Argonath RPG - A World of its own

GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Fuzzy on March 05, 2012, 01:26:34 pm

Title: SA-MP 0.3e
Post by: Fuzzy on March 05, 2012, 01:26:34 pm
Quote
SA-MP 0.3e is mainly a security update. Some new features and models are planned. More will be added during the RC period.

- There are some minor security problems in the previous version which is resulting in servers being attacked with specially made tools. Resolving this issue requires both a client and server update.
- Fixed a bug introduced in 0.3d where a player might be able to avoid death if they have a custom animation applied.
- An issue setting the player colour of player IDs greater than 500 has been resolved.
- An issue where a player might get kicked if the server used SpawnPlayer() has been fixed.
- Fixed an issue with the server browser where it might crash if invalid data was returned by the server.

Although SA-MP 0.3e is mainly a security update, there are a few new features:

- Added some new models models made by cessil including tophat, cane, several different wall sections.
- Scripted dialogs now have a caption bar.

- The server can get the exact revision of the client using GetPlayerVersion().
pawn Code:

native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player


- A parameter has been added to SetPlayerCameraLookAt() so that the camera will move to the new position, rather than teleport.
pawn Code:

#define CAMERA_CUT  2
#define CAMERA_MOVE 1
native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);


- A new tool has been added to make it easier to find positions for player attached objects. This new tool can also be used on ordinary objects.
http://forum.sa-mp.com/showthread.php?t=323271 (http://forum.sa-mp.com/showthread.php?t=323271)



Seems some nice features and bug fixes. Probably more features will be added thru the RC stages
NOTE: Not a full release yet, dont download it unless you plan on testing some functions on your own server
Title: Re: SA-MP 0.3e
Post by: MrFrancis on March 05, 2012, 02:30:34 pm
Quote
- Fixed a bug introduced in 0.3d where a player might be able to avoid death if they have a custom animation applied,
Glad this is going to get fixed
Title: Re: SA-MP 0.3e
Post by: Reece on March 05, 2012, 02:32:23 pm
Nice and as Francis said, that is a great bug to have fixed.
Title: Re: SA-MP 0.3e
Post by: Ted on March 05, 2012, 02:44:56 pm
People will as always find away around that fix. I'm sure i remember this type of bug being fixed numerous times over the years.
Title: Re: SA-MP 0.3e
Post by: Kapil on March 05, 2012, 06:05:27 pm
Great news :)
Title: Re: SA-MP 0.3e
Post by: Gandalf on March 05, 2012, 06:20:19 pm
We will keep track of the RC and final release. Scripters will ensure that scripts can run without problems so we can switch soon after release.
Title: Re: SA-MP 0.3e
Post by: danne132 on March 06, 2012, 03:33:36 pm
Is this going to get updated on Argonath along with RS5?
Title: Re: SA-MP 0.3e
Post by: murdoxix on March 06, 2012, 03:52:59 pm
We will keep track of the RC and final release. Scripters will ensure that scripts can run without problems so we can switch soon after release.
Good :)
Title: Re: SA-MP 0.3e
Post by: Hevar. on March 06, 2012, 04:17:20 pm
Awesome !!! I love it =)
Title: Re: SA-MP 0.3e
Post by: Julio. on March 06, 2012, 04:50:16 pm
Hmm, I wonder when SA:MP 1.0 will come out  :D
Title: Re: SA-MP 0.3e
Post by: Ben. on March 06, 2012, 05:02:14 pm
I like the camera thing...could be like a security man standing in a booth!  :evil:
Title: Re: SA-MP 0.3e
Post by: Michele_Noord on March 06, 2012, 05:29:56 pm
Good to hear  ;)
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 08, 2012, 12:31:23 am
[aeva]
Quote
Client/server update SA-MP 0.3e RC2

- Fixed bug where the player might get teleported to 0,0,0 if they're surfing a vehicle that gets respawned/deleted.
- New pawns:
Code: [Select]
native AttachPlayerObjectToVehicle(playerid, objectid, vehicleid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:RotZ);
native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
native AttachCameraToObject(playerid, objectid);
native AttachCameraToPlayerObject(playerid, playerobjectid);

[/aeva]
Title: Re: SA-MP 0.3e
Post by: Ted on March 08, 2012, 12:37:57 am
Nice that the vehicle surfing bug has been fixed, it used to leave people bewildered.
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 13, 2012, 01:10:39 pm
Quote
Client/server update SA-MP 0.3e RC3

- Fixed problem where player attached objects might appear floating, not attached to the player - if the game decided to stream the player out.
- Attached objects will be removed when the player respawns or enters class selection, not when the player dies (during the death animation).
- Added new objects from cessil: ~40 new walls including doorways and windows, handcuffs, police lights, speed bump, different coloured headphones.

