Author Topic: SA-MP 0.3d  (Read 22558 times)

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Offline [MAF]PyroFox

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SA-MP 0.3d
« on: September 12, 2011, 05:13:49 pm »
http://forum.sa-mp.com/showthread.php?t=282775

SA-MP 0.3d RC

Changes for SA-MP 0.3d:

- Support for Shoutcast/Icecast internet radio
- All misson sounds (IDs greater than 2000) from GTA:SA single player can now be used with PlayerPlaySound
- RemoveBuildingForPlayer can be used to remove any building or object from the game
- Fixed issue with radar jumping up and down while passengering in a vehicle
- Fixed quite a few issues with the vehicle sync which might cause vehicles to warp or to appear to be moving sideways
- Fixed problems with the motorbike/pushbike sync
- Fixed surfing on train carriages
- MAX_OBJECTS has been increased to 1000
- MAX_PICKUPS has been increased to 4096
- The frame limiter will now default to 50 fps
- Fixed some small issues with the vehicle exiting animation
- Fixed game crashes related to escalators
- Server has a feature to monitor internal frame rate in the network stats string
- Fixed an issue where you might respawn on top of the last vehicle you were surfing
- Removed the PED FACTALK animation from showing up in GetPlayerAnimationIndex
- Fixed the collision on the elevator model which would allow you to jump out while it was moving down


I have also made a suggestion thread to try and garner some attention to some useful race specific functions. I do this every major release, who knows, maybe we'll eventually get it.

http://forum.sa-mp.com/showthread.php?t=282789

Support it if you'd like.
« Last Edit: September 12, 2011, 05:37:00 pm by [MAF]FireFox »

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #1 on: September 12, 2011, 05:16:00 pm »
old news

Offline [MAF]mourad

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Re: SA-MP 0.3d
« Reply #2 on: September 12, 2011, 05:16:05 pm »
awesome!

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #3 on: September 12, 2011, 05:29:00 pm »
This isn't old news lol.

No real useful features for us TBH :( maybe the remove building thing will be cool, and it sounds like FPS limit might be turned on by default and set to 50, don't know for sure though, probably not. The shoutcast radio and PlayerPlaySound is cool though :D
« Last Edit: September 12, 2011, 05:32:03 pm by [MAF]FireFox »

Offline [AK47]M4lysz

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Re: SA-MP 0.3d
« Reply #4 on: September 12, 2011, 05:49:03 pm »
lets hope sync gets better  8)

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #5 on: September 12, 2011, 05:51:42 pm »
It looks like it will, no more cars sliding sidewards. When it comes to the actual sync, it'll probably very similar to the current sync I'd say :( It's never going to get as good as single player or something.

Offline Karlip

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Re: SA-MP 0.3d
« Reply #6 on: September 12, 2011, 05:53:13 pm »

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #7 on: September 12, 2011, 05:59:28 pm »
Damn, that's awesome! I always listen to shoutcast radio so this is really useful! And removing lamp posts is gonna be another really cool race mode :)

Offline [RSX]konbleck

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Re: SA-MP 0.3d
« Reply #8 on: September 12, 2011, 06:06:26 pm »
yes. that thing of removing lamps will be good for a new race mode... all races without lamps would be boring... lol

Offline musicloveR

Re: SA-MP 0.3d
« Reply #9 on: September 12, 2011, 06:11:06 pm »
Ofcourse lol.
Btw i like shoutcast radio function )

Offline [AK47]skunk

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Re: SA-MP 0.3d
« Reply #10 on: September 12, 2011, 06:31:43 pm »
- MAX_OBJECTS has been increased to 1000
MTA objects too? ???

MTA objects load too slow... would be awesome if all MTA objects load like sa map so you can see all map as 1 object (but i think it is impossible :-\)

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #11 on: September 12, 2011, 06:35:09 pm »
That is the SA-MP built-in object limit, we use streamers which allow much more objects than that. It has nothing to do with the object draw distance. But yeah, it would be awesome if they increased it.

Offline [FSR]Ush

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Re: SA-MP 0.3d
« Reply #12 on: September 13, 2011, 12:47:46 pm »
- Fixed issue with radar jumping up and down while passengering in a vehicle
- Fixed quite a few issues with the vehicle sync which might cause vehicles to warp or to appear to be moving sideways
- Fixed problems with the motorbike/pushbike sync
- The frame limiter will now default to 50 fps
- Fixed some small issues with the vehicle exiting animation

Supported.

Seems to have some good fixes, but what is the frame limiter default? And the pushbike?

