Suggestions / Bug Fixes

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.
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Bug: An orange bulb is missing.

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Quote:
Originally Posted by norton2
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Bug: An orange bulb is missing.

That's not a bug. You're in San Andreas and you're complaining about a car missing a turn signal.
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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.
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Quote:
Originally Posted by Crayder
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https://sampwiki.blast.hk/wiki/TextDrawCreate

Notice all the warnings. Those codes don't work beyond the 255th character.
I have a TextDraw with 87 characters but the code ~x~ (brown) displays a white square.
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@Crayder: Is visual bug.
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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.
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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.
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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!
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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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Quote:
Originally Posted by ipsLeon
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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.
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!
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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
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ped


New water for high res


This all for now
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Support for more then 30000 Objects(GTA3.img, SAMP.img and Custom.img), instead 19999.
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Quote:
Originally Posted by Ashgard
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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.
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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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Quote:
Originally Posted by Ashgard
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I dont want zombie peds based on zombotech virus and I don't cry in ur proposal
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.
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Quote:
Originally Posted by HeLiOn_PrImE
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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.
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.
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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.
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Quote:
Originally Posted by HeLiOn_PrImE
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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.
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.
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