RE: SAMP 0.3 soll in den nächsten paar wochen released werden :D
in Neuigkeiten 24.03.2010 19:30von Roy • ADMINISTRATOR | 2.606 Beiträge
Zitat von Kye
SA-MP 0.3a R5 Server
23/03/2010
Windows: http://files.sa-mp.com/samp03asvr_R5_win32.zip
Linux: http://files.sa-mp.com/samp03asvr_R5.tar.gz
A new server update is being made available immediately due to a "denial of service" attack on several popular SA-MP servers.
Note: this is not 0.3b. This is an optional server-only update. It does not fix all existing bugs, as many fixes will have to wait until the next mandatory client/server update.
0.3a R5 fixes a "denial of service" vulnerability where a player sending invalid data, generated by an external program, may cause the server to generate a debug assertion, which causes the server to close.
The R5 server also contains some new scripting features that missed the initial 0.3a server releases.
Camera information:
With the camera information you can tell where a player is looking. Please note the player's camera info is only updated while they are onfoot, spectating or driving a vehicle which has a special turret like the firetruck/swatvan etc.
PAWN Code:1
2
3
4native GetPlayerWeaponState(playerid);
native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraUpVector(playerid, &Float:x, &Float:y, &Float:z);
Per-player variable system: (PVars).
Originally SA-MP was only designed for 100 maximum players. This meant defining arrays in pawn of MAX_PLAYERS size such as: PlayerInfo[MAX_PLAYERS] was generally okay. Now that MAX_PLAYERS is defined as 500, script writers are finding themselves creating arrays with 500 elements just to store a single flag. This can turn out to be very wasteful in terms of memory use. These variables also need to be manually reset when the player using them leaves the server.
Advantages of using PVars over arrays of MAX_PLAYERS:
1) PVars can be shared/accessed across gamemode scripts and filterscripts, making it easier to modularise your code.
2) PVars are automatically deleted when a player leaves the server, meaning you don't have to manually reset variables for the next player who joins.
3) No real need for complex enums/player info structures.
4) Saves memory by not allocating pawn array elements for playerids which will probably never be used.
5) You can easily enumerate and print/store the PVar list. This makes both debugging and player info storage easier.
6) Even if a PVar hasn't been created, it still will return a default value of 0.
7) PVars can hold very large strings using dynamically allocated memory.1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20PAWN Code:
// Per-player variable system (PVars)
native SetPVarInt(playerid, varname[], int_value);
native GetPVarInt(playerid, varname[]);
native SetPVarString(playerid, varname[], string_value[]);
native GetPVarString(playerid, varname[], string_return[], len);
native SetPVarFloat(playerid, varname[], Float:float_value);
native Float:GetPVarFloat(playerid, varname[]);
native DeletePVar(playerid, varname[]);
// PVar enumeration
#define PLAYER_VARTYPE_NONE 0
#define PLAYER_VARTYPE_INT 1
#define PLAYER_VARTYPE_STRING 2
#define PLAYER_VARTYPE_FLOAT 3
native GetPVarsUpperIndex(playerid);
native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
native GetPVarType(playerid, varname[]);
Addition to player markers:
If the player markers mode is PLAYER_MARKERS_MODE_GLOBAL, you can limit the radius which the player markers are drawn for each player. This may be important on some servers since there are limits to how many total markers you can have in GTA SA.
PAWN Code:1native LimitPlayerMarkerRadius(Float:marker_radius);
Additional vehicle damage functions:
Vehicle damage callback is called when a player updates the damage information on their vehicle.
New functions allow you to get and set the vehicle damage information.
PAWN Code:1
2
3forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
native GetVehicleDamageStatus(vehicleid, &panels, &doors, &lights, &tires);
native UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
Other:
Fix for pawn's fseek() function.


