06:28:13 pm
Of course it's good to have one available for those that can't make their own, but having many people use it also allows the malicious mod makers to reverse engineer it and find out how to get around it with ease.
Title: Re: Role Play
Post by: McKillerRus on January 04, 2012, 08:14:14 pm
1st, stop talking about f**king resolutions.
2nd, if for example, someone is stealing cars, and I am like a cop, busting him, will it be a RP?
Title: Re: Role Play
Post by: SugarD on January 04, 2012, 08:16:04 pm
1st, stop talking about f**king resolutions.
2nd, if for example, someone is stealing cars, and I am like a cop, busting him, will it be a RP?
1. Relax.
2. Yes.
Title: Re: Role Play
Post by: Vortrex on January 04, 2012, 08:54:48 pm
1st, stop talking about f**king resolutions.
2nd, if for example, someone is stealing cars, and I am like a cop, busting him, will it be a RP?

1. What SugarD said
2. Only if he stole it RPly
Title: Re: Role Play
Post by: VetalYA on January 09, 2012, 01:09:14 am
RolePlay is good, but not for me, even if  i has developed it already :)

My new objective, is to create nice race server (core engine for races i already have from my previous gamemode (Race & Mini Missions in RolePlay game). In both versions (old & new) all races have been loaded automatically, but in the old version there was no command /join , and race starts only when someone hit the race checkpoint).

This time, I have considered laziness of some players, and now i do my server in very differend way.

Changelog:

1. Now, every race starts automatically.
2. For every race, each player have extra spawn point like in MTA or AdrenalineX server (SA:MP), which mean, they spawn in special car, in special line (like personal  position), with correct angle for each race.
3. Predefined car model for each race
4. Only 1 car model is allowed for each race
5. Every player have their own race car ( which is spawn automatically before race ), + automatically put in vehicle.
6. When race has been ended, every "race car" either  disappears either respawns ( but only if this car was predefined in Server\LU\content.xml  , just in case if "smart players" leave their race car, and entered to the "default" spawned car).

All this stuff, i have already scripted :!:

More stuff will be added in future... 8)