Author Topic: SA-MP 0.3e is released!  (Read 30898 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

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #15 on: March 20, 2012, 02:19:38 pm »
RC4 has been released with:

Client/server update SA-MP 0.3e RC4

- Should fix vehicle ID messup if a dead vehicle was deleted by the game.
- Player slots for the RC are now uncapped (up to 500 players).
- Fixed texture filtering issue on the new models.
- Added noclip flymode camera example filterscript.
- New models from cessil: 40 more walls, vehicle barrier, bucket, scarf.
- The server can now enable the player's mouse cursor to click on a TextDraw:

Quote
native TextDrawSetSelectable(Text:text, set); // the default is 0 (non-selectable)
native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
native CancelSelectTextDraw(playerid);  // cancel textdraw selection with the mouse
forward OnPlayerClickTextDraw(playerid, Text:clickedid);

Notes on SelectTextDraw():
- All clickable TextDraws must use TextDrawTextSize to define the clickable area. It is possible to create TextDraws without using this function.
- You should enable the TextDraw box when doing the layout so you can see the region which is clickable. You can disable the box after.

http://forum.sa-mp.com/showthread.php?t=323271

Offline musicloveR

Re: SA-MP 0.3e in development (RC)
« Reply #16 on: March 20, 2012, 02:22:42 pm »
 ^  i didnt understand a thing :D

speak english please lol
« Last Edit: March 20, 2012, 02:24:28 pm by [MAF]Nikki »

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #17 on: March 20, 2012, 02:24:34 pm »
^  i didnt understand a thing :D

The server can now create texts which you can click with the SA-MP in game cursor!

Offline musicloveR

Re: SA-MP 0.3e in development (RC)
« Reply #18 on: March 20, 2012, 02:25:17 pm »
looking forward to it :D

Offline [MAF]PyroFox

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Re: SA-MP 0.3e in development (RC)
« Reply #19 on: March 20, 2012, 03:26:40 pm »
That's gonna be pretty cool! The scripters will find some nice uses for that I bet, and the new camera functions too :)

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #20 on: March 21, 2012, 07:54:30 am »
It's looking hot!

Clickable textdraws!  Voting can be very advanced now.

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #21 on: March 22, 2012, 03:19:14 pm »
RC5 is out.

Quote
- There was a new bug introduced in 0.3e RC4 where sunk vehicles might get deleted by the client.
- Fixed: TextDraw still using hover colour after selection was disabled.
- Extra security is added to script callbacks including OnDialogResponse.
- Fixed: Two-sided texture problem with the bucket model.
- Adds per-player TextDraw system with up to 256 TextDraws per player. There are now global-scope TextDraws and player-scope. All TextDraw functions have player variants:

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #22 on: March 22, 2012, 05:50:40 pm »
Fixed: Two-sided texture problem with the bucket model.

yes yes yes yes yes FUCK YES!! finally it got fixed!! :D :D :D

...no kye, go make sync better and all the other huge problems sa-mp has then fix the bucket texture

Offline [MAF]PyroFox

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Re: SA-MP 0.3e in development (RC)
« Reply #23 on: March 22, 2012, 05:53:50 pm »
Fuckin' bucket texture lol. Just goes to show how RP oriented SA-MP is.

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #24 on: March 22, 2012, 05:54:14 pm »
yay we agree on something(s) :L

Offline [MAF]PyroFox

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Re: SA-MP 0.3e in development (RC)
« Reply #25 on: March 22, 2012, 05:55:42 pm »
Because I don't agree with you on anything!  :o

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #26 on: March 22, 2012, 05:58:06 pm »
RESPECT+ for the textdraw stuff, finally sa-mp can get more or less decent interface :P

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #27 on: March 22, 2012, 05:58:59 pm »
Because I don't agree with you on anything!  :o


Offline [FSR]Ush

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Re: SA-MP 0.3e in development (RC)
« Reply #28 on: March 22, 2012, 11:52:27 pm »
Fixed: Two-sided texture problem with the bucket model.

yes yes yes yes yes FUCK YES!! finally it got fixed!! :D :D :D

...no kye, go make sync better and all the other huge problems sa-mp has then fix the bucket texture

You would think sync is also important for RP servers :( too bad kye has no idea what sync is :L

Offline [MAF]PyroFox

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Re: SA-MP 0.3e in development (RC)
« Reply #29 on: March 24, 2012, 12:35:42 am »
[youtube]http://www.youtube.com/watch?v=NejGZ7ZJzhw&feature=player_embedded[/youtube]

Resizing those objects with the clickable textdraws is cool!