Screenshots of new handcuffs object:

(http://www.sa-mp.com/screens/cuffed_action1as.png) (http://http://www.sa-mp.com/screens/cuffed_action1a.png)(http://www.sa-mp.com/screens/cuffed_action1bs.png) (http://http://www.sa-mp.com/screens/cuffed_action1b.png)

Pretty awesome, atleast the new objects.
Title: Re: SA-MP 0.3e
Post by: SeanC on March 13, 2012, 01:14:46 pm
The handcuffs are awesome.
Title: Re: SA-MP 0.3e
Post by: Cyril on March 13, 2012, 01:31:43 pm
New police lights ?  :D :alert"
Title: Re: SA-MP 0.3e
Post by: Orel on March 13, 2012, 01:41:01 pm
Yeah, I like that new object.
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 13, 2012, 01:41:39 pm
Ok I checked them out on my server, heres something interesting
Speedbumb:
(http://i42.tinypic.com/2vxogp4.png)

New police light: (I already see this pretty awesome looking on for example SAPD Command truck :D)
www.youtube.com/watch?v=v-qtIVzSqVc (http://www.youtube.com/watch?v=v-qtIVzSqVc#ws)
Title: Re: SA-MP 0.3e
Post by: Cyril on March 13, 2012, 01:44:52 pm
I jizzed at the new polices lights!! Need it  :cop:
Title: Re: SA-MP 0.3e
Post by: MrFrancis on March 13, 2012, 02:14:11 pm
I like the speedbumps :D
Title: Re: SA-MP 0.3e
Post by: Reece on March 13, 2012, 02:39:50 pm
The new lights are epic! Would like great on the command truck!

Speed bumps could be interesting.
Title: Re: SA-MP 0.3e
Post by: Ted on March 13, 2012, 02:53:29 pm
The speed bumps would be pointless from a technical aspect? I'm seeing them more being a visual thing than anything else. I know for a fact it would not slow anyone down unless like in real life if you were to speed across one it would rip underneath of your car to bits :lol:

Yes i live close to areas which have speed bumps around and witnessed nutters speed over them and continue driving with the exhaust hanging off.
Title: Re: SA-MP 0.3e
Post by: Paco on March 13, 2012, 03:03:37 pm
Those handcuffs, is soooooo cool!! I'm already excited for this release and those handcuffs gets added ^^
Title: Re: SA-MP 0.3e
Post by: Hevar. on March 13, 2012, 03:05:01 pm
Ok I checked them out on my server, heres something interesting
Speedbumb:
(http://i42.tinypic.com/2vxogp4.png)


That is good for ARA :D now can ARA put it out at Work area so people can slow down =)

Very useful thing
Title: Re: SA-MP 0.3e
Post by: Jack Rosso on March 13, 2012, 03:36:02 pm
That would be good for ara, indeed
Title: Re: SA-MP 0.3e
Post by: Thomas_A on March 13, 2012, 03:40:48 pm
If you put thoose speed bumps onto ground and take cover in a bush, It will be like a hidden camera joke when you see Infernus coming on full speed it starts making stunts in like damn Die Hard 4.

Handcuffs are good idea as long as they keep players escaping from officers while they are cuffed by script.
Title: Re: SA-MP 0.3e
Post by: Michele_Noord on March 13, 2012, 04:17:40 pm
Speedbumbs are nice :O!
Title: Re: SA-MP 0.3e
Post by: KhornateMonkey on March 13, 2012, 05:45:35 pm
I jizzed, think of some speed bumps on the main road from Commerce to Idlewood, that would be so bad, lol.

Those sirens are nice too.
Title: Re: SA-MP 0.3e
Post by: Daco on March 13, 2012, 05:54:03 pm
>place speedbumps in gta game server to reduce speed
>suddently, everybody is stunting
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 13, 2012, 06:38:18 pm
Command truck and Buffalo with new siren and speedbump testing:
www.youtube.com/watch?v=y5_xbQ_ObbE (http://www.youtube.com/watch?v=y5_xbQ_ObbE#ws)
Title: Re: SA-MP 0.3e
Post by: Paco on March 13, 2012, 06:42:31 pm
Woah! Great video!! :D
Title: Re: SA-MP 0.3e
Post by: IronHiDe on March 13, 2012, 07:00:56 pm
That buffalo got fucked up on the speedbump :D
Title: Re: SA-MP 0.3e
Post by: Hevar. on March 13, 2012, 07:04:30 pm
Command truck and Buffalo with new siren and speedbump testing:
www.youtube.com/watch?v=y5_xbQ_ObbE (http://www.youtube.com/watch?v=y5_xbQ_ObbE#ws)

Hahaha!! Nice =)
Title: Re: SA-MP 0.3e
Post by: Karmps. on March 13, 2012, 07:06:47 pm
Looks pretty sweet. Pershing could use speedbumps.
Title: Re: SA-MP 0.3e
Post by: Hevar. on March 13, 2012, 07:08:28 pm
Looks pretty sweet. Pershing could use speedbumps.

