#1

SA:MP 0.3c in Arbeit

in Neuigkeiten 04.11.2010 21:13
von RoyADMINISTRATOR | 2.606 Beiträge

Colour Embedding

Zitat von Kalcor
Servers can now format messages to contain embedded colours in chat text.



The colour embedding also works in 3D Text labels and dialogs.





The return of custom license plates

The car license plate system has been redesigned and now every vehicle in the game can have a custom license plate. The license plate text can also contain embedded colours.



Server control of vehicle engines, lights, car alarms, boots, bonnets, door locking.

The server can now take full control of the vehicle's engine and lights, meaning they can be conditionally enabled or prevented from being turned on. We also added server control over the boot, bonnet and car alarm.



Particle objects

New object IDs have been added which can be used to create particles. These use the same functions as normal server objects, so they can be worked in with existing streamers. There are over 80 different particle types available which is all the available particle types in GTA: San Andreas. I know there are quite a few servers that want to get their fire departments working, so here is an example of a house fire created on the server with particle objects



Stunting primitives and additional objects

Thanks to Matite and co. over at GamerX server, SA-MP 0.3c will include some new object IDs which can be used as additional stunting objects for mappers. These include tubes, curved roads, new ramps etc.






Wie auch bei den vorherigen SA:MP Versionen wird es wieder Beta RC's geben zum testen. :)

In diesem Thread steht alles in original: Hier klicken

SA:MP macht doch nocht fortschritte... :D



R.I.P. Deathmatch on SA:MP 2008 - 2010

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#2

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 05.11.2010 11:27
von xFazenMafioso | 368 Beiträge

Sieht genial aus. Besonders mit den Particel Objects.
Vllt wieder ein Grund GTA SA auf mein PC zu installieren.

MfG


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#3

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 05.11.2010 12:32
von xKookeyKiller | 650 Beiträge

Sieht alles echt gut aus ;D
Aber wann soll es ungefähr rauskommen?? :/


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#4

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 05.11.2010 14:16
von The_JohnAttentäter | 145 Beiträge

Wir SA:MP immer MTA ähnlicher? :D




Meine DFE-Werke
NRG1
NRG2
NRG3
Stuntarea
Partybühne der 2 Jahres Feier

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#5

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 06.11.2010 23:03
von Timmy94Attentäter | 240 Beiträge

ich freu mich schon auf die DFE Clan 3c version

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#6

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 11.11.2010 18:29
von MarioAttentäter | 124 Beiträge

hört sich cool an...

...mta macht aber auch fortschritte http://forum.mtasa.com/viewtopic.php?f=31&t=29471 ...



Multi Theft Auto provides the best online Grand Theft Auto experience there is!
>>.... http://mtasa.com/ ....<<

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#7

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 28.11.2010 21:01
von RoyADMINISTRATOR | 2.606 Beiträge



Zitat von Kalcor


SA-MP 0.3c RC

We are releasing a scripting (player limited) version of SA-MP 0.3c early, so that server owners and scripters can start updating their scripts and making any changes needed for the next SA-MP version. A full release of 0.3c is not expected for at least a few more weeks.

SA-MP 0.3c is mainly a feature update. Bugs will be fixed throughout the RC, so they can be reported. Higher priority will be given to bugs in any of the new features.

Updates

SA-MP 0.3c RC is now in feature lockdown. Only critical bugs will be fixed.

0.3c RC7 client/server update

- Fixed problems with "car parking" other players and also problems exiting a moving vehicle.
- The samp.img/.ide/custom.img files etc. have been moved from the \models folder in to the \SAMP folder. The old img files will be removed when you install RC7, or when you uninstall any previous RC.
- Some additional netcode security updates have been added.

0.3c RC6 client/server update

- Fixed a syncing problem when players were surfing moving 'player' objects.
- More improvements to the vehicle and object surfing.
- Fixed a rendering problem while inside the LS Office floors building.
- Some other minor crash fixes.

0.3c RC5 client/server update

- Improved player sync on moving objects (object surfing). This works only on global objects, not player objects.
- Added support for the "Test" button in Jernej's Map Editor.
- Includes many new objects including a virtual map of San Andreas and each city.
- A texture filtering problem on the samp.img models has been fixed.
- The LS office floors building fix (collision etc) is now applied to San Andreas by default - no need for the external object.

0.3c RC4-2-2 very minor client update

- This fixes some missing models in the samp.img like the '?' NoModelFile. The actual client is exactly the same as RC4-2.

0.3c RC4-2 optional client update

- You can now driveby as a passenger with any bullet-type weapon. This will only work for RC4-2 clients.
- SetPlayerArmedWeapon now works when the player is in a vehicle.