Offline [MAF]Jur1z

Re: SA-MP 0.3e in development (RC)
« Reply #30 on: March 24, 2012, 12:41:32 am »
nice

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #31 on: March 24, 2012, 08:42:08 am »
only attached objs is resizable right?

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #32 on: March 24, 2012, 08:45:26 am »
Fixed: Two-sided texture problem with the bucket model.

yes yes yes yes yes FUCK YES!! finally it got fixed!! :D :D :D

...no kye, go make sync better and all the other huge problems sa-mp has then fix the bucket texture

You would think sync is also important for RP servers :( too bad kye has no idea what sync is :L
The bucket was added in an earlier RC, simple fix.  You haven't got a clue how to sync a game mod, so please don't make out all kye has to do is flick the 'Sync On' switch.  Haters.

Security update which is bringing so much more to SA-MP, yet you just sit there and fire all negative comments.  Ungrateful if you ask if me.

Resizing those objects with the clickable textdraws is cool!
Time to get yiour stag on  ;D

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #33 on: March 24, 2012, 10:48:46 am »
ungrateful? you call me ungrateful? i've been nothing but loyal to the samp community for almost 5 years and you damn well know that. and all i said was there's more issues to fix than a bucket texture.

get off your high horse already. and i'm not hating i just said how i felt? yes because a bucket texture is bringing so much more to samp. thanks r for pissing me off on this lovely sunny day!

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #34 on: March 24, 2012, 02:12:23 pm »
My bad.  It wasn't meant as a personal attack on you, I apologise for that.

However, it was aimed at the constant flaming of a mod we've played for 6-7 years.  I doubt Kye visits this forum, but if he did, god.... there's a lot of hate aimed at him and his awesome GTA modification.

Everyone flames it, yet they hardly ever appriciate it (even though they keep playing it).

get off your high horse already
Can't get down :(

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #35 on: March 24, 2012, 02:15:23 pm »
and the point: it's FREE!

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #36 on: March 24, 2012, 02:17:41 pm »
and the point: it's FREE!

that doesn't mean people shouldn't say their opinions or vent their anger at something. if you put out a free mod then expect criticism

Offline [FSR]Ush

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Re: SA-MP 0.3e in development (RC)
« Reply #37 on: March 24, 2012, 02:26:42 pm »
We just want better sync and not other (useless) add-ons.. I can't help that it is difficult :'(

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #38 on: March 24, 2012, 02:39:05 pm »
^ i think most people would agree with us they just don't want to say it

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #39 on: March 24, 2012, 02:51:14 pm »
It's not as easy you think, and the RC stages are MEANT for smaller fixes to take place.
He's very careful on what he adds even through RC stages because any smaller thing could make something else worse. We already saw that in RC4, Kye fixed some ID-mixup bug that then caused another bug to arise.

The big things, such as sync or new features, are mostly done at other times. Just give it some time.

Offline [MAF]Aj_Lajk_Bir

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Re: SA-MP 0.3e in development (RC)
« Reply #40 on: March 24, 2012, 04:18:43 pm »
We just want better sync and not other (useless) add-ons.. I can't help that it is difficult :'(
^

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #41 on: March 24, 2012, 04:33:50 pm »
Just give it some time.

that's all we've done and i've never noticed any sync improvements

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #42 on: March 25, 2012, 09:24:22 am »
I have. 8)

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #43 on: March 25, 2012, 09:49:57 am »
Good for you. 8)

Maybe show me some proof? Because I haven't. 8)  8)  8)  8)  8)  8)  8)

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #44 on: March 25, 2012, 11:09:07 am »
The sideways car, much better.

