Server Browser suggestion for custom models | Few bugs that should be fixed now -
IstuntmanI - 04.11.2017
Suggestion:
1. While I don't really like the custom server models idea mainly because that'll transform us in some Garry's Mod thing too I don't think that this will be cancelled, so at least let's make it better!
Some players (like me) may want to connect on servers that aren't downloading anything, so they could search for servers with no server sided mods in their Server Browser (samp.exe). This idea should look like this:
If the filter is checked, it should show only servers that have a total of 0 mods. Also, at the rules an automatic "mods" should appear, the first value should be the number of mods that can be downloaded in total and the second value is their total size. Some may want to join servers with no mods or just a small amount of mods. The "mods" rule shouldn't be user-defined, but set and calculated automatically, being a read-only rule.
Bug:
1. Well, since I started with a Server Browser suggestion, I'll continue with a Server Browser I only noticed few weeks ago (this may be an old bug) and I didn't want to report yet because no one would give attention to it, but since we got a new RC now and I already made a suggestion about the Server Browser, here we go: so, if you are filtering servers it is still saying the number of players and free slots from ALL UNFILTERED servers, instead of recounting the players amount and free slots from the filtered servers. A photo with what I want to say:
"
33695 players, playing on 252 servers. (90449 player slots available)" - which is correct, but if we filter them:
"
33693 players, playing on 7 servers. (90449 player slots available)" - only the number of servers got "filtered" in this line, while the amount of players/free slots remained the same (well, I probably refresh a server and the players count got down by 2, doesn't matter, you got it anyway). This should change ALL of that information: the amount of players and free slots should be only the ones from those 7 servers, not from every UNFILTERED server. (by the way, pointing the obvious:
33693 players and
90449 free slots on
7 servers is impossible)
Exploits:
Now, unrelated to the Server Browser, continuing with two exploits that should be fixed in this new version (I didn't check if they are patched in 0.3.8, but I don't think they are) because they can't be fixed by scripting without a third party plugin. SA-MP should filter invalid values by default and ideally also provide those functions available only in plugins:
1. Some players may send invalid data for their Z Aim, we currently can't fix that with the regular SA-MP package because we have no "GetPlayerZAim" function, this can be fixed only with plugins, as they can gain access to the RPCs. This function is provided, for example, by kurta999's YSF:
Float:GetPlayerZAim(playerid); . Players sending invalid data may crash (if I remember correctly) other players, so we have to add these bits of codes in our scripts:
Code:
public OnPlayerUpdate( playerid )
{
new Float:lZAim = GetPlayerZAim( playerid );
if( lZAim != lZAim ) // afaik, most of them are sending NaN values, not sure if other values too (for who thinks that this will never fail: that's how you check NaN values)
{
// eventually kick/ban the cheater or warn admins so they will take a decision
return 0;
}
}
2. The same for surfing offsets. YSF provides
GetPlayerSurfingOffsets(playerid, &Float:fOffsetX, &Float:fOffsetY, &Float:fOffsetZ); . Here's the code to fix invalid surfing offsets that may crash players (or giving the "Loading..." screen bug, can't remember exactly):
Code:
public OnPlayerUpdate( playerid )
{
new Float:lSurfOffsets[ 3 ];
GetPlayerSurfingOffsets( playerid, lSurfOffsets[ 0 ], lSurfOffsets[ 1 ], lSurfOffsets[ 2 ] );
if( lSurfOffsets[ 0 ] != lSurfOffsets[ 0 ] || lSurfOffsets[ 1 ] != lSurfOffsets[ 1 ] || lSurfOffsets[ 2 ] != lSurfOffsets[ 2 ] ) // afaik, most of them are sending NaN values, but we should probably also check for huge offsets (take note that some vehicles may have HUGE objects attached to them and players could surf on them, those players would have huge surfing offsets without cheating)
{
// eventually kick/ban the cheater or warn admins so they will take a decision
return 0;
}
}
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
TopShooter2 - 04.11.2017
Supporting.
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
Whyd - 04.11.2017
Please add this and vehicles, sounds, etc!
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
RoyalEmpire - 04.11.2017
Supporting
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
Saddin - 04.11.2017
Support just for information for players who want to play with or without some models!
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
Eoussama - 04.11.2017
Fair enough, I hope this gets taken seriousely!
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
IlanZ - 04.11.2017
Nice, i approve.
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
FufLa - 04.11.2017
There should also be a fallback mode where you can specify that you do not wish to download any models. The added player skins have a skin id specified that could be used as a fallback. New objects could have the error object we know and love from having outdated samp.img files. At the very least a native to detect whether a player has the "no mods please" toggled on so server owners can decide for themselves whether they want to allow a player to play without their mods or kick them (for the people who want to enforce their mods).
You should not be forced to download stuff from a server.
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
Freaksken - 04.11.2017
Yes, for the no mods filter!
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
dugi - 04.11.2017
The information whether the server uses custom models or not is already provided in server rules(artwork variable):
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
IstuntmanI - 04.11.2017
Quote:
Originally Posted by dugi
The information whether the server uses custom models or not is already provided in server rules(artwork variable):
|
It should also specify the total size (even if some of them are limited per virtual world) and there should be a filter.
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
nGen.SoNNy - 04.11.2017
Quote:
Originally Posted by IstuntmanI
It should also specify the total size (even if some of them are limited per virtual world) and there should be a filter.
|
This is something like "the size matters"
) Yes, it will be nice to see the total size of the files...some other countries have limited internet connection so if you will download about 500mb of custom models will be your last minute on internet i guess
)
Re: Server Browser suggestion for custom models | Few bugs that should be fixed now -
IllidanS4 - 07.11.2017
The problem is that the size may not reflect the actual number of objects that are downloaded for a given player. There may be no models defined for world 0, but tons of models for other worlds, and then the size indicator would be incorrect and misleading for any possible value. I disagree to show any number of models of kilobytes in the server info.