0.3c RC4 client/server update

- The server is now slot unlimited (500 players)
- RC4 includes the latest version of the samp.img models.
- Changes to ShowPlayerDialog: If button2 is a 0 length string, only 1 button will be displayed.

0.3c RC3 client/server update

- The SA-MP weapon font is now loaded from the SA folder. This should fix the problem with missing death icons.
- Fixed a problem using menus in vehicles with the engine off.
- Fixed objects disappearing when underground.
- Some further tweaks to the vehicle model loading.

SetPlayerMapIcon now has a 'style' parameter:

pawn Code:

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#define MAPICON_LOCAL             0 // displays in the player's local area
#define MAPICON_GLOBAL 1 // displays always
#define MAPICON_LOCAL_CHECKPOINT 2 // displays in the player's local area and has a checkpoint marker
#define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
 
native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
 



The style allows you to set whether the radar icon is always shown, no matter where the player is on the map. You can also set the style to include a small checkpoint marker. This checkpoint marker is for display only and won't trigger OnPlayerEnterCheckpoint. If the markertype is 0 (normal square marker) the 'color' parameter can now be an RGBA colour.

0.3c RC2-2 optional client update

- Based on feedback, the vehicle engine control has been modified slightly. You can still steer the vehicle with the engine off. The tail lights won't come on when the engine is off.
- Increased the number of preloaded vehicle models which will improve the vehicle model loading lag for servers that use more than 100 vehicle models.
- Attempts to fix a startup crash right after the loading screen.

0.3c RC2 client/server update

- This release attempts to fix some of the issues with text colour embedding, like misaligned colours and interferring with character encoding. If there are still problems, please report them.
- The server is now 50 slot.
- The 0.3c RC server list is now online.
- We are monitoring client crash reports so please do report them in the crash window or paste the report in this forum section.

0.3c RC1-2 client update

- Fixes a crash with player attached objects if you are using the GTA SA EU version.

SA-MP 0.3c RC1 release information is below

Important changes needed to make 0.3b scripts work with 0.3c


The functions SetPlayerHoldingObject, IsPlayerHoldingObject and StopPlayerHoldingObject have been removed. These functions were limited in the fact that they could only attach 1 object to each player. New functions have been added which allow you to attach up to 5 objects to each player.

pawn Code:

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#define MAX_PLAYER_ATTACHED_OBJECTS 5 // This is the number of attached indexes available ie 5 = 0-4
 
native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0);
native RemovePlayerAttachedObject(playerid, index);
native IsPlayerAttachedObjectSlotUsed(playerid, index);
 




If you have a lot of script bound to SetPlayerHoldingObject, these defines below might be useful. You can add them to the top of your pwn file after a_samp.inc is included. These will use player attached object slot number 4.

pawn Code:

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#define SetPlayerHoldingObject(%1,%2,%3,%4,%5,%6,%7,%8,%9) SetPlayerAttachedObject(%1,MAX_PLAYER_ATTACHED_OBJECTS-1,%2,%3,%4,%5,%6,%7,%8,%9)
#define StopPlayerHoldingObject(%1) RemovePlayerAttachedObject(%1,MAX_PLAYER_ATTACHED_OBJECTS-1)
#define IsPlayerHoldingObject(%1) IsPlayerAttachedObjectSlotUsed(%1,MAX_PLAYER_ATTACHED_OBJECTS-1)
 




Colour embedding:

You can use {RRGGBB} (hex) strings embedded in text to change the text colour. This works in the chat window, in dialogs, and in numberplates. Colour codes are automatically replaced with () in player chat text. The only exception to the colour code filtering is input dialog response text.

The return of SetVehicleNumberplate()

While the function name is the same, it works differently. All cars now have a generic numberplate "XYZR 000". The numberplate will only change if SetVehicleNumberPlate() is used. The string limit for a numberplate is 32 characters, which gives you enough space for an 8 character numberplate plus some additional room for colour codes. Please use this function with care and don't go assigning custom numberplates to vehicles that don't have plates (like planes/boats etc), as this would result in unneeded processing time on the client.