Offtopic:
Quote from: Kye"
Originally Posted by Kalcor View Post
Just because another mod did something doesn't mean it's easily possible for SA-MP.

You're comparing SA-MP, a mod that was developed by self-research, with assistance from the GTA modding community, to MTA, a mod developed with the backing of Rockstar Games. MTA have access to the GTA:SA source code headers and debug information. Many of the comments in MTA's code are written by the people who made GTA San Andreas, not MTA developers.

There is no code in SA-MP derived from the GTA:SA source code. It's all our own work.

Offline S

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Re: SA-MP 0.3e in development (RC)
« Reply #45 on: March 25, 2012, 11:21:51 am »
Good for you. 8)

Maybe show me some proof? Because I haven't. 8)  8)  8)  8)  8)  8)  8)


Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #46 on: March 25, 2012, 11:27:09 am »
There's no proof that it is like that. Last official talk between MTA devs ( back then Kye was mta dev too ) and R* was back in 2003.
After the hot coffee drama rockstar no longer supports modders at all.
What made mta like it is is the open source license, therefore much more commiters, much better organized work with all the bug trackers etc, and clientside scripts that pretty much is the cause of all the advanced features.

Why sa-mp is more popular? Its simple.
1) while MTASA:race came out first, it was too limited and lacked any scripting, then sa-mp released as a big breakthrough.
2) google "gta sa multiplayer", bet what name is more obvious and shows first?

Offline [MAF]Snoopy

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Re: SA-MP 0.3e in development (RC)
« Reply #47 on: March 25, 2012, 11:28:38 am »


could you explain to me what makes my previous post sound angry?

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #48 on: April 03, 2012, 01:52:01 pm »
Meanwhile, back at the ranch:

Still no new RC version, been well over a week now since last update.

Offline [MAF]PyroFox

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Re: SA-MP 0.3e in development (RC)
« Reply #49 on: April 04, 2012, 08:39:03 pm »
Client/server update SA-MP 0.3e RC6

- Fixes game crash if your vehicle is deleted while you're using the look behind camera.
- Removes Pay'n'Spray map icons.
- Adds GetVehicleModelInfo() pawn native for getting various information about vehicle models such as size etc.
- Local head movements are automatically disabled when using the attached object editor tool.
- Adds SetObjectMaterial() and SetPlayerObjectMaterial() so you can replace the texture on an object with a texture from another model in the game.
- New objects from cessil: for sale sign, gasmask, grass, poker table.

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #50 on: April 04, 2012, 08:47:48 pm »
- Adds SetObjectMaterial() and SetPlayerObjectMaterial() so you can replace the texture on an object with a texture from another model in the game.
seems useful, here's material list:
http://wiki.multitheftauto.com/wiki/Material_IDs
wonder will the speeding effect from the orange surface work if material is changed.

Offline Mosca

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Re: SA-MP 0.3e in development (RC)
« Reply #51 on: April 04, 2012, 10:29:48 pm »
interesting. I didn't know MTA was actually supported by Rockstar games before.
I was in the right, yes absolutely in the right. I certainly was in the right... I dunno I was really drunk at the time...

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #52 on: April 05, 2012, 07:07:57 am »
Quote
- Fixes game crash if your vehicle is deleted while you're using the look behind camera.
Finally!
Quote
- Adds GetVehicleModelInfo() pawn native for getting various information about vehicle models such as size etc.
Grid size calculation? Cool.

- Adds SetObjectMaterial() and SetPlayerObjectMaterial() so you can replace the texture on an object with a texture from another model in the game.
seems useful, here's material list:
http://wiki.multitheftauto.com/wiki/Material_IDs
wonder will the speeding effect from the orange surface work if material is changed.
Might not have the Gold Mod you shown me the other day, but we got wood! heh
Nice handful of features and a poker table :D

interesting. I didn't know MTA was actually supported by Rockstar games before.
Same, happend before the hot coffee mod problems, ages ago.

