Suggestions / Bug Fixes

Quote:
Originally Posted by Crayder
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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.
The reason I asked was because I wanted to know about the times.
I finished the system you are suggesting a few days back but I wasn't sure about the duration times.
Now I know, and I will finish my script soon.
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Quote:
Originally Posted by Infra
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Since 0.3.7 RC3 my resolution keeps resetting ( definitely not my fault ) (1366x768x32)
Me too! I kept thinking it was me, but if you are also experiencing the exact same thing it can't be my mistake. I don't even have a 16:9 monitor so I get that "can't display" message. It doesn't happen all the time but when it does [-.-]... I can't even boot the game when this happens so I have to delete my gta_sa.set file to reset the display (and the rest of my settings which is very annoying).

Quote:
Originally Posted by HeLiOn_PrImE
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The reason I asked was because I wanted to know about the times.
I finished the system you are suggesting a few days back but I wasn't sure about the duration times.
Now I know, and I will finish my script soon.
Sounds sweet! I always had this planned but never got around to it. Will you be releasing this script?
Ps. I almost double posted, you saved my life. I didn't realise that guy's (Infra) was also on this thread. XD
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Good news for you, buddy, I will be releasing this script, but it might take a while.
I'm leaving town in a few hours, and I'll be back on Monday. And when I resume I'll make sure everything works as intended. As Rockstar says "final polishing". It might take a while, because it has to be flawless. But it won't take too long.
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Since 0.3.7, OnPlayerConnect will not be called properly. I'm the first player without any bots on my 0.3.7 RC3 server and OnPlayerConnect says that I have ID 8 but that is actually not true. I have ID 0.
Код:
[15:26:20] Number of vehicle models: 0
[15:26:41] Incoming connection: 0.0.0.0:00000 id: 0
[15:26:41] [join] Mr_Brox has joined the server (0:0.0.0.0)
[15:26:41] OnPlayerConnect: 8
The last line is the debug line.
Код:
printf("OnPlayerConnect: %d", playerid);
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Kalcor for god's sake please do some function like SetVehicleWeight, billions of players are pulling and carrying unoccupied vehicles on my server (which has no tires, no fuel, nothing...), I know that its a old game but a function like these would help us to fix some physics issues that exists in game, please, I beg you
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I downloaded the RC3 of 0.3.7 and ran it only with supplied filterscripts and default gamemode. Found some issues:




I don't know is it considered normal. I fell through the wall.



This happened when I used "/kb" command (kylies_barn.amx filterscript).



Player label attached to played seemed to not work at all. I don't know, why.



Long messages not breaking into lines. I don't know is it really an issue. I remember this from previous versions.



Also look at that. I thought, the number should be changed by the timer, but no effect. Only blinking.
I couldn't delete it with standard commands from 'test_cmds.amx' filterscript.
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Quote:
Originally Posted by gesior7
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I don't know is it considered normal. I fell through the wall.



This happened when I used "/kb" command (kylies_barn.amx filterscript).
That interior does have issues, it's not just 0.3.7.

It's only a cutscene interior, and would need work to make it all solid. however I can't remember how bad the interior was, but I think you can't go upstairs (Without script assistance or exploiting) and some walls (Not all) aren't solid.

Quote:
Originally Posted by gesior7
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Long messages not breaking into lines. I don't know is it really an issue. I remember this from previous versions.
There are methods to split lines when a player puts in long text.
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Quote:
Originally Posted by Sew_Sumi
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That interior does have issues, it's not just 0.3.7.

It's only a cutscene interior, and would need work to make it all solid. however I can't remember how bad the interior was, but I think you can't go upstairs (Without script assistance or exploiting) and some walls (Not all) aren't solid.
I fixed the Kylie's Barn interior in RC3. There is a new object and an example filterscript. It looks to me like he does not have the RC3 IMG installed correctly as he is using the filterscript I made but cannot see the new object.
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Quote:
Originally Posted by Matite
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I fixed the Kylie's Barn interior in RC3. There is a new object and an example filterscript. It looks to me like he does not have the RC3 IMG installed correctly as he is using the filterscript I made but cannot see the new object.
Excellent.
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A way to add usable train tracks would be nice.
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Suggestion;

Ability to set invisibility to vehicles for players, when you drive with ghostmode and you have a lot of other vehicles (inside) your vehicle it's rather hard to see where you're going, would be nice if you could make other vehicles appear partly invisible for yourself.
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Quote:
Originally Posted by Elorreli
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Suggestion;

Ability to set invisibility to vehicles for players, when you drive with ghostmode and you have a lot of other vehicles (inside) your vehicle it's rather hard to see where you're going, would be nice if you could make other vehicles appear partly invisible for yourself.
Also, if somebody has DisableRemoteVehicleCollisions at 1 (meaning that he can't collide with other players' vehicles), why is he colliding with players who have it at 0 ? Its behaviour is really weird, he can push that player, give him damage (he enters in him a bit, without collision, but that player sees collision), and if the other one tries to enter in him, that player isn't giving any damage to his vehicle, but the player who has it disabled receives damage. Isn't it normal that if somebody has it at 1, he shouldn't collide with any player at all ?