Offline Karlip

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Re: SA-MP 0.3d
« Reply #13 on: September 14, 2011, 05:50:41 pm »
http://www.youtube.com/watch?v=YKmjnDOglnk

Tweaked something at Area 51. :D

Offline MadMax

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Re: SA-MP 0.3d
« Reply #14 on: September 14, 2011, 05:55:52 pm »
finally over going through that small fucking hole on side???

PLEASE, IGNORE ALL MY SPELLING MISTAKES AND OTHER TYPOS True racing fans enjoy horsepower in ANY form

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #15 on: September 14, 2011, 05:57:37 pm »
that's part of san andreas, gay to remove it lol

Offline Karlip

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Re: SA-MP 0.3d
« Reply #16 on: September 14, 2011, 06:05:13 pm »
finally over going through that small fucking hole on side???

Nah, I just removed the fence and mapped my own, it's not in 0.3d.

Offline [MAF]Cromiell

Re: SA-MP 0.3d
« Reply #17 on: September 14, 2011, 06:35:35 pm »
1000 objects means like 10k objects for me xD
RemoveBuildingForPlayer looks quite good also.

Offline [AK47]Tommy_Vicious

Re: SA-MP 0.3d
« Reply #18 on: September 14, 2011, 07:39:06 pm »
how does shoutcast radio support work?

is it worth installing this ?

Offline [MAF]Cromiell

Re: SA-MP 0.3d
« Reply #19 on: September 15, 2011, 05:02:02 am »
Can't shoutcast make live streaming? The we can have AX radio lol.

Offline [MAF]MrHess

Re: SA-MP 0.3d
« Reply #20 on: September 15, 2011, 06:04:12 am »
I would also love to see some races with no poles
I would much rather be hated for what I am than loved for something that I'm not

Offline [MAF]Jur1z

Re: SA-MP 0.3d
« Reply #21 on: September 15, 2011, 09:15:29 am »
I would like to listen this as radio http://stream.europeanhitradio.com:8000/ehr64.m3u

Offline Scorpion.

Re: SA-MP 0.3d
« Reply #22 on: September 15, 2011, 09:36:17 am »

Offline superrammer_

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Re: SA-MP 0.3d
« Reply #23 on: September 15, 2011, 11:55:11 am »
it would be cool to have something like adrenalinex radio

Offline [LSR]Jarol

Re: SA-MP 0.3d
« Reply #24 on: September 15, 2011, 02:59:32 pm »
Yeh and some players as dj :D

maybe that can be realised?

Offline leyenda323

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Re: SA-MP 0.3d
« Reply #25 on: September 15, 2011, 04:06:51 pm »
awesome man awesome

Offline [MAF]Jur1z

Re: SA-MP 0.3d
« Reply #26 on: September 15, 2011, 05:13:12 pm »
first no sun, no grass, no rocks, no trees, no motion blur ...
now no lamposts ...

whats next? no water? no houses? empty map?

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #27 on: September 15, 2011, 05:15:15 pm »
^

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #28 on: September 15, 2011, 06:20:04 pm »
It'll most likely be a new gamemode for us, an option in BM.

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #29 on: September 15, 2011, 06:27:51 pm »
i like how people still expect things to be coded when rac3r can't play anymore and mooman plays for an hour on weekends lol

Offline [MAF]Cromiell

Re: SA-MP 0.3d
« Reply #30 on: September 15, 2011, 06:48:15 pm »
i like how people still expect things to be coded when rac3r can't play anymore and mooman plays for an hour on weekends lol

This! People don't give a shit about poeple who work hard to code it, they just spread out ideas and say it's good job lol.

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #31 on: September 15, 2011, 07:16:46 pm »
yeah they just make topics with ideas and expect it to be made for us when it's not possible like it was a few years ago. sorry people but don't expect a load of 0.3d ideas when there's nobody around these days to invest all the time into the script.

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #32 on: September 15, 2011, 07:51:49 pm »
Yeah I know, but these are a bit easier to implement because the basecode is there. I don't expect it to be coded. But it's still worth getting excited about new features, even though they aren't exactly exciting for us anyway. This SA-MP release isn't going to mean much for AX.

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #33 on: September 15, 2011, 08:01:53 pm »
but these are a bit easier to implement because the basecode is there.

ah yeah but there's nobody to implement it these days

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #34 on: September 15, 2011, 08:06:14 pm »
I know :( but things like the radio streamer can be added via filterscript at least. And we'll get improved sync and some bug fixes.

Offline Karlip

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Re: SA-MP 0.3d
« Reply #35 on: September 15, 2011, 08:39:46 pm »
Sync improvement is all we actually need.