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #53 on: April 05, 2012, 10:51:10 am »
MTA devs were never supported by rockstar in gta SA era, they were given few header information for MTA:VC and MTA:3, and it has little to none influence in MTA:SA.

Offline [MAF]PyroFox

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Re: SA-MP 0.3e in development (RC)
« Reply #54 on: April 05, 2012, 12:02:04 pm »
When I heard about SetObjectMaterial() and SetPlayerObjectMaterial I got very excited for like a few seconds before i finished reading it because I thought it might have to do with setting the collision object off or something :( lol. But it's cool I suppose. Nothing too terribly exciting for us though.
« Last Edit: April 05, 2012, 12:03:49 pm by [MAF]PyroFox »

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #55 on: April 05, 2012, 12:10:04 pm »
If it does change the surface data, it might actually give interesting results, like the speeding or slowdown surfaces.
But yeah, mostly visuals.
I always wanted a concrete bucket on my head, now its possible!!!

Offline [MAF]Rac3r

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Re: SA-MP 0.3e in development (RC)
« Reply #56 on: April 06, 2012, 06:18:44 am »
I'm a goon, I thought the materials was for vehicles lol

Offline [MAF]Jur1z

Re: SA-MP 0.3e in development (RC)
« Reply #57 on: April 06, 2012, 12:01:08 pm »

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #58 on: April 07, 2012, 08:00:41 pm »
SetObjectMaterial examples can be found in this topic: http://forum.sa-mp.com/showthread.php?t=332205

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #59 on: April 08, 2012, 06:37:06 pm »
gotta admit this looks epic
while slowly, samp surely is moving in right direction ( flexibility to scripters), but sync is still a problem  ::).

Offline AnriB

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Re: SA-MP 0.3e in development (RC)
« Reply #60 on: April 08, 2012, 06:54:51 pm »
nice one lol

Offline musicloveR

Re: SA-MP 0.3e in development (RC)
« Reply #61 on: April 08, 2012, 08:07:13 pm »
car from madmax movie? lol

Offline [MAF]Karlis

Re: SA-MP 0.3e in development (RC)
« Reply #62 on: April 08, 2012, 08:08:37 pm »
that as IV would be cool, laggy tho i bet.

Offline MadMax

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Re: SA-MP 0.3e in development (RC)
« Reply #63 on: April 08, 2012, 09:23:16 pm »
Death Race (2008) map with armoursed vehicles lol

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

Offline Karlip

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Re: SA-MP 0.3e in development (RC)
« Reply #64 on: April 21, 2012, 06:10:14 pm »
Rc7 has been released.

Quote from: Kalcor
- Adds SetObjectMaterialText/SetPlayerObjectMaterialText for replacing an object's texture with text.
- Fixes problem with players being randomly cuffed if they spawned for you while alt-tabbed.
- Vehicle seat ID checks are less strict for planes and boats.
- SetPlayerAttachedObject now has 2 additional default parameters for material colour. This will require you to recompile your scripts for 0.3e.
- Material colours are now in ARGB format.
- New models from cessil: Blank squares for creating signs, some replacement buildings and houses.


Example of this by SA-MP forum user Vince


Offline [MAF]Jur1z

Re: SA-MP 0.3e in development (RC)
« Reply #65 on: April 21, 2012, 06:17:36 pm »
Rc7 has been released.
Quote from: Kalcor
- Material colours are now in ARGB format.
::)

Offline [MAF]mooman

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Re: SA-MP 0.3e in development (RC)
« Reply #66 on: April 21, 2012, 08:35:51 pm »
that text thing is kind of cool
will read and answer your forum PMs when I'm less busy!

Offline [LSR]Cassidy

Re: SA-MP 0.3e in development (RC)
« Reply #67 on: April 22, 2012, 08:53:32 am »
Wow that bobcat looks amazing   :)

Offline [FSR]Ush

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Re: SA-MP 0.3e in development (RC)
« Reply #68 on: April 22, 2012, 09:24:25 am »
Rc7 has been released.

