Re: Suggestions for future SA:MP updates -
vannesenn - 18.11.2014
Or maybe Kalcor doesn't want tell aynthing about 0.4, similarly like Samsung about offical Windows Phone 8.1 firmware.... We'll wait and we'll see
Re: Suggestions for future SA:MP updates -
Blast3r - 18.11.2014
Quote:
Originally Posted by davve95
I don't try to be negative. I absolutely think it would be fun with more updates and features etc.
I'm just saying what others have said (admins).
1. I just talked about sa-mp.
Or I've misunderstood.
2. Personally I think I will still see it's San Andreas I guess.
But same reason as above.
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Yeah I understand that you're just saying what admins have, which is why this post wasn't directed to you, but to everyone that actually thinks that MTA goes out of the San Andreas aspect while it's only up to owners if they want to do that or not. There is really no point in defending with "we want to keep San Andreas as it is" as MTA is not disallowing you in any way, it's just letting you go further instead. Which is what SA-MP should do as well, but hey, why listen to what people asked for tons of times?
Re: Suggestions for future SA:MP updates -
Abagail - 18.11.2014
Quote:
EDIT: not to add the fact that they do bug fixes litteraly every day unlike SA-MP...
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They have more than one developer. Kalcor is all alone, and they pretty much make new code full of bugs daily.
Re: Suggestions for future SA:MP updates -
feheristi97 - 18.11.2014
SA:MP is much better than MTA.. We can see.. many players are playing on SA:MP in 2014 too.. SA:MP is original.. MTA is just one """"copy"""" from all.
Re: Suggestions for future SA:MP updates -
vannesenn - 18.11.2014
From all? o.O
Re: Suggestions for future SA:MP updates -
Blast3r - 18.11.2014
Quote:
Originally Posted by Abagail
They have more than one developer. Kalcor is all alone, and they pretty much make new code full of bugs daily.
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Every code gets a bug then and there. And I rarely see MTA making those codes filled with bugs FYI... In fact I can see lot more bugs in SA-MP than MTA itself, especially counting that SA-MP also tends to crash A LOT more and also desync me almost all the time after playing 30min - 1h.
As of for developer, nobody is disallowing Kalcor to hire someone... As a matter in fact, everyone would like to see Kalcor hire someone as a second hand to finally speed up those updates... SA-MP hardly gets any updates.
Quote:
Originally Posted by feheristi97
SA:MP is much better than MTA.. We can see.. many players are playing on SA:MP in 2014 too.. SA:MP is original.. MTA is just one """"copy"""" from all.
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MTA isn't a copy of anything.. As a matter in fact MTA came out before SA-MP itself (January 2006) while SA-MP is sometime Summer 2006 I believe.
Re: Suggestions for future SA:MP updates -
GreenSt4lker - 18.11.2014
TBH.. MTA is better a bit than SAMP. Just because it's got so much scripting advantages. And it's an open source + it supports mods.
Re: Suggestions for future SA:MP updates -
Zalance - 19.11.2014
Please add NEW Mods to the vehicles .
Like Spoiler , Bumper ..
Or else .. make all the Mods avail in one shop .. :P
Re: Suggestions for future SA:MP updates -
Glossy42O - 19.11.2014
EDIT: nvm
Re: Suggestions for future SA:MP updates -
n0minal - 19.11.2014
Mods aren't the main prupose of SA:MP, you can do your own mods and upload it in some file share to your clients, SA:MP give support to do it with 2 files, one for .txd and .dff and another one for .col files, look your game folders... What Kalcor should do is put an automatically download for client-sided modifications in game...
Re: Suggestions for future SA:MP updates -
Krest - 19.11.2014
Quote:
Originally Posted by Zalance
Please add NEW Mods to the vehicles .
Like Spoiler , Bumper ..
Or else .. make all the Mods avail in one shop .. :P
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You can use AttachObjectToVehicle
Respuesta: Suggestions for future SA:MP updates -
adri1 - 19.11.2014
Will release 0.4a rc some day? Someday from This Century?
Re: Suggestions for future SA:MP updates -
varrojames - 30.11.2014
Objects streaming distance and maximum amount of objects allowed to rise. God, please...
Re: Suggestions for future SA:MP updates -
Craig3412 - 09.12.2014
It would be cool to be able to see when someone is typing (would be great for rp servers) like have an icon similar to the one when someone is alt-tabbed
Re: Suggestions for future SA:MP updates -
Manyula - 09.12.2014
It would be damn nice if we had player skin objects. This came to my mind while playing around with RC vehicles. Like, if a player enters a RC vehicle, you could create a player skin object at the place he entered it, without having to do something bot related. I hope you catch my drift. Thanks to OnPlayerWeaponShot, one could even make the player controlling an RC vehicle vulnerable.