No !! That was a bad idea.
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 07:58:40 pm
Love these new features!

Is the new police light stuck as red/blue, or are there other colors too?

The speedbumps in Pershing is a great idea. People race through there like idiots so often I'm surprised more users don't complain when they get rammed or carkilled, which is quite often in itself. I think it would be awesome if the Argonath Government gave ARA some funding to place these... ;)
Title: Re: SA-MP 0.3e
Post by: Cyril on March 13, 2012, 08:02:19 pm
People driving like maniac is the spirit of Argonath ! I don't think adding those things will reduce the speed, but everyone will go full speed and stunt around  :lol:
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 08:02:59 pm
People driving like maniac is the spirit of Argonath ! I don't think adding those things will reduce the speed, but everyone will go full speed and stunt around  :lol:
The Spirit? Maybe only for speeders! D:
Title: Re: SA-MP 0.3e
Post by: Aldo on March 13, 2012, 08:07:59 pm
People driving like Twenty is the spirit of Argonath ! I don't think adding those things will reduce the speed, but everyone will go full speed and stunt around  :lol:
fixed
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 08:13:04 pm
fixed
Oh if only she saw us now :lol:
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 13, 2012, 08:28:01 pm
Is the new police light stuck as red/blue, or are there other colors too?
Only red & blue...but there is another one without the red & blue flash and you can add custom ones to that
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 08:29:30 pm
Only red & blue...but there is another one without the red & blue flash and you can add custom ones to that
Well, I guess that'll have to do! :)
Title: Re: SA-MP 0.3e
Post by: DeeJay on March 13, 2012, 08:31:09 pm
Noooo!! No speedbumps in Pershing! My hotring will get destroyed
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 08:35:25 pm
Noooo!! No speedbumps in Pershing! My hotring will get destroyed
When your exhaust is dragging on the ground, then maybe SA:MP SAPD will finally be able to slow you down! :lol:
Title: Re: SA-MP 0.3e
Post by: DeeJay on March 13, 2012, 08:47:16 pm
True true.. Sucks having dual exhausts
Title: Re: SA-MP 0.3e
Post by: Devin on March 13, 2012, 08:57:52 pm
I dislike speedbumps in real life, please do not make me have to dislike them In-Game too.
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 09:03:47 pm
I dislike speedbumps in real life, please do not make me have to dislike them In-Game too.
They are there for a reason ;)
Title: Re: SA-MP 0.3e
Post by: Cyril on March 13, 2012, 09:13:58 pm
I don't see anyone complaining about the driving on Argonath to be honest. I really think those speed things are not needed.
Title: Re: SA-MP 0.3e
Post by: Ted on March 13, 2012, 09:14:15 pm
RedSoldier the cuffs are only an object. It's not a cuff, freeze and drag script.
Title: Re: SA-MP 0.3e
Post by: SugarD on March 13, 2012, 09:17:40 pm
I don't see anyone complaining about the driving on Argonath to be honest. I really think those speed things are not needed.
There was a huge outcry about it a year or so ago.
Title: Re: SA-MP 0.3e
Post by: Murt on March 13, 2012, 09:18:02 pm
Interesting news...
Title: Re: SA-MP 0.3e
Post by: Gird3r on March 13, 2012, 09:56:28 pm
That is good for ARA :D now can ARA put it out at Work area so people can slow down =)

Very useful thing

Oh look new objects I can stunt on.  :devroll:
Title: Re: SA-MP 0.3e
Post by: Devin on March 13, 2012, 10:03:52 pm
Oh look new objects I can stunt on.  :devroll:

And more cops are going to suspect you now.  :lol:
Title: Re: SA-MP 0.3e
Post by: Link9rly on March 13, 2012, 11:52:23 pm
Speedbumps: No. Get hit by a car? Pay and Spray is there and won't cost a thing. Realism like this is one thing we don't need in this server.
Police lights: Eh.... sure. I don't see anything wrong.
Title: Re: SA-MP 0.3e
Post by: Devin on March 14, 2012, 12:24:18 am
It seems that even doing under the speed limits, those speedbumps will damage the vehicles.