Sorry if my explanation is hard to understand.
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Lol, I was just thinking... There should be a way to set a 'fake' position. Like, the players position packets would be disregarded when a players fake position is set. This would make it so that other players see the player at the fake position but in reality the player is not where they see. I'm pretty sure this could be done with a plugin, but it could be added to the native's.
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Hi all. I propose to add Turret Mode for players. For example - player can shot from heli, boat, it is possible to use in single-player missions. Example: Last SF Wuzi Mission The Da Nang Thang.




This will increase the level of RP.


I hope the SA-MP developers will hear me.

Sorry for my bad English.
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0.3.7 R3:

if sa-mp team want i can send the sniff from this packets.

Код:
[14:11:45] Incoming connection: 138.146.7.233:28098 id: 0
[14:11:45] Incoming connection: 138.146.64.203:59297 id: 1
[14:11:45] Incoming connection: 138.146.46.39:19595 id: 2
[14:11:45] Incoming connection: 138.146.238.121:62335 id: 3
[14:11:45] Incoming connection: 138.146.94.208:18744 id: 4
[14:11:45] Incoming connection: 138.146.219.170:12620 id: 5
[14:11:45] Incoming connection: 138.146.204.102:48173 id: 6
[14:11:45] Incoming connection: 138.146.39.130:17425 id: 7
[14:11:45] Incoming connection: 138.146.205.99:59400 id: 8
[14:11:45] Incoming connection: 138.146.134.119:13429 id: 9
[14:11:45] Incoming connection: 138.146.52.127:24677 id: 10
[14:11:45] Incoming connection: 138.146.167.93:32561 id: 11
[14:11:45] Incoming connection: 138.146.186.244:19810 id: 12
[14:11:45] Incoming connection: 138.146.86.123:14429 id: 13
[14:11:45] Incoming connection: 138.146.228.51:59121 id: 14
[14:11:45] Incoming connection: 138.146.147.136:43956 id: 15
[14:11:45] Incoming connection: 138.146.189.85:65017 id: 16
[14:11:45] Incoming connection: 138.146.66.123:28495 id: 17
[14:11:45] Incoming connection: 138.146.203.10:37842 id: 18
[14:11:45] Incoming connection: 138.146.210.50:17325 id: 19
[14:11:45] Incoming connection: 138.146.13.163:12194 id: 20
[14:11:45] Incoming connection: 138.146.193.243:43101 id: 21
[14:11:45] Incoming connection: 138.146.234.2:17261 id: 22
[14:11:45] Incoming connection: 138.146.67.239:41137 id: 23
[14:11:45] Incoming connection: 138.146.46.108:45770 id: 24
[14:11:45] Incoming connection: 138.146.207.232:55479 id: 25
[14:11:45] Incoming connection: 138.146.81.6:3838 id: 26
[14:11:45] Incoming connection: 138.146.22.100:20354 id: 27
[14:11:45] Incoming connection: 138.146.198.202:36484 id: 28
[14:11:45] Incoming connection: 138.146.209.229:42282 id: 29
[14:11:45] Incoming connection: 138.146.222.9:33739 id: 30
[14:11:45] Incoming connection: 138.146.83.135:58854 id: 31
[14:11:45] Incoming connection: 138.146.221.190:18728 id: 32
[14:11:45] Incoming connection: 138.146.233.188:7281 id: 33
[14:11:45] Incoming connection: 138.146.109.112:58122 id: 34
[14:11:45] Incoming connection: 138.146.19.19:3644 id: 35
[14:11:45] Incoming connection: 138.146.30.161:17072 id: 36
[14:11:45] Incoming connection: 138.146.24.69:6299 id: 37
[14:11:45] Incoming connection: 138.146.74.107:63164 id: 38
[14:11:45] Incoming connection: 138.146.35.153:60195 id: 39
[14:11:45] Incoming connection: 138.146.118.250:53550 id: 40
[14:11:45] Incoming connection: 138.146.203.76:28518 id: 41
[14:11:45] Incoming connection: 138.146.144.159:11189 id: 42
[14:11:45] Incoming connection: 138.146.25.94:26073 id: 43
[14:11:45] Incoming connection: 138.146.68.27:54020 id: 44
[14:11:45] Incoming connection: 138.146.200.250:7113 id: 45
[14:11:45] Incoming connection: 138.146.226.80:20723 id: 46
[14:11:45] Incoming connection: 138.146.252.20:168 id: 47
[14:11:45] Incoming connection: 138.146.8.77:49343 id: 48
[14:11:45] Incoming connection: 138.146.226.41:21483 id: 49
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Texture layers for objects, so we can apply multiple textures to objects.
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Perhaps add a native to get wether lagcompmode is on or off
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Quote:
Originally Posted by MarcObeles20
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Perhaps add a native to get wether lagcompmode is on or off
https://sampwiki.blast.hk/wiki/GetServerVarAsInt
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Quote:
Originally Posted by Infamous
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Texture layers for objects, so we can apply multiple textures to objects.
Multiple as in different indexes? Already possible.
Or if you literally mean layers - won't happen. The texture indexes are built in to the SA engine, we just tap into that. Layers are not built in so what would there be to tap into.

However (unrelated), CULL zones are built in and they are just as tappable as pickups and objects. It would be lovely to manipulate CULL zones!
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To be honest I don't know a great deal about sa's engine but yeah I meant multiple textures on the same index.
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