Author Topic: SA-MP 0.3e is released!  (Read 30892 times)

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Offline Karlip

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SA-MP 0.3e is released!
« on: March 05, 2012, 04:40:49 pm »
http://forum.sa-mp.com/forumdisplay.php?f=80

(If forum down)


Quote from: Kalco
SA-MP 0.3e is released! As usual, the new version is on the Download Page.

SA-MP 0.3e features

- Many minor bug fixes including security updates.
- Loads of new objects for mapping, including walls and houses.
- Servers can now change the textures and colours of objects.
- New scripting features for greater control over the game's camera.
- New tools make it easier to edit attached objects.
- New animation and model for being cuffed/arrested.
- Text functions for creating custom signs.
- Servers have the ability to enable the mouse cursor so you can click on images/text.

Thanks to all who tested 0.3e and provided feedback! Please check back again for the next SA-MP update.

For servers that require more than 500 player limit: Please e-mail team@sa-mp.com and provide your existing server IP:Port. You will need to prove you require more than 500 player slots to be sent a larger server.

Full log:

Client:

- Should fix vehicle ID messup if a dead vehicle was deleted by the game
- Fixed bug where the player might get teleported to 0,0,0 if they're surfing a vehicle that gets respawned/deleted
- Fixed a bug introduced in 0.3d where a player might be able to avoid death if they have a custom animation applied
- Fixed an issue with the server browser where it might crash if invalid data was returned by the server
- Lots of new models by cessil; from miscellaneous items to land pieces and open houses
- A new Object Editing tool has been added to make it easier to find positions for player attached objects. This new tool can also be used on ordinary server created objects
- Fixed problem where player attached objects might appear floating, not attached to the player - if the game decided to stream the player out
- New Cuffed special animation
- Fixed a bug where an uncontrollable player might still appear to have animations (like jumping etc) to other players
- The player's controllable state is reset on the server after respawn
- Fixed game crash if your vehicle is deleted while you're using the look behind camera
- Removed Pay'n'Spray map icons.

Server:

- New pawns related to cameras and attaching player objects to vehicles
- An issue setting the player colour of player IDs greater than 500 has been resolved
- An issue where a player might get kicked if the server used SpawnPlayer() has been fixed
- Scripted dialogs now have a caption bar
- The server can get the exact revision of the client using GetPlayerVersion()
- A parameter has been added to SetPlayerCameraLookAt() so that the camera will move to the new position, rather than teleport
- Attached objects will be removed when the player respawns or enters class selection, not when the player dies (during the death animation)
- Added noclip flymode camera example filterscript
- The server can now enable the player's mouse cursor to click on a TextDraw and detect clicks with OnPlayerClickTextDraw
- Extra security is added to script callbacks including OnDialogResponse
- Per-player TextDraw system with up to 256 TextDraws per player. There are now global-scope TextDraws and player-scope. An example for player-scope: PlayerTextDrawShow
- Added SetObjectMaterial() and SetPlayerObjectMaterial() so you can replace the texture on an object with a texture from another model in the game
- Added GetVehicleModelInfo() pawn native for getting various information about vehicle models such as size etc.
- SetPlayerAttachedObject now has 2 additional default parameters for material colour. This will require you to recompile your scripts for 0.3e
- Added SetObjectMaterialText/SetPlayerObjectMaterialText for replacing an object's texture with text
- The server crash handler now shows more information, this can help resolving crash issues
- Vehicle seat ID checks are less strict for planes and boats.
« Last Edit: May 08, 2012, 07:43:29 am by Karlip »

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #1 on: March 05, 2012, 04:42:20 pm »
should be a fix update.

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #2 on: March 05, 2012, 06:00:13 pm »
[youtube]http://www.youtube.com/watch?v=n_T_Pdw8z8c&feature=youtu.be
[/youtube]
The music is just for the background not to be bland.

Offline [MAF]Cromiell

Re: SA-MP 0.3e in development (RC)
« Reply #3 on: March 05, 2012, 06:05:08 pm »
Like attachments are the main thing to fix in this game... GG kye...

P.S Kinda fast for 0.3e init RC1?


#EDIT: blah didnt see OT... so it's security update
« Last Edit: March 05, 2012, 06:07:13 pm by [MAF]Cromiell »

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #4 on: March 05, 2012, 06:16:29 pm »
another time he spent all his time developing too scoped and useless feature rather than making them be possible to be made by functions with much greater flexibility.

Offline MadMax

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Re: SA-MP 0.3e in development (RC)
« Reply #5 on: March 05, 2012, 07:04:11 pm »
Suggestion that seems to be possible (GTA:United-MP proved it)

GTA San Andreas map XY coords are only from -3000, -3000 to 3000, 3000  (square 6000x6000 = 6km x 6 km = 36km2)
Whole GTA San Andreas playable area (sea) XY coords are from -20000, -20000 to 20000, 20000 (square 40000x40000 = 40km x 40km = 1600km2)

Why not make use of remaining free area? (1600km2-36km2=1564km2)
1564 km2 is a lot!
Instead keep adding pointless objects (like volcano or anti-noob cage etc...) add whole GTA:United map!
Then move all its objects X coords around 5000 (5 km on East) to get this:

Does anyone know how big is GTA:United gta3.img file? 500MB?

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

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #6 on: March 05, 2012, 08:28:15 pm »
the problem is download, and bugs that sa engine is suffering from in outside the world bounds.
and i'm quite sure that there's exactly 29767 ( or 29766) meters span outside the map, not just 20000. :P
« Last Edit: March 05, 2012, 08:29:51 pm by [MAF]Karlis »

Offline MadMax

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Re: SA-MP 0.3e in development (RC)
« Reply #7 on: March 05, 2012, 08:33:40 pm »
out of bounds in at -20000, to 20000, all between is fine

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

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #8 on: March 05, 2012, 08:38:19 pm »
sure?
that makes no sense programming wise, as 20000 is not even nearly power of 2, what should be used in binary storage
would make sense to cause out of bounds at number overflow.

Offline [MAF]mooman

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Re: SA-MP 0.3e in development (RC)
« Reply #9 on: March 05, 2012, 08:40:01 pm »
using mta can one exceed the 20k limit?
will read and answer your forum PMs when I'm less busy!

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #10 on: March 05, 2012, 08:53:47 pm »
just tested it
full functional till ~32k
64k and above gradually player starts shaking ( out of precision, 64k is almost fine tho )
animations stopped working propertly at 1million
water disappeared at 2million
lag started at 4mil
game heavily bugged out at 8mil.

Offline [MAF]mooman

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Re: SA-MP 0.3e in development (RC)
« Reply #11 on: March 05, 2012, 08:55:15 pm »
time to make The_Even_Longerer_Drag in MTA i guess
will read and answer your forum PMs when I'm less busy!

Offline AnriB

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Re: SA-MP 0.3e in development (RC)
« Reply #12 on: March 05, 2012, 08:55:55 pm »
world ended at 16 millions > 12/21/2012!

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #13 on: March 05, 2012, 08:59:15 pm »
it seems like floats run out of precision in 32k tho, as ive said theres bit of flickering in 64k probably caused by float precision loss.
its still idiotic to limit it at 20k(samp), as 32k will have EXACT same precision as 20k.

Offline musicloveR

Re: SA-MP 0.3e in development (RC)
« Reply #14 on: March 05, 2012, 08:59:54 pm »
time to make The_Even_Longerer_Drag in MTA i guess

ahahaha