(http://cdn4.benzinga.com/files/facebook-mock-dislike_0.png)
Title: Re: SA-MP 0.3e
Post by: SugarD on March 14, 2012, 12:31:43 am
It seems that even doing under the speed limits, those speedbumps will damage the vehicles.
You're supposed to slow way down for them! ;)
Title: Re: SA-MP 0.3e
Post by: Devin on March 14, 2012, 12:36:47 am
When I see Speed bumps get implemented, I will add Hydraulics to each of my Vehicles therefore I can raise them to go over the speedbumps.
Problem solved.  :roll:
Title: Re: SA-MP 0.3e
Post by: SugarD on March 14, 2012, 12:48:30 am
When I see Speed bumps get implemented, I will add Hydraulics to each of my Vehicles therefore I can raise them to go over the speedbumps.
Problem solved.  :roll:
Actually you would just be more susceptible to crashing xD
Title: Re: SA-MP 0.3e
Post by: Devin on March 14, 2012, 12:53:38 am
Actually you would just be more susceptible to crashing xD

I highly doubt it.
Now please keep back on topic.
Title: Re: SA-MP 0.3e
Post by: Gimli on March 14, 2012, 01:19:34 am
When I see Speed bumps get implemented, I will add Hydraulics to each of my Vehicles therefore I can raise them to go over the speedbumps.
Problem solved.  :roll:
Assuming they'll get implemented.. ;)
Title: Re: SA-MP 0.3e
Post by: Devin on March 14, 2012, 02:05:38 am
Assuming they'll get implemented.. ;)

Leave those monstrosities out of the server!  :redface:

(http://i433.photobucket.com/albums/qq59/crayzie/speedbump.jpg)
Title: Re: SA-MP 0.3e
Post by: DeeJay on March 14, 2012, 04:28:47 pm
But I like the lights for the PD cars. I saw on a MTA SA server who had the same lights on Sultans and used them as PD cars instead of the regular premier.
Title: Re: SA-MP 0.3e
Post by: Gimli on March 14, 2012, 04:34:26 pm
The speedbumps are rubbish though, they barely have any effect..
Title: Re: SA-MP 0.3e
Post by: Michele_Noord on March 14, 2012, 05:07:54 pm
The speedbumps are rubbish though, they barely have any effect..

More people will stunt over them I guess.
Title: Re: SA-MP 0.3e
Post by: Conroy on March 14, 2012, 05:11:41 pm
They don't have any affect when you are speeding, you simply drive over them

On the other hand... Messing about with Zaila:

(http://i.imgur.com/3U26k.jpg)
Title: Re: SA-MP 0.3e
Post by: Zaila on March 14, 2012, 05:16:58 pm
I'm a topkop!
Title: Re: SA-MP 0.3e
Post by: Daniel_Bradford on March 14, 2012, 05:23:13 pm
Chase allowed you to use his chainsaw ?
Title: Re: SA-MP 0.3e
Post by: Aldo on March 14, 2012, 06:45:47 pm
The speedbumps are rubbish though, they barely have any effect..

I did some test

I create the speedbump at the playerpos and lowered z angle by 1,0.9,0.8 and 0.8 had the most effect even tho it was floating above the ground not by that much

I tested it with 10 different vehicles with shocking results, I recorded each one, but I can't upload it atm due to Windows Movie Maker having problems with Nvidia drivers >_>, hopefully updating my drivers fix it
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 14, 2012, 06:51:29 pm
They don't have any affect when you are speeding, you simply drive over them
Lift them from the ground more.
Title: Re: SA-MP 0.3e
Post by: Aldo on March 14, 2012, 06:53:46 pm
Lift them from the ground more.

Like I said in my post above they have to be fucking floating to have any real effect

Maybe what if you put to on the bottom back to back and one on top to increase height but make it NOT look like its floating ? :trust:

Post Merge: March 14, 2012, 07:02:44 pm
Okay the driver update fixed my video problems and I will be processing the video after I upload this ARPD report

Post Merge: March 14, 2012, 08:05:29 pm
0.3e SpeedBump Test  (http://www.youtube.com/watch?v=28gJwfqZV2M#)
Title: Re: SA-MP 0.3e
Post by: Conroy on March 14, 2012, 08:23:19 pm
Floating objects suck! Plus, lifting them any higher will make them only possible to go over in a monster truck when it's actually going at the correct speed...
Title: Re: SA-MP 0.3e
Post by: Devin on March 14, 2012, 08:59:43 pm
Also take into account, you get some really low vehicles, as well as some really high riding vehicles.
It has to accommodate for all if it was to be added.
Title: Re: SA-MP 0.3e
Post by: steveday50 on March 14, 2012, 09:07:06 pm
0.3e addons are going to be epic!
Title: Re: SA-MP 0.3e
Post by: Pancher on March 14, 2012, 09:08:59 pm
This will be nice, arms behind the back on people cops arrest and the speed bumps for the win!!! around LS City Hall and maybe around other state location!?!! :)

Will see what RS5 have to offer along with this new SA:MP release with it's futures.
Title: Re: SA-MP 0.3e
Post by: Karmps. on March 14, 2012, 09:10:36 pm
When your exhaust is dragging on the ground, then maybe SA:MP SAPD will finally be able to slow you down! :lol:
uhm...The speedbump is actually kinda wear second thought..
Title: Re: SA-MP 0.3e
Post by: SugarD on March 14, 2012, 09:14:08 pm
This will be nice, arms behind the back on people cops arrest and the speed bumps for the win!!! around LS City Hall and maybe around other state location!?!! :)

Will see what RS5 have to offer along with this new SA:MP release with it's futures.
I agree, it sounds awesome! Would love to also see the current cuff animation changed, and the object added so it looks more like the player is actually being cuffed. I'm sure new players would appreciate it too, since they would finally understand what's going on :lol:
Title: Re: SA-MP 0.3e
Post by: steveday50 on March 14, 2012, 09:14:54 pm
We love you too Pancher :D
Title: Re: SA-MP 0.3e
Post by: Kalvin on March 15, 2012, 05:09:08 am
Cuff system is pretty awesome, Love it.

