Re: Suggestions / Bug Fixes -
Orma - 05.04.2015
Technically it'd be possible to use a variation of CJ's clothing system and a custom IMG (say, "SAMPPlayer.img") to create a completely custom player character with thousands of unique combinations. Rip pedestrian heads, torsos, feet, etc, and use them in combination with CJ's clothing.
Then again,
technically, we can put a man on Mars... it's not gonna happen.
Re: Suggestions / Bug Fixes -
norton2 - 05.04.2015
Bug: An orange bulb is missing.
Re: Suggestions / Bug Fixes -
Crayder - 05.04.2015
Quote:
Originally Posted by norton2
Bug: An orange bulb is missing.

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That's not a bug. You're in San Andreas and you're complaining about a car missing a turn signal.
Re: Suggestions / Bug Fixes -
RebeloX - 05.04.2015
I guess the best thing Kalcor could do is implemeting the Low-leve API that slice suggested, it would solve a lot of problems, cheats, bugs, and would also give the time to kalcor create new things.
The only thing I would like to see improved is the sync, SA-MP's sync it's very bad and it would be good to improve that. The most significant exemple that I know it's when you're driving a car and you click esc or tab+alt, to the other players you still moving, but when you were teleported to the position that you were when you esced.
This also effects passenger seats, sometime ago I was playing with my friend, he was driving the car and I was in passenger seat, then I esced and he keeped driving. When he reached the location he got out of the car and then I came back and the car teleported to the position that I was when I esced, this happend because I was in the car.
I know that this can be fixed with pawn, I was trying to fix this but it would be better to improve in the sa-mp itself.
Re : Re: Re : Suggestions / Bug Fixes -
DexX39 - 05.04.2015
Quote:
Originally Posted by Crayder
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I have a TextDraw with 87 characters but the code
~x~ (brown) displays a white square.
Re: Suggestions / Bug Fixes -
norton2 - 05.04.2015
@Crayder: Is visual bug.
Re: Suggestions / Bug Fixes -
EiresJason - 05.04.2015
It'd be awesome if we could 'autofill' a dialog input box somehow when creating a dialog.
Like:
pawn Код:
ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[], defaultInputText[]);
Example:
Someone is reporting a player through a dialog input box but they entered in 100 characters when you only want them to enter 80.
Like:
pawn Код:
//Showing the dialog somewhere.
ShowPlayerDialog(playerid, 1, ..INPUT, "Report", "Please enter the description of the report.", "Submit", "Close", inputtext);
//The callback to handle the dialog.
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) {
if(!response) return 1;
if(strlen(inputtext) > 80) ShowPlayerDialog(playerid, 1, ..INPUT, "Report", "Please enter the description of the report. Please keep it shorter than 100 characters long.", "Submit", "Close", inputtext); //autofill what they originally entered.
}
Ofcourse you can easily handle that but that's just an example.
Re: Suggestions / Bug Fixes -
Locky_ - 06.04.2015
RemoveBuildingForPlayer () could be return ... because the object can be removed several times, and crash the client itself .. This unfortunately happens when one connects and loses connection and reconnection happens.
A good suggestion/fix for the SA:MP!!! -
JR_Junior - 08.04.2015
When you are in or out of a vehicle and you explode another vehicle with players within it, the players simply die as if they were blown only and not because you killed them!
That's too bad because it is not possible to make a minigame with Hunter or Rhino, for example.
This could be fixed or implemented in samp!
Re: A good suggestion/fix for the SA:MP!!! -
n0minal - 08.04.2015
Try to set a high value for players in Rhino (32000 maybe?

), so when they take damage from the explosion they will probably not die. Anyways i never tried this, i don't know if it works, its just an idea for a while.
Re: A good suggestion/fix for the SA:MP!!! -
JR_Junior - 08.04.2015
Quote:
Originally Posted by ipsLeon
Try to set a high value for players in Rhino (32000 maybe?  ), so when they take damage from the explosion they will probably not die. Anyways i never tried this, i don't know if it works, its just an idea for a while.
