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Important question - does particle objects include bullet particle emiting entities.. like being able to make a turret that shoots rockets, bullets, stuff like that (Which then gets applied in every client as a "normal" gunshot/rocket explosion - collisions)?
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Hi there. I have a Role-Play server and after a long night in the morning the server is full of cars that are left on the roads and everywhere, to clean them its very exausting. I and other server owners would be really greatful and happy if you make a new car adding fuction. AddRespawnVehicle This fuction should work as AddVehicle, but you could choose a respawn period. For example 1h. If the vehicle isnt used by a player for an hour it respawns. This would fix the problem.
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You are stupid.
Sync is all based on RakNet and an algorithm which was written by MTA devs. GTA: SA does NOT contain any multiplayer source code. |
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There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.
Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game. RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team. There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA. |
so...
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There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.
Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game. RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team. There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA. |
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There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.
Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game. RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team. There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA. |
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The objects shown will come pre-installed with the SA-MP client and will have their own new object IDs. SA-MP won't support downloading custom models from the server at this stage because it isn't safe to do so. GTA SA wasn't designed to handle models from untrusted sources. We would not go ahead and add a feature like custom files downloading unless we were 100% sure that it was safe - and we still have some research to do in this area.
Many servers currently have their own mod packs which can be optionally installed by players. SA-MP doesn't block this or have a problem with this, it just isn't officially supported. If a player chooses to install mods they're taking the risk themselves and would have to do so outside of SA-MP. The server owners can't force any custom files on players when they connect. Creating custom mod packs will be slightly easier in 0.3c, due to the fact that mods can be installed to the samp.img instead of the gta3.img. But again, this won't be officially supported by SA-MP. |
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how can we add the object? like ajust the x,y,z?
like will MTA support them? or do we in the script createobject....? |
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The objects shown will come pre-installed with the SA-MP client and will have their own new object IDs. SA-MP won't support downloading custom models from the server at this stage because it isn't safe to do so. GTA SA wasn't designed to handle models from untrusted sources. We would not go ahead and add a feature like custom files downloading unless we were 100% sure that it was safe - and we still have some research to do in this area.
Many servers currently have their own mod packs which can be optionally installed by players. SA-MP doesn't block this or have a problem with this, it just isn't officially supported. If a player chooses to install mods they're taking the risk themselves and would have to do so outside of SA-MP. The server owners can't force any custom files on players when they connect. Creating custom mod packs will be slightly easier in 0.3c, due to the fact that mods can be installed to the samp.img instead of the gta3.img. But again, this won't be officially supported by SA-MP. |


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And also to the people who think that this is a suggestion thread:
Well it isn't, so please use the suggestion thread. |