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Vehicle Spawns
#7
Okay I've just got a few more adjustments to make and this will be out of its alpha phase. Before we begin adding vehicles I'd like this to be excessively stress tested. Its a big, big, change. Its affected shitloads of stuff throughout the source. The new system has 12 files and is over 10,000 lines of code!

anyway

On Friday 1st June 2012 evening (any time after 5pm GMT+1) I need beta testers to go in the test server and type /v create [name].
Then type /v save. (Note: you need to be /admin)

This will save the vehicle to the database. Please also change various attributes of some vehicles (such as colour, world, interior, vehicle mods (eg nos), paintjobs, etc) using the /v command.

Note that vehicle colours by default are random. You can use /v colour or go to Pay n Spray or w/e to change is to a non-random colour. To view the current colour ID, use /carinfo. (Note that -1 = random)

Please also test vehicle deletion and that the vehicle remains deleted after the gamemode restarts.

All vehicle data must be saved to the database after a gamemode restart. To restart the gamemode for testing, use !gmxtest in #LVP.Dev on IRC.

Its important vehicle IDs are screwed around with and that the handler properly deals with them. For example, you might want to use /v create on some vehicles and not save them, but save others.

So, in short: Fuck around with the new vehicle system. Create em, save em, delete em. check everything saves after a gamemode/server restart and there aren't any bugs.

Oh, and I won't be there because of working commitments :)
So please post feedback in this forum.

Cheers!

Edit:

I'm aware that the GTA minigame and probably the vehicle imports are currently stuq. These are on my todo list.

Apart from those two please test everything else that uses vehicles - /brief, /robbery, /lyse, /rivershell, /race, /derby, map zones, etc etc. Make sure they dont destroy or anything silly happens to them when they respawn and that they are all working fine.
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