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SA-MP 0.3z RC

in Neuigkeiten 19.01.2014 18:35
von RoyADMINISTRATOR | 2.606 Beiträge



Zitat von Kalcor


SA-MP 0.3z RC

SA-MP 0.3z is mainly a security update that we hope to push to release quickly. There are a few new features and there should be time to address some existing 0.3 bugs during the RC.

Updated shooting sync for bullet weapons

Shots fired by players are now lag compensated, meaning you can aim at the skin instead of lead aiming.

The server can now get access to the full bullet information to tell if it hit a player, vehicle or object.

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#define BULLET_HIT_TYPE_NONE                         0
#define BULLET_HIT_TYPE_PLAYER 1
#define BULLET_HIT_TYPE_VEHICLE 2
#define BULLET_HIT_TYPE_OBJECT 3
#define BULLET_HIT_TYPE_PLAYER_OBJECT 4
 
forward OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
 



The give/take damage callbacks now contain the body part hit ID. If your script uses these callbacks, you will need to update the definition in your script.

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forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid, bodypart);
 



Other stuff

- A network level setting for server.cfg 'messageholelimit' has been added to deal with DoS attacks.
- The Rivershell gamemode has been updated to version 2.

Updates:

SA-MP 0.3z RC5-2 Client update

- Fixed: Player with the highest player ID was not sending any unoccupied vehicle updates.

SA-MP 0.3z RC5 Client/Server update

- Fixed range check error in the server browser if you added an erroneous port (like 77777).
- Some internal optimisation in the client should improve performance.
- Fixed problem where PVars were not accessible in OnPlayerDisconnect during a gamemode restart.
- Added pawn native GetServerTickRate() to return the current tickrate (like FPS) of the server.
- Fixed problem with 3DText/NameTag LoS tests on server objects.

- Changes to the behaviour and parameters of OnUnoccupiedVehicleUpdate.

In previous server versions, clients could send updates about vehicles that aren't being controlled/driven by other players,
although the server had no ability to cancel these updates. The script will now be notified about such updates before the
vehicle is updated internally. GetVehiclePos would return the existing position, not the updated position. Newly added parameters
describe the player's requested update position. The script can now return 0 to cancel the update or return 1 to allow the update through.

All scripts using OnUnoccupiedVehicleUpdate will need to be updated and recompiled for 0.3z.

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forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z);
 



- server.cfg option 'lagcompmode'
The server.cfg option 'shotcompmode' was replaced with 'lagcompmode' as it will be used for other lag compensation settings in future SA-MP versions.

Zitat
lagcompmode 0 ; lag compensation is disabled
lagcompmode 1 ; (default) lag compensation is enabled
lagcompmode 2 ; lag compensation enabled, position only.


- The server browser will now show a 'lagcomp' setting in the rules window.
- When lag compensation is disabled, legacy shot mode will now function exactly as it did in previous SA-MP versions (no calls to OnPlayerWeaponShot etc).

SA-MP 0.3z RC4 Client/Server update

- Fixed problem where long distance shots might go missing
- Nametag LoS tests will also apply to server objects
- OnPlayerGiveDamage is now called for NPCs
- Added GetPlayerLastShotVectors for extended information on bullet shots
- Added legacy mode for shot firing (shotcompmode 2 server.cfg setting) which uses only the camera for aiming and allows joypad auto-aiming
- Fixed: players could not be shot while surfing a vehicle
- Added some extended player camera information like aspect ratio and zoom level (for sniper)
- Extended 'netstats' functions so the script can get lower level network information without having to parse the stats string

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native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ);
 
native Float:GetPlayerCameraAspectRatio(playerid);
native Float:GetPlayerCameraZoom(playerid);
 
// Extended admin network stats
native NetStats_GetConnectedTime(playerid);
native NetStats_MessagesReceived(playerid);
native NetStats_BytesReceived(playerid);
native NetStats_MessagesSent(playerid);
native NetStats_BytesSent(playerid);
native NetStats_MessagesRecvPerSecond(playerid);
native Float:NetStats_PacketLossPercent(playerid);
native NetStats_ConnectionStatus(playerid);
native NetStats_GetIpPort(playerid, ip_port[], ip_port_len);
 


SA-MP 0.3z RC3 Client/Server update

- Fixed: Joypad target switching still enabled autoaiming.
- Fixed: Sniper bullets were not working when vectored outside the SA land area.
- Extra server data for investigating any player shot data corruption.
- Added VectorSize pawn function.

SA-MP 0.3z RC2 Client/Server update

- Removes autoaim ability from the joypad controls
- Adds BULLET_HIT_TYPE_PLAYER_OBJECT 4
- Fixes gunshell/smoke particle offset problem



Um einfach mal anzukündigen, dass der Developer eine neue Version bald herausbringen wird.
Lag kompensierte Schüsse gibt es schon lange auf dem FreeZone Server. ;-)
Das bedeutet, dass jeder Schuss auf den Skin auch immer Schaden verursacht, egal wie der Spieler laggt. (Außer bei Cheater)
Und weitere Kleinigkeiten, kann sich jeder selbst für sich übersetzen.

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