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Cara, isso nгo й jeito de fazer as coisas certas! Primeiro que criar um sistema pra validar esse tipo de morte й muito fбcil de ter mais bugs do que precisгo, afinal o nego sу vai explodir junto com o veнculo, ele nгo sofre nenhum dano do agressor, mas sim o veнculo dele! Segundo, isso deveria ser algo padrгo, ou seja, deveria contar como morte normalmente sendo algo do SA:MP mesmo! Terceiro, se vocк
don't know if it works, its just an idea for a while , por que postou isso?
Brigado de qualquer forma pelo comentбrio!
Re: Suggestions / Bug Fixes -
Mr_Brox - 08.04.2015
Since 0.3.7-RC3 my game crashes after spawning (sometimes):
Код:
SA-MP 0.3.7-RC3-3
Exception At Address: 0x007324B6
Base: 0x03F50000
Registers:
EAX: 0x00000002 EBX: 0x0000006F ECX: 0x04FEC498 EDX: 0x000000A0
ESI: 0x0000000C EDI: 0x0DF3C338 EBP: 0x13387A08 ESP: 0x0028FCA8
EFLAGS: 0x00210287
Stack:
+0000: 0x040DB810 0x040DB810 0x000000A0 0x00000000
+0010: 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0x0568B710
+0020: 0x0028FCF0 0x616F0220 0x0568B710 0x04FC6870
+0030: 0x04FC6870 0x04FC394C 0x0568E944 0x00000000
+0040: 0x00000000 0x0568EE14 0x04FC68A4 0x007F96F8
+0050: 0x0568E944 0x0000002F 0x04FC394C 0x771A6C30
+0060: 0x00000000 0x04FC6870 0x00000000 0x00000000
+0070: 0xA9317D88 0x0000001A 0x00000000 0x00000000
+0080: 0x00000001 0x0028FD18 0x000000A0 0x00000000
+0090: 0x43200000 0x771A6C30 0x04000BCD 0x0568E940
+00A0: 0x00001000 0x771A6C30 0x00732639 0x13387A08
+00B0: 0x000000A0 0x04AD8388 0x00732BDC 0x040DB810
+00C0: 0x13387A08 0x000000A0 0x771A6C30 0x0000001A
+00D0: 0x04FFD6B0 0x007337EA 0x04AD8300 0x437900D4
+00E0: 0x00000001 0x0053DFF3 0x00000000 0x0053EAA6
+00F0: 0x04FC394C 0x0053EAC4 0x44700000 0x44070000
+0100: 0x0053ECC2 0x00000001 0x00619B71 0x0000001A
+0110: 0x00000001 0x00000001 0x0000000A 0x00748DA0
+0120: 0x0000001A 0x00000001 0x766E1245 0x00000000
+0130: 0x0028FF88 0x7EFDE000 0x01760000 0x4DAAD5C9
+0140: 0x01761130 0x00000008 0x00000100 0x00000008
+0150: 0x00000102 0x44700000 0x44070000 0x00000000
+0160: 0x00000000 0x00000780 0x00000438 0x00000000
+0170: 0x00000001 0x002B047A 0x00000200 0x00000000
+0180: 0x021C03C0 0x1135D0C0 0x000003C0 0x0000021C
+0190: 0x0000002C 0x0028FE2C 0x00825EA4 0x766E1245
+01A0: 0x00000000 0x7EFDE000 0xFFFFFFFF 0x00821D17
+01B0: 0x00000065 0x00000065 0x0028FF88 0x008246F1
+01C0: 0x00400000 0x00000000 0x01B43748 0x0000000A
+01D0: 0x00000094 0x00000006 0x00000001 0x00001DB1
+01E0: 0x00000002 0x76726553 0x20656369 0x6B636150
+01F0: 0x00003120 0x00000000 0x00000000 0x00000000
+0200: 0x00000000 0x00000000 0x00000000 0x00000000
+0210: 0x00000000 0x00000000 0x00000000 0x00000000
+0220: 0x00000000 0x00000000 0x00000000 0x00000000
+0230: 0x00000000 0x00000000 0x00000000 0x00000000
+0240: 0x00000000 0x00000000 0x00000000 0x00000000
+0250: 0x00000000 0x00000000 0x00000000 0x00000000
+0260: 0x00824588 0x00000000 0x00000000 0x7EFDE000
+0270: 0xC0000005 0x00000000 0x01B43748 0x00000044
SCM Op: 0x77E, lDbg: 0 LastRendObj: 1408
Game Version: US 1.0
State Information: Ped Context: 0
Re: Suggestions / Bug Fixes -
Ashgard - 08.04.2015
ped
New water for high res
This all for now
Re: Suggestions / Bug Fixes -
Victor012 - 09.04.2015
Support for more then 30000 Objects(GTA3.img, SAMP.img and Custom.img), instead 19999.
