littlewhitey's Servers Forum (SA-MP/VC-MP/MTA/Zomboid)

SA-MP Server - 54.38.156.202:7777 => General => Topic started by: PawnFox on September 12, 2011, 07:09:03 PM

Title: SA-MP 0.3d - BETA RC3
Post by: PawnFox on September 12, 2011, 07:09:03 PM
Client/Server update SA-MP 0.3d RC3

- Some tweaks to the GTA:SA engine should result in increased FPS, smoother game-play, and less CPU usage for most players.
- Added final rotation parameters for MoveObject() (as default parameters).
- Added AttachObjectToObject() and object surfing on attached moving objects.
- Added example scripts: cargo ship, pirate ship, ferris wheel, for MoveObject rotation and AttachObjectToObject.
- Fixed buffer overflow in server config exec command described here: http://www.exploit-db.com/exploits/17893
As always, we recommend server owners never use config files or scripts from untrusted sources. Always edit your own config files and compile any pawn scripts your server uses from the .pwn file.

Important: The changes to MoveObject will not require you to change your script, however, all scripts that use MoveObject must be recompiled for SA-MP 0.3d.
__________________________________________________________________________________________________________________________

Client/Server update SA-MP 0.3d RC2

- Added OnPlayerTakeDamage script callback for tracking damage events on a player
- Fixed problems with tow trucks losing their tow around other players
- Added DIALOG_STYLE_PASSWORD for ShowPlayerDialog() which shows a masked input box
- The audio stream will stop playing once the player is disconnected from the server
- Fixed problems playing certain audio IDs above 2000 in PlayerPlaySound
- Added /audiomsg command to disable audio stream URL messages in the chat
- The 0.3d server lists are now live

cessil has been working on some new models for SA-MP 0.3d.
Included in SA-MP 0.3d RC2 are replacement jail cell doors, a replacement SFPD interior model with the cell doors removed, taxi signs which can be attached to any vehicle.

Code: [Select]

public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)

OnPlayerTakeDamage is called when a player takes damage and loses health.

playerid is the player who has taken damage. issuerid might be the player responsible for the damage. If the player has lost health as the result of a fall or collision, the issuerid will be INVALID_PLAYER_ID. The Float:amount contains the amount of health lost by the player from this damage event. weaponid contains the weapon type which might have caused the damage, similar to OnPlayerDeath.


Changes for SA-MP 0.3d:

- Support for Shoutcast/Icecast internet radio
- All misson sounds (IDs greater than 2000) from GTA:SA single player can now be used with PlayerPlaySound
- RemoveBuildingForPlayer can be used to remove any building or object from the game
- Fixed issue with radar jumping up and down while passengering in a vehicle
- Fixed quite a few issues with the vehicle sync which might cause vehicles to warp or to appear to be moving sideways
- Fixed problems with the motorbike/pushbike sync
- Fixed surfing on train carriages
- MAX_OBJECTS has been increased to 1000
- MAX_PICKUPS has been increased to 4096
- The frame limiter will now default to 50 fps
- Fixed some small issues with the vehicle exiting animation
- Fixed game crashes related to escalators
- Server has a feature to monitor internal frame rate in the network stats string
- Fixed an issue where you might respawn on top of the last vehicle you were surfing
- Removed the PED FACTALK animation from showing up in GetPlayerAnimationIndex
- Fixed the collision on the elevator model which would allow you to jump out while it was moving down

Code: [Select]
native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
native StopAudioStreamForPlayer(playerid);

PlayAudioStreamForPlayer is used so that the player can hear a shoutcast or icecast audio stream. Formats supported are ogg/vorbis streams and MP3 streams. The audio can either by played in the background like the normal San Andreas radio, or it can be played at a particular position, and heard over a certain distance, when 'usepos' is set to 1.

The volume of the audio stream playback is controlled by the player using their San Andreas radio volume. If their San Andreas radio volume is set to 0 they will not play any audio stream sent by the server.

Under most circumstances, audio streaming should just work. If the player requires a proxy to access the web, the SA-MP client will use the proxy they have set in their Windows internet settings. However, there is an option to override the proxy by adding audioproxyoff=1 to the sa-mp.cfg file.

Code: [Select]
native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
RemoveBuildingForPlayer can remove existing objects and buildings from San Andreas for a particular player. This function only needs to be called once and the model ID you specify will be removed for that player around the given point and radius. You can specify a large radius to remove all objects of particular model ID.

Code: [Select]
native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
This function can now play most sound IDs found in the \data\AudioEvents.txt file in your GTA San Andreas folder.

Notes:
- The 0.3d server lists are not yet operational.
- This release is for scripting only.
- More features and models will be added throughout the RC phase.