Quote from: Kalcor
- Adds SetObjectMaterialText/SetPlayerObjectMaterialText for replacing an object's texture with text.
- Fixes problem with players being randomly cuffed if they spawned for you while alt-tabbed.
- Vehicle seat ID checks are less strict for planes and boats.
- SetPlayerAttachedObject now has 2 additional default parameters for material colour. This will require you to recompile your scripts for 0.3e.
- Material colours are now in ARGB format.
- New models from cessil: Blank squares for creating signs, some replacement buildings and houses.


Example of this by SA-MP forum user Vince



Can you set this as racing vehicle for races?

Offline Karlip

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Re: SA-MP 0.3e is released!
« Reply #69 on: May 08, 2012, 07:41:43 am »
0.3e is now released.

Offline [LSR]Jarol

Re: SA-MP 0.3e is released!
« Reply #70 on: May 08, 2012, 08:14:41 am »
Nice  :)

Offline Karlip

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Re: SA-MP 0.3e is released!
« Reply #71 on: May 08, 2012, 08:41:52 am »
Already found 2 bugs:

<Karlip> I'm testing 0.3e atm and idk what /rcon loadfs is thinking
<Karlip> test_cmds.amx is with a small capital in /filterscripts but to load it
<Karlip> you have to do /rcon loadfs Test_cmds

and Hydraulics are desynced now

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #72 on: May 08, 2012, 10:20:11 am »
Cool.  The text objects could be used nicely with our server.

Busy this morning and afternoon, I might be able to update this evening to 0.3e.

<Karlip> I'm testing 0.3e atm and idk what /rcon loadfs is thinking
<Karlip> test_cmds.amx is with a small capital in /filterscripts but to load it
<Karlip> you have to do /rcon loadfs Test_cmds
This could be to fix it when someone loads a filterscript, with different cases.  Like /rcon loadfs This - then /rcon reloadfs this.  It use to bypass the already loaded filterscript, and return an error saying this wasn't loaded, then loads this, even though This is already loaded.
I hate filterscripts :P

Offline [MAF]Agus

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Re: SA-MP 0.3e is released!
« Reply #73 on: May 08, 2012, 01:25:23 pm »

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #74 on: May 08, 2012, 02:01:54 pm »

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #75 on: May 08, 2012, 02:03:03 pm »
Actually, I'll wait till the morning (less players to annoy if something goes wrong).

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #76 on: May 08, 2012, 04:55:21 pm »
Anyone want to try 0.3e?

http://sa-mp.com/download.php
Install as usual (after test, reinstall 0.3d till tomorrow)

Make sure you have 0.3d because it's no longer hosted

88.104.88.126:7777

Offline Karlip

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Re: SA-MP 0.3e is released!
« Reply #77 on: May 08, 2012, 04:59:06 pm »
Anyone want to try 0.3e?

http://sa-mp.com/download.php
Install as usual (after test, reinstall 0.3d till tomorrow)

Make sure you have 0.3d because it's no longer hosted

88.104.88.126:7777
Can't see it

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #78 on: May 08, 2012, 05:03:50 pm »
Awww.  Is it in the server list?  The I.P could be wrong :(

Offline Karlip

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Re: SA-MP 0.3e is released!
« Reply #79 on: May 08, 2012, 05:07:37 pm »
Awww.  Is it in the server list?  The I.P could be wrong :(

The server doesn't respond at all.

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #80 on: May 08, 2012, 05:08:32 pm »
66.249.73.74:7777

What's my i.p in google always gives me at least 2 different i.ps lol

Offline [MAF]Rac3r

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Re: SA-MP 0.3e is released!
« Reply #81 on: May 08, 2012, 05:10:13 pm »
Nevermind.

Well it seems to work on LAN, I might aswell update the server.

Offline MartyNice

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Re: SA-MP 0.3e is released!
« Reply #82 on: May 08, 2012, 05:41:10 pm »
Why I cant join to the server (I have samp 0.3d)??