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #36 on: September 15, 2011, 08:56:11 pm »
yeah

Offline [MAF]Rac3r

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Re: SA-MP 0.3d
« Reply #37 on: September 15, 2011, 09:33:52 pm »
Looking pretty cool, about time we had the ability to use more sound ID's. The remove option can be used well, tunnels from A to Z that can create new routes.  Sideways vehicle fix is something I wanted fixed awhile back, good news to see that's been done.

Suppose a shame coding has slowed down, it's updates like this though that fire up the coding , we've been going 3 years so I hope it'll keep going in development.

- At my sisters, babysitting lol -

Last script change:
Quote
Time: 2011-09-15 01:09:17 UTC
:D
« Last Edit: September 15, 2011, 09:36:18 pm by [MAF]Rac3r »

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #38 on: September 15, 2011, 09:57:22 pm »
damn right one of my brothers from another mother right there ^

Offline [MAF]mooman

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Re: SA-MP 0.3d
« Reply #39 on: September 16, 2011, 11:39:36 pm »
no ghost cars yet again :D
will read and answer your forum PMs when I'm less busy!

Offline [FSR]Ush

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Re: SA-MP 0.3d
« Reply #40 on: September 17, 2011, 12:48:22 am »
if I just could code..

Offline [MAF]Jur1z

Re: SA-MP 0.3d
« Reply #41 on: September 17, 2011, 09:00:29 am »

Offline [MAF]mooman

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Re: SA-MP 0.3d
« Reply #42 on: September 17, 2011, 09:27:20 am »
currently ff's thread on the sa-mp forum asking for ghost mode has the most views and replies in the whole 0.3d forum (apart from the announcement thread) but we can do better :D

http://forum.sa-mp.com/showthread.php?t=282789

if you're registered on the sa-mp forum and want ghost mode, let the sa-mp developers know by posting in that thread   O0
will read and answer your forum PMs when I'm less busy!

Offline [MAF]PyroFox

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Re: SA-MP 0.3d
« Reply #43 on: September 17, 2011, 01:12:42 pm »
The support has been pretty awesome indeed :)

Offline Sahnetorte

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Re: SA-MP 0.3d
« Reply #44 on: September 17, 2011, 02:57:52 pm »
Pretty.

0.3d is avaible to download.

Offline [MAF]mourad

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Re: SA-MP 0.3d
« Reply #45 on: September 17, 2011, 03:00:06 pm »
not yet

Offline Sahnetorte

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Re: SA-MP 0.3d
« Reply #46 on: September 17, 2011, 03:05:54 pm »

Offline [AK47]skunk

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Re: SA-MP 0.3d
« Reply #47 on: September 17, 2011, 03:21:38 pm »
woo!

i have installed it on my hard disc

Offline [MAF]mourad

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Offline Sahnetorte

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Re: SA-MP 0.3d
« Reply #49 on: September 17, 2011, 04:26:33 pm »
woo!

i have installed it on my hard disc

Actually you can't playing in, because there no 0.3d server yet.  :(

Offline [MAF]mourad

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Re: SA-MP 0.3d
« Reply #50 on: September 17, 2011, 04:28:29 pm »
i was kinda right then

Offline pod

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Re: SA-MP 0.3d
« Reply #51 on: September 17, 2011, 04:30:35 pm »
not yet

0.3d files

SA-MP 0.3d RC1

RC means release candidate. This is only for scripters and others to test, not normal players or servers yet.

Offline Scorpion.

Re: SA-MP 0.3d
« Reply #52 on: September 17, 2011, 05:18:01 pm »


 :L at end of this month i think is out complete version

Offline [FSR]Ush

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Re: SA-MP 0.3d
« Reply #53 on: September 17, 2011, 05:36:43 pm »
ah you script for them :L ?

Offline [MAF]Rac3r

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Re: SA-MP 0.3d
« Reply #54 on: September 17, 2011, 09:03:43 pm »
Tried to install it on win7 but it said it was broken file. Got another copy today, will have a 1player when I get home.

Might be back online to race soon, high ping though. Usb dongle + internnet gaming are never a good mix.  1 gb won't last long though so a few days of AX will be brilliant for me.

Updates ftw. Ghostmode plzzzzzzz

Offline [MAF]Snoopy

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Re: SA-MP 0.3d
« Reply #55 on: September 17, 2011, 09:12:55 pm »
woo xx

Offline Karlip

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Re: SA-MP 0.3d
« Reply #56 on: September 18, 2011, 06:07:21 pm »
Guys, RC2 has been released and sound playing is now fixed too.