Title: Re: SA-MP 0.3e
Post by: Goodandy. on March 15, 2012, 05:23:05 am
Cuff system is pretty awesome, Love it.

 :hurray:
Title: Re: SA-MP 0.3e
Post by: Fuzzy on March 20, 2012, 04:02:41 pm
This is the greatest update ever...

Quote
Client/server update SA-MP 0.3e RC4

- Should fix vehicle ID messup if a dead vehicle was deleted by the game.
- Player slots for the RC are now uncapped (up to 500 players).
- Fixed texture filtering issue on the new models.
- Added noclip flymode camera example filterscript.
- New models from cessil: 40 more walls, vehicle barrier, bucket, scarf.
- The server can now enable the player's mouse cursor to click on a TextDraw:

Code: [Select]
native TextDrawSetSelectable(Text:text, set); // the default is 0 (non-selectable)
native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
native CancelSelectTextDraw(playerid);  // cancel textdraw selection with the mouse
forward OnPlayerClickTextDraw(playerid, Text:clickedid);

Title: Re: SA-MP 0.3e
Post by: Aldo on March 20, 2012, 04:49:03 pm
This is the greatest update ever...

Hell Yea!
Title: Re: SA-MP 0.3e
Post by: DHR.Mike on March 20, 2012, 05:02:39 pm
Argonath already has enough objects to slow people down! there called walls :rofl: and people seem to drive into them on a daily bases  :rofl:
Title: Re: SA-MP 0.3e
Post by: Devin on March 20, 2012, 06:21:49 pm
Argonath already has enough objects to slow people down! They're called walls :rofl: and people seem to drive into them on a daily basis  :rofl:

 :devroll:
Title: Re: SA-MP 0.3e
Post by: SugarD on March 20, 2012, 09:37:14 pm
Argonath already has enough objects to slow people down! there called walls :rofl: and people seem to drive into them on a daily bases  :rofl:
Sounds a lot like the other thing that tends to slow users down. What's it called again? Uhh...oh ya! Poles! :lol:
Title: Re: SA-MP 0.3e
Post by: Hevar. on March 21, 2012, 06:28:52 pm
Argonath already has enough objects to slow people down! there called walls :rofl: and people seem to drive into them on a daily bases  :rofl:

Or traffic lights / traffic lamps -.-
Title: Re: SA-MP 0.3e
Post by: Chase on March 21, 2012, 09:29:45 pm
Kye forgot to add these. They're in the wiki but not on the update page :D

    EditAttachedObject
    EditObject
    EditPlayerObject
Title: Re: SA-MP 0.3e
Post by: Morgan_Rose on March 22, 2012, 03:03:22 pm
Damn yeah that's awesome! SA-MPo.3e and RS5? Well, waiting in game for it, people stop act in contempt to it it's amazing scripts (According to what I've seen), assuming it would be comfortable in game that would be awesome!
Title: Re: SA-MP 0.3e
Post by: DHR.Mike on March 22, 2012, 03:07:47 pm
Or traffic lights / traffic lamps -.-

 Yea i was thinking of adding more of those, 2 between each 2  :rofl:

:devroll:

Gramma Nazi!
Title: Re: SA-MP 0.3e
Post by: Devin on March 22, 2012, 04:15:53 pm
Yeah I was thinking of adding more of those, 2 between each 2.  :rofl:

Grammar Nazi!

Ok, my job here is complete.  :roll:
Title: Re: SA-MP 0.3e
Post by: SugarD on March 22, 2012, 11:34:11 pm
Okay, my job here is complete.  :roll:
Noted. ;)
Title: Re: SA-MP 0.3e
Post by: Daco on March 23, 2012, 01:15:12 pm
Noted. ;)

Okay isn't even a word
Title: Re: SA-MP 0.3e
Post by: SugarD on March 23, 2012, 08:16:48 pm
Okay isn't even a word
http://en.wikipedia.org/wiki/Okay (http://en.wikipedia.org/wiki/Okay)
Fail troll is fail.
Title: Re: SA-MP 0.3e
Post by: Aldo on March 23, 2012, 09:11:14 pm
Client/server update SA-MP 0.3e RC5