0.3d files

Latest:

SA-MP 0.3d RC3 Client: http://team.sa-mp.com/RC/03d/sa-mp-0.3d-RC3-install.exe
SA-MP 0.3d RC3 Windows Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC3_win32.zip
SA-MP 0.3d RC3 Linux Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC3.tar.gz

__________________________________________________________________________________________________________________________
0.3d old files
SA-MP 0.3d RC2 Client: http://team.sa-mp.com/RC/03d/sa-mp-0.3d-RC2-install.exe
SA-MP 0.3d RC2 Windows Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC2_win32.zip
SA-MP 0.3d RC2 Linux Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC2.tar.gz


0.3d old files
SA-MP 0.3d RC1 Client: http://team.sa-mp.com/RC/03d/sa-mp-0.3d-RC1-install.exe (http://team.sa-mp.com/RC/03d/sa-mp-0.3d-RC1-install.exe)
SA-MP 0.3d RC1 Windows Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC1_win32.zip (http://team.sa-mp.com/RC/03d/samp03dsvr_RC1_win32.zip)
SA-MP 0.3d RC1 Linux Server (20 slot): http://team.sa-mp.com/RC/03d/samp03dsvr_RC1.tar.gz (http://team.sa-mp.com/RC/03d/samp03dsvr_RC1.tar.gz)[/QUOTE]

Title: Re: SA-MP 0.3d - BETA
Post by: Gryphus_One on September 12, 2011, 07:15:31 PM
Interesting, although being a beta is supposed to have many bugs.
When the fuck will they finally fix the onfoot sync?
Title: Re: SA-MP 0.3d - BETA
Post by: [eVo]Rizla on September 12, 2011, 07:20:34 PM
shame the icecast support wasnt here earlier, everytime i sent a noob to chilliad to get the tank id have played a rickroll :D :(
Title: Re: SA-MP 0.3d - BETA
Post by: [JOKER]Miczi on September 12, 2011, 08:45:29 PM
Quote
Fixed an issue where you might respawn on top of the last vehicle you were surfing

 I thought it's a server scrypt bug, cause I've seen it only with admin spawn. Lol at how many times I've been accused of teleporting after someone killed me, cause I spawned at the same place :P
Title: Re: SA-MP 0.3d - BETA
Post by: Gryphus_One on September 12, 2011, 09:15:27 PM
Quote
Fixed an issue where you might respawn on top of the last vehicle you were surfing

 I thought it's a server scrypt bug, cause I've seen it only with admin spawn. Lol at how many times I've been accused of teleporting after someone killed me, cause I spawned at the same place :P

I had never seen nor even heard about such a thing.
Title: Re: SA-MP 0.3d - BETA
Post by: Nemesis on September 12, 2011, 09:32:17 PM
Quote
Fixed an issue where you might respawn on top of the last vehicle you were surfing

 I thought it's a server scrypt bug, cause I've seen it only with admin spawn. Lol at how many times I've been accused of teleporting after someone killed me, cause I spawned at the same place :P

LOL yeah me too
Title: Re: SA-MP 0.3d - BETA
Post by: Slide on September 12, 2011, 09:34:49 PM
hmm same here, tought it was the admin spawn bug in lw... well this explains it all.

Samp was doing this, not the scripts.
Title: Re: SA-MP 0.3d - BETA
Post by: Habdel on September 12, 2011, 09:47:31 PM
They should make a command to jack passager from vehicles!! and also bots who can be killed and who can shoot you if they see from a radius...
Title: Re: SA-MP 0.3d - BETA
Post by: Slide on September 12, 2011, 10:08:43 PM
They should make a command to jack passager from vehicles!! and also bots who can be killed and who can shoot you if they see from a radius...

this can already be scripted.
Title: Re: SA-MP 0.3d - BETA
Post by: Gryphus_One on September 12, 2011, 10:09:38 PM
and also bots who can be killed and who can shoot you if they see from a radius...

This would be nice, it could be used for a training arena or for cooperative missions of human players vs bots, like in some other games.
Title: Re: SA-MP 0.3d - BETA
Post by: Reny on September 12, 2011, 10:16:48 PM
I want radio in Jetpack. ARGHHHHHHH
Fuck that, fuck you, fuck him, fuck her, fuck it. :(
Title: Re: SA-MP 0.3d - BETA
Post by: Matz on September 12, 2011, 10:27:58 PM
I couldn't found any servers for test 0.3d lol
Title: Re: SA-MP 0.3d - BETA
Post by: Slide on September 12, 2011, 10:43:48 PM
I couldn't found any servers for test 0.3d lol

Quote
Notes:
- The 0.3d server lists are not yet operational.
- This release is for scripting only.
Title: Re: SA-MP 0.3d - BETA
Post by: Matz on September 13, 2011, 11:41:50 AM
I couldn't found any servers for test 0.3d lol

Quote
Notes:
- The 0.3d server lists are not yet operational.
- This release is for scripting only.