RE: SAMP 0.3 soll in den nächsten paar wochen released werden :D
in Neuigkeiten 24.03.2010 20:28von Mario • Attentäter

Kye hat vielleicht gemerkt das mehr leute in den letzten tagen/wohen/monaten mta spielen und will jetzt mit updates verhindern dass die samp spieler das interresse an samp verlieren oder so...
...mta 1.0.4 ist grad bei 84%...
nach 1.0.4 kommt 1.1 mit neuen features ;D
>>.... http://mtasa.com/ ....<<
mtasa://88.198.5.151:22004 <-- DFE MTA Server (der ist manchmal down)

RE: SAMP 0.3 soll in den nächsten paar wochen released werden :D
in Neuigkeiten 24.03.2010 20:50von Mario • Attentäter

>>.... http://mtasa.com/ ....<<
mtasa://88.198.5.151:22004 <-- DFE MTA Server (der ist manchmal down)

RE: SAMP 0.3 soll in den nächsten paar wochen released werden :D
in Neuigkeiten 25.03.2010 16:54von Mario • Attentäter

mit der neuen function UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires) [ http://wiki.sa-mp.com/wiki/UpdateVehicleDamageStatus ]
ist es glaub ich endlich möglich die scheinwerfer von autos an und aus zu machen ( aber nur wenn nacht ist ) ( schon längts in mta möglich nur besser )
und einen /burstwheels cmd villeicht auch ( wie in userem mta server )
sry doppelpost :D
>>.... http://mtasa.com/ ....<<
mtasa://88.198.5.151:22004 <-- DFE MTA Server (der ist manchmal down)


RE: SAMP 0.3 soll in den nächsten paar wochen released werden :D
in Neuigkeiten 27.03.2010 15:28von Roy • ADMINISTRATOR | 2.606 Beiträge
Zitat von Kye
SA-MP 0.3a R6 Server
27/03/2010
Windows: http://files.sa-mp.com/samp03asvr_R6_win32.zip
Linux: http://files.sa-mp.com/samp03asvr_R6.tar.gz
Some problems with the 0.3a R5 server release are being addressed in 0.3a R6. The R5 server release was rushed out due to the fact that servers were being attacked.
Changes from R5 server:
- PVar names use exact names instead of partial matching, they're case-insensitive still ("id" is the same as "ID").
- PVars are now reset during a game mode restart.
- Hopefully fixed crash on Windows server related to a compiler problem.
- Vehicle mods sent by players have additional sanity checks (thanks to Tenshi for pointing out a problem).
Im Großen und Ganzen wurden Sicherheitslücken behoben...




RE: SAMP 0.3 soll in den nächsten paar wochen released werden :D
in Neuigkeiten 28.03.2010 18:18von Roy • ADMINISTRATOR | 2.606 Beiträge
Kye ist in SA:MP Fieber! LINK
Zitat von Kye
SA-MP 0.3a R7 Server
28/03/2010
Windows: http://files.sa-mp.com/samp03asvr_R7_win32.zip
Linux: http://files.sa-mp.com/samp03asvr_R7.tar.gz
Changes from R6 server:
- There was a problem with the PVar list after DeletePVar() had been used (thanks to Toribio for pointing this out).
- PVar names use uppercase internally which speeds up the lookups. When you enumerate PVars the name will always be returned in uppercase. You can still use any case for getting/setting.
Ich glaub bis 0.3b ist nicht mehr lang...



Bitte geben Sie einen Grund für die Verwarnung an
Der Grund erscheint unter dem Beitrag.Bei einer weiteren Verwarnung wird das Mitglied automatisch gesperrt.
![]() 0 Mitglieder und 3 Gäste sind Online: Wir begrüßen unser neuestes Mitglied: soylalo33 Besucherzähler Heute waren 17 Gäste , gestern 54 Gäste online |
![]()
Das Forum hat
1.638
Mitglieder
und
2099
Themen
und
17317
Beiträge.
Heute waren 0 Mitglieder Online: Besucherrekord: 1711 Benutzer (02.08.2015 23:48). |
Legende: Administratoren - Moderatoren - Teammitglieder - Benutzer - Gesperrte