- There was a new bug introduced in 0.3e RC4 where sunk vehicles might get deleted by the client.
- Fixed: TextDraw still using hover colour after selection was disabled.
- Extra security is added to script callbacks including OnDialogResponse.
- Fixed: Two-sided texture problem with the bucket model.
- Adds per-player TextDraw system with up to 256 TextDraws per player. There are now global-scope TextDraws and player-scope. All TextDraw functions have player variants:

Code: [Select]
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
native PlayerTextDrawShow(playerid, PlayerText:text);
native PlayerTextDrawHide(playerid, PlayerText:text);
native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
// ..[] etc
Title: Re: SA-MP 0.3e
Post by: Hevar. on March 24, 2012, 02:07:51 am
Client/server update SA-MP 0.3e RC5

- There was a new bug introduced in 0.3e RC4 where sunk vehicles might get deleted by the client.
- Fixed: TextDraw still using hover colour after selection was disabled.
- Extra security is added to script callbacks including OnDialogResponse.
- Fixed: Two-sided texture problem with the bucket model.
- Adds per-player TextDraw system with up to 256 TextDraws per player. There are now global-scope TextDraws and player-scope. All TextDraw functions have player variants:

Code: [Select]
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
native PlayerTextDrawShow(playerid, PlayerText:text);
native PlayerTextDrawHide(playerid, PlayerText:text);
native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
// ..[] etc

Hmm.... Are you the new Argonath scripter?
Title: Re: SA-MP 0.3e
Post by: KhornateMonkey on March 24, 2012, 02:34:18 am
Nope, he's just a good one.
Title: Re: SA-MP 0.3e
Post by: Chase on May 08, 2012, 01:50:36 am
It's released FULLY!

http://www.sa-mp.com (http://www.sa-mp.com)
Title: Re: SA-MP 0.3e
Post by: Devin on May 08, 2012, 02:13:42 am
Ok, calm down, it is just a client.
Title: Re: SA-MP 0.3e
Post by: Jack Rosso on May 08, 2012, 02:41:17 am
Intresting..

Wonder if the scripters are gonna add some of these new features / use those objects in RS4, or just start using them when RS5 is released..
Title: Re: SA-MP 0.3e
Post by: Teddy on May 08, 2012, 04:34:14 am
Ok, calm down, it is just a client.

No. The server has also been released.  :cool:

Title: Re: SA-MP 0.3e
Post by: Gimli on May 08, 2012, 08:52:45 am
Intresting..

Wonder if the scripters are gonna add some of these new features / use those objects in RS4, or just start using them when RS5 is released..
RS5. RS4 development is frozen.
Title: Re: SA-MP 0.3e
Post by: Murt on May 08, 2012, 09:25:20 am
RS5. RS4 development is frozen.

But will the server be updated to 0.3e now in the present state? Or will it run 0.3d until RS5 is released?
Title: Re: SA-MP 0.3e
Post by: Cyril on May 08, 2012, 11:20:10 am
Intresting..

Wonder if the scripters are gonna add some of these new features / use those objects in RS4, or just start using them when RS5 is released..

Nothing will be add anymore on RS4. They are completly focusing on RS5 :)
Title: Re: SA-MP 0.3e
Post by: Devin on May 08, 2012, 01:14:18 pm
There would be no purpose of upgrading the current server to 0.3e if they are not going to add/change anything.
Therefore the most logical thing to do now would be to only upgrade SA:MP to 0.3e once RS5 has been released.
Title: Re: SA-MP 0.3e
Post by: Karmps. on May 08, 2012, 01:17:19 pm
There would be no purpose of upgrading the current server to 0.3e if they are not going to add/change anything.
Therefore the most logical thing to do now would be to only upgrade SA:MP to 0.3e once RS5 has been released.
Let me remind you that all of the servers have been preparing for 0.3e and they will upgrade to it.And if we keep 0.3d until RS5 we would lose alot of new players to our community, since you cant play Argonath RPG on 0.3e until RS5...
Title: Re: SA-MP 0.3e
Post by: Devin on May 08, 2012, 01:23:25 pm
Let me remind you that all of the servers have been preparing for 0.3e and they will upgrade to it.And if we keep 0.3d until RS5 we would lose alot of new players to our community, since you cant play Argonath RPG on 0.3e until RS5...

