Author Topic: SA-MP 0.3d - BETA RC3  (Read 13316 times)

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Offline PawnFox

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SA-MP 0.3d - BETA RC3
« 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
SA-MP 0.3d RC1 Windows Server (20 slot): 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[/QUOTE]

« Last Edit: October 01, 2011, 02:04:59 PM by ★ PawnFox ★ »

Offline Gryphus_One

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Re: SA-MP 0.3d - BETA
« Reply #1 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?

Offline [eVo]Rizla

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Re: SA-MP 0.3d - BETA
« Reply #2 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 :(

Offline [JOKER]Miczi

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Re: SA-MP 0.3d - BETA
« Reply #3 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


Offline Gryphus_One

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Re: SA-MP 0.3d - BETA
« Reply #4 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.

Offline Nemesis

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Re: SA-MP 0.3d - BETA
« Reply #5 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

Offline Slide

Re: SA-MP 0.3d - BETA
« Reply #6 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.

Offline Habdel

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Re: SA-MP 0.3d - BETA
« Reply #7 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...
« Last Edit: September 12, 2011, 09:50:17 PM by Habdel »

Offline Slide

Re: SA-MP 0.3d - BETA
« Reply #8 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.

Offline Gryphus_One

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Re: SA-MP 0.3d - BETA
« Reply #9 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.

Offline Reny

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Re: SA-MP 0.3d - BETA
« Reply #10 on: September 12, 2011, 10:16:48 PM »
I want radio in Jetpack. ARGHHHHHHH
Fuck that, fuck you, fuck him, fuck her, fuck it. :(
" Flames, they licked the walls,
Tenderly they turned to dust all that i adore.. "
  

Offline Matz

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Re: SA-MP 0.3d - BETA
« Reply #11 on: September 12, 2011, 10:27:58 PM »
I couldn't found any servers for test 0.3d lol

Offline Slide

Re: SA-MP 0.3d - BETA
« Reply #12 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.

Offline Matz

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Re: SA-MP 0.3d - BETA
« Reply #13 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

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Re: SA-MP 0.3d - BETA
« Reply #14 on: September 13, 2011, 01:35:24 PM »
oh this makes some nice possibilities, which probably will never used here :(