Re: Suggestions / Bug Fixes -
Crayder - 09.04.2015
Quote:
Originally Posted by Ashgard
ped
New water for high res
This all for now
|
Neither of these will happen. They are not creating a new game, and they will always retain support for old systems.
Re: Suggestions / Bug Fixes -
HeLiOn_PrImE - 10.04.2015
Here's something interesting about NOS:
GTASA appears to feature 3 types of NOS tanks, which are 2x 5x and 10x.
I've tested them yesterday and noticed that they all last 20 seconds. Either they present differences in power, or we're talking about a bug here. Any thoughts on this? I'm working on a NOS HUD indicator and I need to know if the versions are different or not so I can script my indicator properly.
Re: Suggestions / Bug Fixes -
n0minal - 10.04.2015
Quote:
Originally Posted by Ashgard
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You see the difference? Peds (which already exists + zombotech virus present on history of the game), two original things which are present on game engine and history. I'm not crying for you, i could ignore your suggestions and let you post a lot of stuff which weren't even related to the game, but i posted to explain how to suggest something. But allright, i'll not reply your posts again, i'll just ignore it.
Re: Suggestions / Bug Fixes -
Sew_Sumi - 10.04.2015
Quote:
Originally Posted by HeLiOn_PrImE
Here's something interesting about NOS:
GTASA appears to feature 3 types of NOS tanks, which are 2x 5x and 10x.
I've tested them yesterday and noticed that they all last 20 seconds. Either they present differences in power, or we're talking about a bug here. Any thoughts on this? I'm working on a NOS HUD indicator and I need to know if the versions are different or not so I can script my indicator properly.
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It's 2 shots, 5 shots, 10 shots... They're all supposed to last the same amount of time. They're all the same boost as well.
It's simply the shot reference.
No bug at all.
However, with what you are saying, you can script that. You'd just want it to be more special for "those" NOS upgrades.
Re: Suggestions / Bug Fixes -
ExTaZZ69 - 10.04.2015
It would be great if you add this function:
GetVehicleDoorState(vehicleid, doorid);
doorid have values between 1 and 6 ( 4+ for limousines ).
This function return value 1 if the door is opened or 0 if it is closed.
Re: Suggestions / Bug Fixes -
Crayder - 11.04.2015
Quote:
Originally Posted by HeLiOn_PrImE
Here's something interesting about NOS:
GTASA appears to feature 3 types of NOS tanks, which are 2x 5x and 10x.
I've tested them yesterday and noticed that they all last 20 seconds. Either they present differences in power, or we're talking about a bug here. Any thoughts on this? I'm working on a NOS HUD indicator and I need to know if the versions are different or not so I can script my indicator properly.
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1. Read Sew_Sumi's reply.
2. You can script a custom NOS system like that easily. For example, you could make a script that repeatedly applies NOS to a player's vehicle when they hit the ctrl key. Set a timer to continuously reduce a bar's amount and when it reaches 0.0 (or when the player deactivates NOS) remove the NOS from the vehicle.