If players will rather go to other servers due to the servers running 0.3e, let them.
Those that want to stay on Argonath will stay on 0.3d.
Title: Re: SA-MP 0.3e
Post by: Watti on May 08, 2012, 01:31:41 pm
Im not sure on who remembers.. but our FIRST Scripts we had RS1 if you want. was not compatable with the SAMP 2/3 (not sure on version now) So we continued to play on the old System untill the new one is ready.. look at us now... Stronger then ever
Title: Re: SA-MP 0.3e
Post by: Karmps. on May 08, 2012, 01:38:39 pm
If players will rather go to other servers due to the servers running 0.3e, let them.
Those that want to stay on Argonath will stay on 0.3d.
I was talking about the new players joining, then we would only had the regulars and veterans playing since Argonath is our home of SA:MP  :lol:
Title: Re: SA-MP 0.3e
Post by: Devin on May 08, 2012, 01:48:35 pm
When you click once on the server, the "block" under the player list shows you the Version of SA:MP which the server is using,
if they don't realize the server is on 0.3d I would unfortunately have to say, their loss.

It's not difficult to run two versions of SA:MP, lets say 0.3d and 0.3e, just make two copies of your GTA SA, then install 0.3d in the one, while installing 0.3e in the other.
Title: Re: SA-MP 0.3e
Post by: Gimli on May 08, 2012, 02:57:50 pm
Of course we will upgrade to 0.3e.. To not upgrade would be completely stupid as we would miss out on a lot of players, not to mention that 0.3e is mainly a security update rather a feature update..

This upgrade should be done sometime within the next 24 hours
Title: Re: SA-MP 0.3e
Post by: Aldo on May 08, 2012, 07:42:48 pm
Of course we will upgrade to 0.3e.. To not upgrade would be completely stupid as we would miss out on a lot of players, not to mention that 0.3e is mainly a security update rather a feature update..

This upgrade should be done sometime within the next 24 hours

Incognito's Streamer Plugin v2.6 works with 0.3e with no weird object rotations when moving

Y-Less' sscanf 2.6 is non memory hacking so that will work with all future samps

All you really have to do is update those plugins and their .incs and recompile the script and it will run 0.3d/e no problems (unless you using other memory hacking plugins)
Title: Re: SA-MP 0.3e
Post by: Ted on May 08, 2012, 07:53:13 pm
Incognito's Streamer Plugin v2.6 works with 0.3e with no weird object rotations when moving

Y-Less' sscanf 2.6 is non memory hacking so that will work with all future samps

All you really have to do is update those plugins and their .incs and recompile the script and it will run 0.3d/e no problems (unless you using other memory hacking plugins)

I'm sure Gimli has figured that out after many years. :lol:

I doubt external sources are used for plugins as it's harder to trust whether or not they do what they say they do. Trust Y-Less and that's about it.
Title: Re: SA-MP 0.3e
Post by: Aldo on May 08, 2012, 08:36:15 pm
I'm sure Gimli has figured that out after many years. :lol:

I doubt external sources are used for plugins as it's harder to trust whether or not they do what they say they do. Trust Y-Less and that's about it.
Explains why it takes up to 24hours to update the server

Incognito's Streamer Plugin is used by 99% of SAMP servers
You should read up on what it does
http://forum.sa-mp.com/showthread.php?t=102865 (http://forum.sa-mp.com/showthread.php?t=102865)
Title: Re: SA-MP 0.3e
Post by: Ted on May 08, 2012, 08:57:31 pm
People have time constraints. I don't give a toss who uses the streamer plugin...
Title: Re: SA-MP 0.3e
Post by: Louis_Keyl on May 08, 2012, 09:10:26 pm
Explains why it takes up to 24hours to update the server

You don't have to be an smartass to the guy who has been scripting in our community for years.
Title: Re: SA-MP 0.3e
Post by: Krueger on May 09, 2012, 12:45:32 am
SA-MP 0.3e released
Title: Re: SA-MP 0.3e
Post by: Devin on May 09, 2012, 12:49:54 am
SA-MP 0.3e released

We know..  |
                |
               \ /

It's released FULLY!

http://www.sa-mp.com (http://www.sa-mp.com)
Title: Re: SA-MP 0.3e
Post by: Krueger on May 09, 2012, 12:50:42 am
We know..  |
                |
               \ /
ok i suck  :(
Title: Re: SA-MP 0.3e
Post by: [Rstar]Razor on May 09, 2012, 01:28:10 am
Explains why it takes up to 24hours to update the server
Because scripters are actually people who have a life? Seriously, I think everyone forgets that.. :neutral:
Title: Re: SA-MP 0.3e
Post by: Gimli on May 09, 2012, 08:08:46 am
Server updated to 0.3e
Title: Re: SA-MP 0.3e
Post by: SkyHawk on May 09, 2012, 08:16:45 am
Server updated to 0.3e

Your welcome :)
Title: Re: SA-MP 0.3e
Post by: Melvin on May 09, 2012, 09:53:06 am
I crash after being ingame for a couple of seconds ;o

Halp!
Title: Re: SA-MP 0.3e
Post by: [Rstar]Razor on May 09, 2012, 10:21:09 am
You have mods? ;)
Wich OS do you have?
Title: Re: SA-MP 0.3e
Post by: Melvin on May 09, 2012, 10:38:19 am
No mods or anything.