SetVehicleParamsEx()

New extended parameters for vehicles that allow you to change the state of the
vehicle engine, lights, alarm, doors locked, bonnet open/closed, boot open/closed, objective status.
These don't have to be set for each player anymore like SetVehicleParamsForPlayer(). They're
automatically replicated to all players.

pawn Code:

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#define VEHICLE_PARAMS_UNSET    -1
#define VEHICLE_PARAMS_OFF 0
#define VEHICLE_PARAMS_ON 1
 
native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective);
 




Example:

pawn Code:

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new engine,lights,alarm,doors,bonnet,boot,objective;
 
if(strcmp(cmd, "/startengine",true) == 0) {
new vid = GetPlayerVehicleID(playerid);
if(vid != INVALID_VEHICLE_ID) {
GetVehicleParamsEx(vid,engine,lights,alarm,doors,bonnet,boot,objective);
SetVehicleParamsEx(vid,VEHICLE_PARAMS_ON,lights,alarm,doors,bonnet,boot,objective);
}
return 1;
}
if(strcmp(cmd, "/stopengine",true) == 0) {
new vid = GetPlayerVehicleID(playerid);
if(vid != INVALID_VEHICLE_ID) {
GetVehicleParamsEx(vid,engine,lights,alarm,doors,bonnet,boot,objective);
SetVehicleParamsEx(vid,VEHICLE_PARAMS_OFF,lights,alarm,doors,bonnet,boot,objective);
}
return 1;
}
 




You can also write wrapper functions around this function e.g.

pawn Code:

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SetVehicleEngineOn(vehicleid)
{
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(vehicleid,engine,lights,alarm,doors,bonnet,boot,objective);
SetVehicleParamsEx(vehicleid,VEHICLE_PARAMS_ON,lights,alarm,doors,bonnet,boot,objective);
}
 
 



ManualVehicleEngineAndLights()

ManualVehicleEngineAndLights() can be used in OnGameModeInit(), or somewhere before players connect. It will instruct all clients that the server controls both the vehicle engines and the lights. That means the engine will not automatically start when the player enters the vehicle and the lights will not automatically come on at night. This is useful for role playing servers where the player might manually have to start/stop the engine. The behaviour of SetVehicleParamEx with manual engine/lights control is different depending on whether manual (server) engine and lights control is enabled.

AttachObjectToVehicle

Hopefully this one is self-explanatory.

New objects, particle objects, samp.img, samp.ide

There are a lot of things that need to be documented regarding this. Some useful information should appear on the SA-MP wiki within the next few weeks. To give a brief overview, thanks to the SA-MP beta team, SA-MP now includes hundreds of new objects, including particle objects. These objects use model/object IDs that are not normally available in San Andreas. A full list of IDs can be found in your GTA SA folder under models\samp.ide after you install any version of SA-MP 0.3c.

0.3c files

0.3c-RC1-2 Client Installer
0.3c-RC1 linux Server (20 player)
0.3c-RC1 Windows Server/Scripting (20 player)

0.3c-RC2 Client Installer
0.3c-RC2 linux Server (50 player)
0.3c-RC2 Windows Server/Scripting (50 player)

0.3c-RC4 Client Installer
0.3c-RC4 linux Server
0.3c-RC4 Windows Server/Scripting

0.3c-RC4-2 Client Installer

0.3c-RC4-2-2 Client Installer

0.3c-RC5 Client Installer
0.3c-RC5 linux Server
0.3c-RC5 Windows Server/Scripting

0.3c-RC6 Client Installer
0.3c-RC6 linux Server
0.3c-RC6 Windows Server/Scripting

0.3c-RC7 Client Installer
0.3c-RC7 linux Server
0.3c-RC7 Windows Server/Scripting



Original hier zu lesen: Klick
Also kurz gesagt einfach, wer von der Materie versteht, kann 0.3c Beta nun testen.

EDIT: 0.3b Client angehängt, da es für uns einen längeren Gebrauch geben wird.


Dateianlage:
Aufgrund eingeschränkter Benutzerrechte werden nur die Namen und (falls vorhanden) Vorschau-Grafiken der Dateianhänge angezeigt Jetzt anmelden!
0.3b Install.zip 0.3b Install.zip


R.I.P. Deathmatch on SA:MP 2008 - 2010

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#8

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 29.12.2010 09:33
von RoyADMINISTRATOR | 2.606 Beiträge

SA-MP 0.3c

Zitat von Kalcor
A new SA-MP client and server update is available! SA-MP 0.3c can be found on the Download Page.

SA-MP 0.3c features

- A redesigned car license plate system
- Particle objects for effects like fire
- Includes new and re-worked models like hats and glasses which can be worn
- Includes new stunting objects and buildings
- Improved vehicle/object surfing
- The vehicle engines and lights can now be controlled by the server
- You can now passenger drive-by with almost any weapon
- Font colour changing in the chat and dialog boxes
- Quite a few server scripting improvements and bug fixes also



Für die, die wenig Englisch Kenntnisse besitzen:


AUF DEUTSCH

- Nummernschilder der Autos können bearbeitet werden
- Feuer, Rauch usw. kann als Objekt genutzt werden
- Viele neue GTA Objekte, die es im normalen GTA SA nicht gab (Stunt Objekte usw.)
- Man kann das gesamte Fahrzeug nun kontrollieren, Motor, Motorhaube, Lichter usw.
- Als Beifahrer kann man nun mit fast allen Schusswaffen schießen
- Verschiedene Farben in Chat Zeilen und in Dialogen
- Bugfixes und diverses Scripting Kram



R.I.P. Deathmatch on SA:MP 2008 - 2010

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#9

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 29.12.2010 16:23
von D3ATHDFE LEGENDE | 2.365 Beiträge

Geil O.o also kann man mit jeder waffe driveby fasst jehaaaaaaaaaaaaaaaaaaaaaaaaaaaa Kalcor sucks trotzdem :D


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#10

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 29.12.2010 17:27
von Timmy94Attentäter | 240 Beiträge

Wann kommt also die 3c Version des DFE Servers?


Das ist mein System: http://timmy94.cwsurf.de/system.txt

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#11

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 29.12.2010 20:10
von RoyADMINISTRATOR | 2.606 Beiträge

Das könnte noch dauern, bis der FreeZone Server auf 0.3c läuft. (Leider steht es nicht in meiner Macht die Gameserver Version auf 0.3c umzustellen, das kann nur der Webadministrator)

Trotz dennoch ist das große Update sowieso noch nicht fertig, also selbst wenn der Server auf 0.3c umgestellt wird, update ich bloß das 0.3b Script, das gerade läuft auf 0.3c und lass es laufen. Die Beta Version (U.10&V.1.0) kommt dann erst später!



R.I.P. Deathmatch on SA:MP 2008 - 2010

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#12

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 30.12.2010 17:59
von IgorGlockMÖRDERATOR | 990 Beiträge

Die sollten für GTA4 was machen :>



^ gegen 0815 Servers.

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#13

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 30.12.2010 22:51
von RoyADMINISTRATOR | 2.606 Beiträge

Es gibt ja bereits ein alternatives Multiplayer für GTA IV. Allerding sind die Developer nicht vom SA-MP Team.

Wenn du dich für IV:MP intressierst, schau bei unserem Partner www.GIRLSCLAN.com vorbei, die betreiben einen IV:MP Server.

IV-MULTIPLAYER.com



R.I.P. Deathmatch on SA:MP 2008 - 2010

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#14

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 31.12.2010 13:50
von Timmy94Attentäter | 240 Beiträge

IV:MP wird nie so beliebt wie SA:MP


Das ist mein System: http://timmy94.cwsurf.de/system.txt

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#15

RE: SA:MP 0.3c in Arbeit

in Neuigkeiten 02.01.2011 01:45
von RoyADMINISTRATOR | 2.606 Beiträge

Zitat von Kalcor
Due to an unfortunate turn of events, shortly after the release of 0.3c, we are having to re-release the SA-MP 0.3c client. Many of the custom models, like the stunting primitives, that were added to SA-MP 0.3c during the development phase have been removed.

This update is not mandatory but it should be considered high priority for server owners and people who are designing 'Game Modes' around 0.3c. The objects added to the initial release won't be suitable for use on most servers, since they're being phased out in this client update.

All of the other features added to 0.3c like: number plates, vehicle control, scripting functions, attached objects, particles etc. are all still part of 0.3c.

Extended explanation:

The person who contributed some of the new models, like the stunting objects in the SAMP.img, left the SA-MP beta team under ambiguous circumstances shortly after 0.3c was released. SA-MP doesn't have the time, or resources, to deal with people who contribute to the project without making their intentions or motivations clear. It has been decided that the best way to deal with this problem is to simply remove this persons contributions from the SA-MP distribution - and eliminate any long-term problems that it might cause.

I understand this move is going to disappoint a lot of server owners who have already been working on scripts to take advantage of the content that was added to 0.3c during the testing phase. It is also disappointing to us in the team as we had dedicated several weeks of development time to new features surrounding the new objects. Unfortunately, the SA-MP team does not have complete control over everything that happens with this mod. We can only take steps to correct problems and try to prevent them from happening in the future. Accepting contributions to the project from external sources has been extremely rare throughout most of the development - as we have always recognised the risk of doing so.

We will attempt to make up for this disappointing turn of events with some new content in the next version of SA-MP (0.3d) - which hopefully won't take too long to be available.



Original: Hier

Wer keine Lust hat, es auf Englisch zu lesen, hier kurz erzählt: Die neuen SA:MP Objekte wurden gelöscht, da die Person, der sich um den SAMP.img gekümmert hat, das Team verlassen hat.

Schöner Jahresstart. ;)



R.I.P. Deathmatch on SA:MP 2008 - 2010

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