You know what that means? Hint: The racing sounds that you get in GTA:SA Single player can now be used in SA-MP too. Such as siren, blip sounds etc.

I'm looking for the ID of the music played in stadiums, but I think it's the radio.

http://forum.sa-mp.com/showpost.php?p=1412562&postcount=532

Offline [MAF]mooman

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Re: SA-MP 0.3d
« Reply #57 on: September 20, 2011, 05:18:08 am »
Quote
5449 - "You win sir well done."
nice race finish sound :L
will read and answer your forum PMs when I'm less busy!

Offline Karlip

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Re: SA-MP 0.3d
« Reply #58 on: October 09, 2011, 08:55:53 am »
Quote
5449 - "You win sir well done."
nice race finish sound :L

http://pastebin.com/uc3gjb3M

by Austin

Quote

0.3d RC changelog by Karlip

Client:
- Ability to listen Shoutcast/Icecast audio streams sent by server
    -> /audiomsg command to disable audio stream URL messages in the chat
    -> The audio stream will stop playing once the player is disconnected from the server
    -> If the player requires a proxy to access the web, the SA-MP client will use the proxy they have set in their Windows internet settings. However, there is an option to override the proxy by adding audioproxyoff=1 to the sa-mp.cfg file.
- Fixed issue with radar jumping up and down while passengering in a vehicle
- Fixed quite a few issues with the vehicle sync which might cause vehicles to warp or to appear to be moving sideways
- Fixed problems with the motorbike/pushbike sync
- Fixed surfing on train carriages
- Fixed some small issues with the vehicle exiting animation
- Fixed game crashes related to escalators
- The frame limiter will now default to 50 fps
- Fixed an issue where you might respawn on top of the last vehicle you were surfing
- Fixed the collision on the elevator model which would allow you to jump out while it was moving down
- Fixed a game crash when surfing an object which was deleted.
- Included in SA-MP 0.3d are replacement jail cell doors, a replacement SFPD interior model with the cell doors removed, taxi signs which can be attached to any vehicle, removed Big Cesar object and other new miscellaneous objects.
- 0.3d should also include fixes for some foreign characters used in text input boxes
- Some tweaks to the GTA:SA engine should result in increased FPS, smoother game-play, and less CPU usage for most players.
- Added sa-mp.cfg option 'multicore'. If you set multicore=1 in the sa-mp.cfg, GTA:SA will use multiple CPU cores when running SA-MP.
- Fixed problems with tow trucks losing their tow around other players.

Server:
- Sending player Shoutcast/Icecast audio streams to play
- All misson sounds (IDs greater than 2000) from GTA:SA single player can now be used with PlayerPlaySound
- RemoveBuildingForPlayer can be used to remove any building or object from the game
- MAX_OBJECTS has been increased to 1000
- MAX_PICKUPS has been increased to 4096
- Server has a feature to monitor internal frame rate in the network stats string
- Removed the PED FACTALK animation from showing up in GetPlayerAnimationIndex
- Added OnPlayerTakeDamage script callback for tracking damage events on a player.
- Added DIALOG_STYLE_PASSWORD for ShowPlayerDialog() which shows a masked input box.
- Fixed buffer overflow in server config exec command described here: http://www.exploit-db.com/exploits/17893
As always, we recommend server owners never use config files or scripts from untrusted sources. Always edit your own config files and compile any pawn scripts your server uses from the .pwn file.
- Added final rotation parameters for MoveObject() (as default parameters), example scripts of this can be found in the filterscripts folder that comes with the server package
- Added AttachObjectToObject() and object surfing on attached moving objects.
- Cellphone special action no longer creates a cellphone object, instead server owners have to script them to appear. This gives some use to the cellphone objects found in SA-MP img.

« Last Edit: October 10, 2011, 06:16:58 am by Karlip »

Offline [MAF]Jur1z

Re: SA-MP 0.3d
« Reply #59 on: October 09, 2011, 02:15:11 pm »
- Some tweaks to the GTA:SA engine should result in increased FPS, smoother game-play, and less CPU usage for most players.
- Added sa-mp.cfg option 'multicore'. If you set multicore=1 in the sa-mp.cfg, GTA:SA will use multiple CPU cores when running SA-MP.
::)

Offline Karlip

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Re: SA-MP 0.3d
« Reply #60 on: October 11, 2011, 01:40:31 pm »
RC5 now features new skins.