Windows 7 ultimate
Title: Re: SA-MP 0.3e
Post by: Gimli on May 09, 2012, 10:42:31 am
Post or PM the error message please.
Title: Re: SA-MP 0.3e
Post by: CharlieKasper on May 09, 2012, 02:26:45 pm
I crashed once earlier today. I received no crash message or anything, my game simply closed.
Title: Re: SA-MP 0.3e
Post by: Darxez on May 09, 2012, 07:02:45 pm
I crash after being ingame for a couple of seconds ;o

Halp!

Same here.
Title: Re: SA-MP 0.3e
Post by: ElMartu on May 09, 2012, 10:13:30 pm
YES I CAN SWIM FAST
Title: Re: SA-MP 0.3e
Post by: Devin on May 09, 2012, 10:50:21 pm
YES I CAN SWIM FAST

To swim fast, go to your graphics settings, in Advanced, turn on "Frame Limiter"
In-Game do /fpslimit 20

And look, you're now an Olympic swimmer.
Title: Re: SA-MP 0.3e
Post by: Julio. on May 10, 2012, 10:34:46 pm
To swim fast, go to your graphics settings, in Advanced, turn on "Frame Limiter"
In-Game do /fpslimit 20

And look, you're now an Olympic swimmer.

I use 35, just fast enough to appear smooth, decent swim speed  :devroll:
Title: Re: SA-MP 0.3e
Post by: Ted on May 10, 2012, 10:51:42 pm
Turn it off play smooth throughout.
Title: Re: SA-MP 0.3e
Post by: Devin on May 10, 2012, 11:27:15 pm
True that, with frame-limiter on, even on 90FPS it doesn't seem smooth, with it off however is a different story.
Title: Re: SA-MP 0.3e
Post by: Dolfagr on May 11, 2012, 12:54:25 am
Great, I'll try the updates soon, thanks for completing the updates  :)
Title: Re: SA-MP 0.3e
Post by: danne132 on February 26, 2015, 12:58:34 am
When is 0.3.7 released?
Title: Re: SA-MP 0.3e
Post by: Louis H on February 26, 2015, 01:23:40 am
When is 0.3.7 released?

I'm not sure if you realized but this topic is 3 years old  :)
Title: Re: SA-MP 0.3e
Post by: Manoni on February 26, 2015, 08:01:17 am
And wth is 0.3.7
Title: Re: SA-MP 0.3e
Post by: Skalleper on February 26, 2015, 09:31:30 am
And wth is 0.3.7

*sigh* A new SA-MP update released weeks ago.

http://forum.sa-mp.com/showthread.php?t=559572 (http://forum.sa-mp.com/showthread.php?t=559572)
Title: Re: SA-MP 0.3.7
Post by: Manoni on February 26, 2015, 03:39:29 pm
A new SA-MP update released weeks ago.

http://forum.sa-mp.com/showthread.php?t=559572 (http://forum.sa-mp.com/showthread.php?t=559572)

Looks nice
Title: Re: SA-MP 0.3e
Post by: Zaila on February 26, 2015, 03:44:30 pm
*sigh* A new SA-MP update released weeks ago.

http://forum.sa-mp.com/showthread.php?t=559572 (http://forum.sa-mp.com/showthread.php?t=559572)

It's a release candidate so if you download it then you wont be able to play on our server without downgrading it again.
Title: Re: SA-MP 0.3.7
Post by: Manoni on February 26, 2015, 05:09:21 pm
It's a release candidate so if you download it then you wont be able to play on our server without downgrading it again.

But we can assume that the server will be upgraded to that client in the future, can't we?
Title: Re: SA-MP 0.3e
Post by: Devin on February 26, 2015, 05:51:38 pm
Yes but only once a full release has come out, however whilst it's a "RC" version it will remain on the version we are currently using.
Title: Re: SA-MP 0.3e
Post by: Skalleper on February 27, 2015, 09:46:06 am
Yes. Some few servers are upgrading for it but being a RC it's more of helping the SA-MP to test it out since it's never without some complications. For now I'll just use two versions so I can play on both.
Title: Re: SA-MP 0.3e
Post by: Bruce. on February 27, 2015, 10:14:55 am
I was playing yesterday on the new client using the same resolution as the one that Argonath uses but the text was way too small on the new client.....I think I heard someone saying that you can resize the text without changing the resolution at this 1.3.7 client...is that true?
Title: Re: SA-MP 0.3e
Post by: Skalleper on February 27, 2015, 10:42:13 am
I was playing yesterday on the new client using the same resolution as the one that Argonath uses but the text was way too small on the new client.....I think I heard someone saying that you can resize the text without changing the resolution at this 1.3.7 client...is that true?

/Fontsize (minus numbers included.) 0 is standard, I use -2 or -1.
SimplePortal 2.3.7 © 2008-2025, SimplePortal