Re: Suggestions for future SA:MP updates -
Aira - 11.12.2014
They have fixed the SAMP Lag-Shooting issue already, What I want next is the vehicle desync to be fixed (can't wait for legit PIT's), although I think it's almost impossible haha :P
AW: Suggestions for future SA:MP updates -
Infra - 13.12.2014
pawn Код:
native GetVehicleTurnVelocity(vehicleid, Float:X, Float:Y, Float:Z); //i fking need this right now
native SetVehicleTurnVelocity(vehicleid, Float:X, Float:Y, Float:Z);
native ToggleClouds(bool:toggle);
native ToggleCloudsForPlayer(playerid,bool:toggle);
native SetPlayerGameSpeed(playerid, Float:speed);
native ToggleBikeFallOff(bool:toggle);
native ToggleBikeFallOffForPlayer(playerid, bool:toggle);
native ToggleVehicleCollisions(vehicleid, bool:toggle);
native TogglePlayerCollisions(playerid, bool:toggle);
forward OnVehicleCollision(vehicleid, hittype, hitid, Float:damage); // (hittype: 0 object - 1 player - 2 vehicle)
- Client sided scripts
- Custom scoreboard
Re: Suggestions for future SA:MP updates -
Orma - 19.12.2014
Ever contemplated adding more weapons?
You could use GTA VC resources. The poly count and texture res of their weapons fit perfectly. Not sure how easy it would be adding the weapons into the actual game. I know it can be done with certain mods - hopefully an external client (SAMP) holds the same capabilities.
Here's a list of new weapons that could be added:
Screwdriver
Knife anims
5 dmg per hit
Throat stab special move - Yes
Weapon slot 1 (Melee)
Hammer
Dildo anims
10 dmg per hit
Weapon slot 1 (Melee)
Knife (Kukri)
Knife anims
10 dmg per hit
Throat stab special move - Yes
Weapon slot 1 (Melee)
Meat Cleaver
Dildo anims
12 dmg per hit
Weapon slot 1 (Melee)
Machete
Dildo anims
15 dmg per hit
Weapon slot 1 (Melee)
Colt Python ( .357 )
Deagle anims
40 dmg per shot(vs. Deagle's 46 dmg per shot)
6 rounds/mag
Accuracy - more accurate than Deagle
Fire rate - lower than Deagle
can sprint while equipped
Weapon slot 2 (Pistols)
Stubby Shotgun
Shotgun anims
10 dmg per pellet (vs. sawn-off's 10 dmg per pellet)
4 round/mag
Accuracy - more accurate than Sawn-off
Fire rate - equal to Sawn-off
can sprint while equipped
Weapon slot 3 (Shotguns)
Dual wield - No
Uzi
MP5 anims
30 rounds/mag
25 dmg per shot (vs. MP5's 25 dmg per shot)
Accuracy - equal to MP5
Fire rate - higher than MP5
Range - less than MP5
can sprint while equipped
Weapon slot 4 (SMGs)
Ruger
M4 anims
30 rounds/mag
15 dmg per shot (vs. M4's 19 dmg per shot)
Accuracy - equal to M4
Fire rate - substantially lower than M4
Range - M4
Strafe while firing - Yes
Weapon slot 5 (ARs)
Steyr AUG, beta
M4 anims
30 rounds/mag (vs. M4's 50 rounds/mag)
20 dmg per shot (vs. M4's 19 dmg per shot)
Accuracy - equal to M4
Fire rate - equal to M4
Range - M4
Strafe while firing - Yes
Weapon slot 5 (ARs)
M60
M4 anims
100 rounds/mag
30 dmg per shot (vs. M4's 19 dmg per shot)
Accuracy - equal to M4
Fire rate - lower than M4
Range - Sniper
Strafe while firing - No
Weapon slot 7 (Heavy)
.308 (PSG-1)
Sniper anims
5 rounds/mag
40 dmg per shot (vs. Sniper's 41 dmg per shot)
Accuracy - equal to Sniper
Fire rate - substantially higher than Sniper
Range - Sniper
Strafe while firing - No
Weapon slot 6 (Snipers)
Also, add the option to hold certain SA weapons with two hands.