- Added OnPlayerGiveDamage callback. This is the opposite of OnPlayerTakeDamage. It is sent by a player who is damaging another player.
- More tweaks to the weapon strafing game speed.
- Fix for SetPlayerTeam() sometimes desyncing and allowing friendly fire.
- Players found a way to avoid colour codes being stripped from the chat text. This has been resolved in 0.3d.

http://forum.sa-mp.com/showpost.php?p=1451261&postcount=8

Offline [FSR]Ush

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Re: SA-MP 0.3d
« Reply #61 on: October 11, 2011, 01:58:57 pm »
Finally can play with Andre whenever I want!

Quote
3, ANDRE, ANDRE, CIVMALE, STAT_SENSIBLE_GUY, man, 0, 0, man, 1,4, PED_TYPE_GEN, VOICE_GEN_MALE01, VOICE_GEN_MALE01 #Andre

Offline musicloveR

Re: SA-MP 0.3d
« Reply #62 on: October 11, 2011, 02:03:36 pm »
And GEN

Offline S

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Re: SA-MP 0.3d
« Reply #63 on: October 11, 2011, 02:16:34 pm »
[youtube]http://www.youtube.com/watch?v=0FhUStSTRko[/youtube]

[youtube]http://www.youtube.com/watch?v=KfiH3ur4bc0[/youtube]

yay  :police: :police:
« Last Edit: October 11, 2011, 02:20:02 pm by Merc »

Offline Karlip

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Re: SA-MP 0.3d
« Reply #64 on: October 16, 2011, 07:57:22 am »
0.3d RC5-3 is out with this:

Quote
- (Still Testing) You can now use SA-MP's TextDraw system with a special font ID to draw on-screen sprites from the single-player missions.

pawn Code:
if(strcmp(cmd, "/tdsprite",true) == 0) {
    new Text:txtSprite1;
    txtSprite1 = TextDrawCreate(200.0, 220.0, "samaps:map"); // Text is txdfile:texture
    TextDrawFont(txtSprite1, 4); // Font ID 4 is the sprite draw font
    TextDrawColor(txtSprite1,0xFFFFFFFF);
    TextDrawTextSize(txtSprite1,200.0,200.0); // Text size is the Width:Height
    TextDrawShowForPlayer(playerid,txtSprite1);
    return 1;
}

By setting the font ID to 4 and the text to txdfile:texture you can draw a single on-screen sprite. Possible values for txdfile are:
- hud: Textures from the game's hud.txd
- samaps: San Andreas map textures included with SA-MP in the samaps.txd file in the SAMP folder.
- Any txd file and texture found in the models\txd folder in your GTA San Andreas directory.

A little list:

http://forum.sa-mp.com/showthread.php?t=290481


/horse mode anyone?

http://forum.sa-mp.com/showthread.php?goto=newpost&t=290718
« Last Edit: October 16, 2011, 07:37:06 pm by Karlip »

Offline [MAF]Cthulhu

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Re: SA-MP 0.3d
« Reply #65 on: October 16, 2011, 08:11:37 pm »
Cool, horse betting :D

Offline [FSR]Ush

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Re: SA-MP 0.3d
« Reply #66 on: October 16, 2011, 11:48:14 pm »
Haha nice!

Offline Karlip

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Re: SA-MP 0.3d
« Reply #67 on: October 17, 2011, 01:01:55 pm »

Offline [MAF]mooman

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Re: SA-MP 0.3d
« Reply #68 on: October 17, 2011, 09:05:13 pm »
looks cool
will read and answer your forum PMs when I'm less busy!

Offline Karlip

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Re: SA-MP 0.3d
« Reply #69 on: October 19, 2011, 08:11:18 pm »
0.3d RC6 is out


- Added KEY_YES (Y), KEY_NO (N), KEY_CTRL_BACK (H) game keys for GetPlayerKeys().
- Increased MAX_PLAYER_ATTACHED_OBJECTS to 10.
- TextDrawSetString() can be used to change the sprite texture of an existing TextDraw.
- Fixed problem where attached objects might keep moving after StopObject is called.
- Fixed problem some players experience trying to enable the vehicle siren.
- The game will not pause when you enter the menu.
- The game will not go to the menu when you return from alt-tab.

Offline [MAF]Rac3r

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Re: SA-MP 0.3d
« Reply #70 on: October 19, 2011, 09:58:16 pm »
Mored interesting Looking

Damn phone

Looking more interesting, can't wait to play it. Will be back within a month.

Still missing you guys, missing ax. Really wait to tr out R5.  Want I mean lol and try. Hard to edit line. Anyway.... peaace out players

Offline [FSR]Ush

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Re: SA-MP 0.3d
« Reply #71 on: October 19, 2011, 11:57:41 pm »
^Epic post :L