Ah I just missed it.

damn it
Title: Re: SA-MP 0.3d - BETA
Post by: SUPERBAD on September 13, 2011, 01:35:24 PM
oh this makes some nice possibilities, which probably will never used here :(
Title: Re: SA-MP 0.3d - BETA
Post by: iMJets on September 13, 2011, 03:08:21 PM
ahh glad to see they are still releasing updates, hope to see more from it though.
Title: Re: SA-MP 0.3d - BETA
Post by: Rosaline on September 27, 2011, 07:28:46 PM
that so cool  8)
Title: Re: SA-MP 0.3d - BETA
Post by: PawnFox on September 28, 2011, 10:00:13 AM
SA-MP 0.3d RC2 Released!

Check first post :)
Title: Re: SA-MP 0.3d - BETA
Post by: EnzoMortelli on September 28, 2011, 12:59:39 PM
Client/Server update SA-MP 0.3d RC2

- Added OnPlayerTakeDamage script callback for tracking damage events on a player That could be useful for a point system. (Assist points ^^)
- Fixed problems with tow trucks losing their tow around other players :O did they?
- Added DIALOG_STYLE_PASSWORD for ShowPlayerDialog() which shows a masked input box omfg been waiting for that so long, sucks if your whole lecture sees your password :S
- The audio stream will stop playing once the player is disconnected from the server logical conclusion, +1
- Fixed problems playing certain audio IDs above 2000 in PlayerPlaySound k
- Added /audiomsg command to disable audio stream URL messages in the chat k
- The 0.3d server lists are now live yay :D

cessil has been working on some new models for SA-MP 0.3d.
Included in SA-MP 0.3d RC2 are replacement jail cell doors, a replacement SFPD interior model with the cell doors removed, NO! where to jail rulebreakers now?  :'( taxi signs which can be attached to any vehicle. OMFG, taxi script here i come!

Code: [Select]

public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)

OnPlayerTakeDamage is called when a player takes damage and loses health.

playerid is the player who has taken damage. issuerid might be the player responsible for the damage. If the player has lost health as the result of a fall or collision, the issuerid will be INVALID_PLAYER_ID. The Float:amount contains the amount of health lost by the player from this damage event. weaponid contains the weapon type which might have caused the damage, similar to OnPlayerDeath.
Might help with Gryphus' rustler stats ;) ;D

AWZUM!
Title: Re: SA-MP 0.3d - BETA
Post by: iMJets on September 28, 2011, 04:34:24 PM
Once the (if) server gets the update, I will download it.  :P. The taxi thing sounds kinda cool, but isn't really anything important. I wish lw had normal taxi's on the server btw, I loved driving like a blue taxi around :[
Title: Re: SA-MP 0.3d - BETA
Post by: EnzoMortelli on September 28, 2011, 04:57:45 PM
Once the (if) server gets the update, I will download it.  :P. The taxi thing sounds kinda cool, but isn't really anything important. I wish lw had normal taxi's on the server btw, I loved driving like a blue taxi around :[
Stop talking about taxis or i won't be able to think about anything else anymore
 >:(
-.-
Title: Re: SA-MP 0.3d - BETA RC3
Post by: PawnFox on October 01, 2011, 02:05:57 PM
SA-MP 0.3d RC3 has been released. Check first post.
Title: Re: SA-MP 0.3d - BETA
Post by: Gryphus_One on October 01, 2011, 02:25:53 PM
Code: [Select]

public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)

OnPlayerTakeDamage is called when a player takes damage and loses health.

playerid is the player who has taken damage. issuerid might be the player responsible for the damage. If the player has lost health as the result of a fall or collision, the issuerid will be INVALID_PLAYER_ID. The Float:amount contains the amount of health lost by the player from this damage event. weaponid contains the weapon type which might have caused the damage, similar to OnPlayerDeath.
Might help with Gryphus' rustler stats ;) ;D

Enzo I doubt that this new OnPlayerTakeDamage will work for that idea of mine, because it seems that it will work only for onfoot players and not for vehicles. However, this new addition still keeps opening many new possibilities, like for example if several players are shooting to me and I die, the kill could be given to the player who made the most damage to me, instead of to the one who just gave me the final hit. This could be useful against the typical kill stealers that, when you damage your victim to just 1hp, then appear and kill him with one single shot getting the kill for themselves. It also might be helpful to detect people with modified files to take less damage.
What I'm wondering is: has this new feature been added due to this post (http://forum.sa-mp.com/showthread.php?t=237125), or were Samp developers already about to add it on their own initiative?
Title: Re: SA-MP 0.3d - BETA RC3
Post by: [eVo]PvtBenny on October 02, 2011, 12:57:30 PM
Well kill steal or not the person that did do the final hit should be given the points or kill or what ever. As the others failed to finish you off they dont deserve to have the kill.

