SA-MP 0.3x RC (now released)

This would be the fastest development phase ever! Started in January and ended in January itself. Nevertheless, great job.
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Does that netcode tweaks will improve synchronization or security ?
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Meh, thought there'd be more additions.
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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.
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Quote:
Originally Posted by Psymetrix
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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.
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Could anybody explain to me and others what the netcode tweaks are or means?
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Код:
- Final netcode tweaks before release.
?
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Well....I'm not amused of R1
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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?
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Quote:
Originally Posted by ikkentim
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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.
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but over 9000 connection security, including changing packets ids, RPC, data about port, hash, HandleRPC changes, didn't properly protect server from bots attacks
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@Kalcor thanks for the info!
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Quote:
Originally Posted by DartfoL
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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.
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Quote:
Originally Posted by Kalcor
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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
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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
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Quote:
Originally Posted by Kalcor
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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
Any ETA on how long for 0.3x to be on the main site?
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"Later today".
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