Re: SA-MP 0.3x RC3 -
Mark™ - 30.01.2013
This would be the fastest development phase ever! Started in January and ended in January itself. Nevertheless, great job.
Re: SA-MP 0.3x RC3 -
QuaTTrO - 30.01.2013
Does that netcode tweaks will improve synchronization or security ?
Re: SA-MP 0.3x RC3 -
Luis- - 30.01.2013
Meh, thought there'd be more additions.
Re: SA-MP 0.3x RC3 -
Psymetrix - 30.01.2013
Could we please have the death icons added to be used as sprites? The model previews just don't work.
If not, I'm still great-full for this release. Good work.
Re: SA-MP 0.3x RC3 -
MP2 - 30.01.2013
Quote:
Originally Posted by Psymetrix
Could we please have the death icons added to be used as sprites? The model previews just don't work.
|
They do work; you must be doing something wrong.
Re: SA-MP 0.3x RC3 -
Johndaonee - 30.01.2013
Could anybody explain to me and others what the netcode tweaks are or means?
Re: SA-MP 0.3x RC3 -
Admigo - 30.01.2013
Код:
- Final netcode tweaks before release.
?
Re: SA-MP 0.3x R1 -
SDraw - 31.01.2013
Well....I'm not amused of R1
Re: SA-MP 0.3x R1 -
ikkentim - 31.01.2013
Nice, update's today!
Quote:
Originally Posted by Kalcor
- Based on feedback, changes that were made to GTA:SA's streaming memory during 0.3x RC2 have been removed. The SA-MP client will continue to use 128MB of streaming memory, as it has done since SA-MP 0.2.
|
What are the consequenses of this?
Re: SA-MP 0.3x R1 -
Kalcor - 31.01.2013
Quote:
Originally Posted by ikkentim
Nice, update's today!
What are the consequenses of this?
|
Anyone who has installed loads of vehicle mods, player skin mods etc. will need to keep using the streaming memory fix ASI if they want to increase the RAM available to GTA:SA.
SA-MP without any mods (or the stock GTA:SA) normally doesn't require more streaming memory. A lot of players do use vehicle and player skin mods, even though this isn't officially supported by SA-MP (we never test it).
The streaming memory available to GTA:SA was increased during 0.3x RC2, although it turns out the changes were causing problems for people who already had streaming memory fixes using third-party mods. Since SA-MP isn't responsible for these mods, we can't make them compatible with 0.3x.
There aren't many complaints about it on this forum, although there are quite a few on forums of servers that are testing the 0.3x RC.
The solution for now was to change the streaming memory back to how it was in 0.3e.
Re: SA-MP 0.3x R1 -
DartfoL - 31.01.2013
but over 9000 connection security, including changing packets ids, RPC, data about port, hash, HandleRPC changes, didn't properly protect server from bots attacks
Re: SA-MP 0.3x R1 -
ikkentim - 31.01.2013
@Kalcor thanks for the info!
Re: SA-MP 0.3x R1 -
Kalcor - 31.01.2013
Quote:
Originally Posted by DartfoL
but over 9000 connection security, including changing packets ids, RPC, data about port, hash, HandleRPC changes, didn't properly protect server from bots attacks 
|
It's not impossible to create fake clients for any internet protocol - especially when you have access to both the client and the server. They exist for TCP, HTTP, IRC etc. In most cases, you just need to learn to deal with it.
Re: SA-MP 0.3x R1 -
DartfoL - 31.01.2013
Quote:
Originally Posted by Kalcor
It's not impossible to create fake clients for any internet protocol - especially when you have access to both the client and the server. They exist for TCP, HTTP, IRC etc. In most cases, you just need to learn to deal with it.
|
just make a limit of packets per second
hooking ProcessNetworkPacket function in plugin is not good idea for server's owners
Re: SA-MP 0.3x R1 -
Kalcor - 31.01.2013
High packet rates are acceptable on some servers.
I don't think most servers require that level of protection. But if you did:
https://sampwiki.blast.hk/wiki/GetPlayerNetworkStats
https://sampwiki.blast.hk/wiki/Kick
http://en.wikipedia.org/wiki/Iptables
Re: SA-MP 0.3x R1 -
Kyle - 31.01.2013
Quote:
Originally Posted by Kalcor
|
Any ETA on how long for 0.3x to be on the main site?
Re: SA-MP 0.3x R1 -
Vince - 31.01.2013
"Later today".