Its the same like this with every other shooting game out there. The one that kills you gets the points so whats the point in changing that here ? Exactly there is none because its completely stupid to do so...
Title: Re: SA-MP 0.3d - BETA RC3
Post by: [JOKER]Miczi on October 02, 2011, 02:17:21 PM
Well kill steal or not the person that did do the final hit should be given the points or kill or what ever. As the others failed to finish you off they dont deserve to have the kill.

Its the same like this with every other shooting game out there. The one that kills you gets the points so whats the point in changing that here ? Exactly there is none because its completely stupid to do so...

Nah, for example in Tactical Ops frags are one thing, but it's the points you get for damaging someone what really counts (it's 1 pt for 10 hp I think). But frags should be rewarded too. Nice function imo.
Title: Re: SA-MP 0.3d - BETA RC3
Post by: BikeDriver on October 02, 2011, 02:27:26 PM
Well kill steal or not the person that did do the final hit should be given the points or kill or what ever. As the others failed to finish you off they dont deserve to have the kill.

Its the same like this with every other shooting game out there. The one that kills you gets the points so whats the point in changing that here ? Exactly there is none because its completely stupid to do so...

yea i think so too.

the one who managed to finish you off should be the one rewarded. if its the same for everybody then its fair again, right?
Title: Re: SA-MP 0.3d - BETA RC3
Post by: [eVo]PvtBenny on October 02, 2011, 03:29:56 PM
What you can do is award points to the people that didnt kill the guy but did shave off some Health points with  kill assist points or something or return of bullets used on the killed guy. But dont award them the kill point as they didnt actually kill the guy but only assisted in doing so as the other guy did manage to actually kill the dude.
Title: Re: SA-MP 0.3d - BETA RC3
Post by: [JOKER]Miczi on October 02, 2011, 05:58:03 PM
What you can do is award points to the people that didnt kill the guy but did shave off some Health points with  kill assist points or something or return of bullets used on the killed guy. But dont award them the kill point as they didnt actually kill the guy but only assisted in doing so as the other guy did manage to actually kill the dude.

Ye, agree. But for example experience points and stuff could be split among the killers/shooters.
Title: Re: SA-MP 0.3d - BETA RC3
Post by: EnzoMortelli on October 02, 2011, 07:18:09 PM
take an example from COD:
+5 for kill
+3 for assist.
something like that would now be possible.
Title: Re: SA-MP 0.3d - BETA RC3
Post by: BikeDriver on October 02, 2011, 08:42:33 PM
"points" instead of kills would be completly retarded
Title: Re: SA-MP 0.3d - BETA RC3
Post by: EnzoMortelli on October 02, 2011, 09:45:34 PM
for you and for LWs
but the opportunity is given.
Title: Re: SA-MP 0.3d - BETA RC3
Post by: iMJets on October 05, 2011, 05:36:55 PM
Thats completly Changing gameplay. why not get a half a kill or something. and two halfs get a whole...
Title: Re: SA-MP 0.3d - BETA RC3
Post by: EnzoMortelli on October 05, 2011, 06:08:26 PM
Achievement unlocked
'Cheap Trick'
Kill someone with only taking 0.01 of his health!
Title: Re: SA-MP 0.3d - BETA RC3
Post by: Gryphus_One on October 05, 2011, 10:49:28 PM
Thats completly Changing gameplay. why not get a half a kill or something. and two halfs get a whole...

But having decimals in your number of kills would look weird. :o
Title: Re: SA-MP 0.3d - BETA RC3
Post by: [eVo]PvtBenny on October 06, 2011, 12:43:15 AM
If you award the player that did the most damage with the kill point but he did not actually kill the person. You would only award his lack of skills to kill. Granted kill stealing is not favored by anyone that is victim to it. But kill stealing happens in every game. Sometimes you dont kill the guy in CoD or BF but some other guy from your team does or from another team (if you play squad deathmatch in like Bad Company 2 for example 16 players 4 teams 4 players per team) it happens alot. And points always get placed like this. Killer gets the kill points. Players who hit the guy but did not kill them get the kill assist points. And the dead guy gets to respawn with more death points.

As for Jets. Well if this where to get put into the game mode. You can add rewards (or unlocks if u will) Rank up / Level up. Achieve something get proper motivation to actually do something to get those rewards cuz right now the server doesnt get more than 20 players at a time.

But thats just the ages old subject that doesnt need more discussion. As the only solution is action.