Uzi (Mac-10) - use MP5 anims
Tec-9 - use MP5 anims
Colt/9mm - use SDpistol anims
Sawnoff - use Shotgun anims
This could be HUUUUUUGE. It'd bring DM and RP servers to a whole new level.
Re: AW: Suggestions for future SA:MP updates -
Privies - 20.12.2014
Quote:
Originally Posted by Infra
pawn Код:
native GetVehicleTurnVelocity(vehicleid, Float:X, Float:Y, Float:Z); //i fking need this right now native SetVehicleTurnVelocity(vehicleid, Float:X, Float:Y, Float:Z);
native ToggleClouds(bool:toggle); native ToggleCloudsForPlayer(playerid,bool:toggle);
native SetPlayerGameSpeed(playerid, Float:speed);
native ToggleBikeFallOff(bool:toggle); native ToggleBikeFallOffForPlayer(playerid, bool:toggle);
native ToggleVehicleCollisions(vehicleid, bool:toggle); native TogglePlayerCollisions(playerid, bool:toggle);
forward OnVehicleCollision(vehicleid, hittype, Float:damage); // (hittype: 0 object - 1 player)
- Client sided scripts
- Custom scoreboard
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you know, you can do "ToggleBikeFallOff(bool:toggle);" without function
Respuesta: Re: Suggestions for future SA:MP updates -
Gryphus One - 22.12.2014
Quote:
Originally Posted by Orma
Ever contemplated adding more weapons?
You could use GTA VC resources. The poly count and texture res of their weapons fit perfectly. Not sure how easy it would be adding the weapons into the actual game. I know it can be done with certain mods - hopefully an external client (SAMP) holds the same capabilities.
Here's a list of new weapons that could be added:
Screwdriver
Knife anims
5 dmg per hit
Throat stab special move - Yes
Weapon slot 1 (Melee)
Hammer
Dildo anims
10 dmg per hit
Weapon slot 1 (Melee)
Knife (Kukri)
Knife anims
10 dmg per hit
Throat stab special move - Yes
Weapon slot 1 (Melee)
Meat Cleaver
Dildo anims
12 dmg per hit
Weapon slot 1 (Melee)
Machete
Dildo anims
15 dmg per hit
Weapon slot 1 (Melee)
Colt Python ( .357 )
Deagle anims
40 dmg per shot(vs. Deagle's 46 dmg per shot)
6 rounds/mag
Accuracy - more accurate than Deagle
Fire rate - lower than Deagle
can sprint while equipped
Weapon slot 2 (Pistols)
Stubby Shotgun
Shotgun anims
10 dmg per pellet (vs. sawn-off's 10 dmg per pellet)
4 round/mag
Accuracy - more accurate than Sawn-off
Fire rate - equal to Sawn-off
can sprint while equipped
Weapon slot 3 (Shotguns)
Dual wield - No
Uzi
MP5 anims
30 rounds/mag
25 dmg per shot (vs. MP5's 25 dmg per shot)
Accuracy - equal to MP5
Fire rate - higher than MP5
Range - less than MP5
can sprint while equipped
Weapon slot 4 (SMGs)
Ruger
M4 anims
30 rounds/mag
15 dmg per shot (vs. M4's 19 dmg per shot)
Accuracy - equal to M4
Fire rate - substantially lower than M4
Range - M4
Strafe while firing - Yes
Weapon slot 5 (ARs)
Steyr AUG, beta
M4 anims
30 rounds/mag (vs. M4's 50 rounds/mag)
20 dmg per shot (vs. M4's 19 dmg per shot)
Accuracy - equal to M4
Fire rate - equal to M4
Range - M4
Strafe while firing - Yes
Weapon slot 5 (ARs)
M60
M4 anims
100 rounds/mag
30 dmg per shot (vs. M4's 19 dmg per shot)
Accuracy - equal to M4
Fire rate - lower than M4
Range - Sniper
Strafe while firing - No
Weapon slot 7 (Heavy)
.308 (PSG-1)
Sniper anims
5 rounds/mag
40 dmg per shot (vs. Sniper's 41 dmg per shot)
Accuracy - equal to Sniper
Fire rate - substantially higher than Sniper
Range - Sniper
Strafe while firing - No
Weapon slot 6 (Snipers)
Also, add the option to hold certain SA weapons with two hands.
Uzi (Mac-10) - use MP5 anims
Tec-9 - use MP5 anims
Colt/9mm - use SDpistol anims
Sawnoff - use Shotgun anims
This could be HUUUUUUGE. It'd bring DM and RP servers to a whole new level.
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Holy shit, if this were done it would be amazing!! and seems to be possible.