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SA-MP 0.3.8 RC (cancelled -> 0.3.DL) - Printable Version

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Re: SA-MP 0.3.8 RC4-3 - ATomas - 12.12.2017

Quote:
Originally Posted by DleyDeR
View Post
You should be able to use downloaded txds as textdraw sprites using the tag mdl-ID:texturename. Where '-ID' is a model added with AddSimpleModel.

I don't uderstand, please explain it to me....
Create you own object model. For example:

Code:
AddSimpleModel(-1,19379,-2010,"crane.dff","freightcrane1.txd");
and in textdraw you use:

Code:
    	new Text:txtSprite1;
    	txtSprite1 = TextDrawCreate(200.0, 220.0, "mdl-2010:yellowcabchev_256");//yellowcabchev_256 is in freightcrane1.txd
    	TextDrawFont(txtSprite1, 4); // Font ID 4 is the sprite draw font
    	TextDrawColor(txtSprite1,0xFFFFFFFF);
    	TextDrawTextSize(txtSprite1,200.0,200.0); // Text size is the Width:Height
    	TextDrawSetSelectable(txtSprite1, 1);
    	TextDrawShowForPlayer(playerid,txtSprite1);



Re: SA-MP 0.3.8 RC4-3 - Kar - 12.12.2017

"The textdraw system is likely to be upgraded in future RCs, having features similar to MaterialText, so I'd recommend against using downloaded textures for text messages."

Hope you allow us to move textdraws without creating them. That's been a craving feature.


Re: SA-MP 0.3.8 RC4-3 - DleyDeR - 12.12.2017

Quote:
Originally Posted by ATomas
View Post
Create you own object model. For example:

Code:
AddSimpleModel(-1,19379,-2010,"crane.dff","freightcrane1.txd");
and in textdraw you use:

Code:
    	new Text:txtSprite1;
    	txtSprite1 = TextDrawCreate(200.0, 220.0, "mdl-2010:yellowcabchev_256");//yellowcabchev_256 is in freightcrane1.txd
    	TextDrawFont(txtSprite1, 4); // Font ID 4 is the sprite draw font
    	TextDrawColor(txtSprite1,0xFFFFFFFF);
    	TextDrawTextSize(txtSprite1,200.0,200.0); // Text size is the Width:Height
    	TextDrawSetSelectable(txtSprite1, 1);
    	TextDrawShowForPlayer(playerid,txtSprite1);
Oh, thanks. Rep+


Re: SA-MP 0.3.8 RC4-3 - Romz - 12.12.2017

Quote:
Originally Posted by SanelScripts
View Post
What slots do this mean is that now 2k slots
- Max client sprite slots increased from 100 to 200.
Previously, you could only show 100 sprites at a time, and now 200.


Re: SA-MP 0.3.8 RC4-3 - ATomas - 12.12.2017

Quote:
Originally Posted by Kar
View Post
"The textdraw system is likely to be upgraded in future RCs, having features similar to MaterialText, so I'd recommend against using downloaded textures for text messages."

Hope you allow us to move textdraws without creating them. That's been a craving feature.
I think it's means to add more fonts with .txd files.


Re: SA-MP 0.3.8 RC4-3 - m1n1vv - 12.12.2017

Quote:
Originally Posted by Kalcor
View Post
- Actors won't do the 'hands up' action when aimed at.
Make the function to turn off the animation.


Re: SA-MP 0.3.8 RC4-3 - Romz - 12.12.2017

Quote:
Originally Posted by m1n1vv
View Post
Make the function to turn off the animation.
it would be useful.


Re: SA-MP 0.3.8 RC4-3 - mschnitzer - 12.12.2017

Quote:
Originally Posted by Kalcor
Посмотреть сообщение
- Limits the game timer some more to fix camera interpolation bugs, although increases the risk of a timer wrap.
Kalcor, since version RC4-3 I receive very often the message "[warning] server timer wrapped" as you've already mentioned in your changelog. Can I provide you some debugging information - my question would be then: how?


Re: SA-MP 0.3.8 RC4-3 - RogerCosta - 12.12.2017

Quote:
Originally Posted by Skream
Посмотреть сообщение
sprites on player screen limit need to be increased
Increased from 100 to 200.


Re: SA-MP 0.3.8 RC4-3 - Trucksamp - 12.12.2017

when we want the vehicle mode we will come?


Re: SA-MP 0.3.8 RC4-3 - Freaksken - 12.12.2017

Quote:

You should be able to use downloaded txds as textdraw sprites using the tag mdl-ID:texturename.

Awesome!


Re: SA-MP 0.3.8 RC4-3 - Logic_ - 12.12.2017

Kalcor, this is RC4-3 is dope as fuck man.


Re: SA-MP 0.3.8 RC4-3 - Locky_ - 12.12.2017

https://sampwiki.blast.hk/wiki/GetObjectModel
Is the return of this function functional? Because GetPlayerSkin returns the skin base, then would this return the base object?

#edit

Код:
[warning] Server timer wrapped
What does this warning mean? Every hour is displayed in my game.


Re: SA-MP 0.3.8 RC4-3 - RogerCosta - 12.12.2017

Quote:
Originally Posted by Locky_
Посмотреть сообщение
https://sampwiki.blast.hk/wiki/GetObjectModel
Is the return of this function functional? Because GetPlayerSkin returns the skin base, then would this return the base object?
Return the correct model id, custom object or not.


Re: SA-MP 0.3.8 RC4-3 - DleyDeR - 12.12.2017

Quote:
Originally Posted by Locky_
Посмотреть сообщение
Код:
[warning] Server timer wrapped
What does this warning mean? Every hour is displayed in my game.
Same. What is this Kye?


Re: SA-MP 0.3.8 RC4-3 - Locky_ - 12.12.2017

Quote:
Originally Posted by DleyDeR
Посмотреть сообщение
Same. What is this Kye?
http://forum.sa-mp.com/showpost.php?...71&postcount=4


Re: SA-MP 0.3.8 RC4-4 - Vad97 - 13.12.2017

Kalcor add rotation for sprites


Re: SA-MP 0.3.8 RC4-4 - Barnwell - 13.12.2017

So this is the final version of RC4
Good job Kalcor
its time to release the offical version ?


Re: SA-MP 0.3.8 RC4-4 - ModGuy - 13.12.2017

Quote:
Originally Posted by Barnwell
Посмотреть сообщение
So this is the final version of RC4
Good job Kalcor
its time to release the offical version ?
Hell no. This is just start.


Re: SA-MP 0.3.8 RC4-4 - Alf21 - 13.12.2017

@Barnwell
Calm down, it's a very great progress. So enjoy, test it and be happy to see these (and maybe other) new features in the future. These things takes time to develope. Wait for new ones instead of demanding the final version and then wanting to have new things later on

It would be great to have new functions with textdraws like rotating and other things. Maybe a mouse position and click detection as well as key detection to build custom GUIs. So we can create real colorpicker with just one simple textdraw if we have functions to draw a custom Textdraw instead of giving it just one color.
Vector-based shapes or other things could help to improve the performance. With this solution we won't need an increase of textdraw limits.