Offline [LSR]Jarol

Re: SA-MP 0.3e is released!
« Reply #83 on: May 08, 2012, 05:49:02 pm »
Its updated to 0.3e ;)

Offline MadMax

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Re: SA-MP 0.3e is released!
« Reply #84 on: May 08, 2012, 05:57:42 pm »
Quote
# hot air balloons
19332, Hot_Air_Balloon01, balloon_texts, 200, 2097152
19333, Hot_Air_Balloon02, balloon_texts, 200, 2097152
19334, Hot_Air_Balloon03, balloon_texts, 200, 2097152
19335, Hot_Air_Balloon04, balloon_texts, 200, 2097152
19336, Hot_Air_Balloon05, balloon_texts, 200, 2097152
19337, Hot_Air_Balloon06, balloon_texts, 200, 2097152
19338, Hot_Air_Balloon07, balloon_texts, 200, 2097152
# coffin
19339, coffin01, coffin01, 200, 0
# concrete slab for SF
19340, cslab01, carshow_sfse, 200, 0
# SF grounds
19484, landbit01_01, bakerybit2_sfse, 200, 0
19485, Groundbit84_SFS_01, skyscrap_sfse, 200, 0
19486, burg_SFS_01, burgalrystore_sfse, 200, 0
intresting, specially would like to see hot-air baloon objects

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

Offline Karlip

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Re: SA-MP 0.3e is released!
« Reply #85 on: May 08, 2012, 06:43:18 pm »
Ok, this code should create garages in underground SF near Wangs cars:

Quote

RemoveBuildingForPlayer(playerid, 10938, -1909.5547, 497.2188, 25.7109, 0.25);
RemoveBuildingForPlayer(playerid, 11144, -1909.5547, 497.2188, 25.7109, 0.25);
CreateObject(19485, -1909.56, 497.22, 25.71,   0.00, 0.00, 0.00);


This removes the LS Pier watch thingy:
Quote
RemoveBuildingForPlayer(playerid, 6463, 389.7734, -2028.4688, 19.8047, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2028.5000, 32.2266, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2021.6406, 29.9297, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2017.4531, 24.0313, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2017.4297, 16.8516, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2021.6328, 10.9844, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2028.5156, 8.7813, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2035.3984, 10.9453, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2039.6406, 16.8438, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2039.6563, 24.1094, 0.25);
RemoveBuildingForPlayer(playerid, 3751, 389.8750, -2035.3828, 29.9531, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2039.6406, 16.8438, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2039.6563, 24.1094, 0.25);
RemoveBuildingForPlayer(playerid, 6298, 389.7734, -2028.4688, 19.8047, 0.25);
RemoveBuildingForPlayer(playerid, 6461, 389.7734, -2028.5000, 20.1094, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2028.5000, 32.2266, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2021.6406, 29.9297, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2017.4531, 24.0313, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2017.4297, 16.8516, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2021.6328, 10.9844, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2028.5156, 8.7813, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2035.3984, 10.9453, 0.25);
RemoveBuildingForPlayer(playerid, 3752, 389.8750, -2035.3828, 29.9531, 0.25);

Offline [MAF]Karlis

Re: SA-MP 0.3e is released!
« Reply #86 on: May 08, 2012, 06:48:27 pm »
where could i see a complete changelog?
wiki doesn't even have one as for now, and previous version ones seem very non-detailed.

Offline Karlip

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Re: SA-MP 0.3e is released!
« Reply #87 on: May 08, 2012, 07:10:28 pm »
where could i see a complete changelog?
wiki doesn't even have one as for now, and previous version ones seem very non-detailed.

Read first post, I added my own Changelog there.

Yes, I made it.

Offline Benne

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Re: SA-MP 0.3e is released!
« Reply #88 on: May 08, 2012, 07:12:32 pm »
where could i see a complete changelog?
wiki doesn't even have one as for now, and previous version ones seem very non-detailed.

http://forum.sa-mp.com/showthread.php?t=323271