SA-MP 0.3c in development

Quote:
Originally Posted by RSX
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Important question - does particle objects include bullet particle emiting entities.. like being able to make a turret that shoots rockets, bullets, stuff like that (Which then gets applied in every client as a "normal" gunshot/rocket explosion - collisions)?
http://gtag.gtagaming.com/forums/ind...?showtopic=234
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new updates?
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Hi there. I have a Role-Play server and after a long night in the morning the server is full of cars that are left on the roads and everywhere, to clean them its very exausting. I and other server owners would be really greatful and happy if you make a new car adding fuction. AddRespawnVehicle This fuction should work as AddVehicle, but you could choose a respawn period. For example 1h. If the vehicle isnt used by a player for an hour it respawns. This would fix the problem.
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Quote:
Originally Posted by Osviux
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Hi there. I have a Role-Play server and after a long night in the morning the server is full of cars that are left on the roads and everywhere, to clean them its very exausting. I and other server owners would be really greatful and happy if you make a new car adding fuction. AddRespawnVehicle This fuction should work as AddVehicle, but you could choose a respawn period. For example 1h. If the vehicle isnt used by a player for an hour it respawns. This would fix the problem.
Already exist.
https://sampwiki.blast.hk/wiki/AddStaticVehicleEx
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Wow Please Create...this client 0.3c...i see and Love this client :X:X:X
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Yes, this is seriously going to be awesome, it will be cool if the vehicle bonnet control enable you to have a yellow elegy with a black bonnet for eg, and what about re-enacting riot mode with the particle control!

great work SA-MP Team, made my day a whole lot better!
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Quote:
Originally Posted by bpeterson
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You are stupid.

Sync is all based on RakNet and an algorithm which was written by MTA devs.
GTA: SA does NOT contain any multiplayer source code.
There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.

Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game.

RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team.

There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA.
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Quote:
Originally Posted by Kalcor
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There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.

Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game.

RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team.

There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA.
rightttt....... that is chinese to me but still i get your pointt
well i created a tetris game in vb.net and currently making it mp so...
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Retracted:

Quote:
Originally Posted by Kalcor
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There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.

Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game.

RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team.

There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA.
Plus, even if MTA does not have access to parts of the GTA source code, more than enough rumours have circulated that Rockstar contributes to MTA development, even if it is with minor technical help, that's another slightly unfair advantage MTA has over SA-MP.

Anyhow, back on topic... Looking forward to 0.3c.
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Quote:
Originally Posted by Kalcor
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There is not much truth to that. The method of syncing GTA used by SA-MP is called "player context switching" and it was originally designed by me in 2004 while I was also working on MTA:VC Blue. I named it "player context switching" because it has some similarity to CPU context switching. GTA:SA is a single player game and only has one player, kinda like a computer has one CPU. By storing the state of the main player, and switching it for a network player (at the right time), it's possible to have multiple players in the game all obeying the same rules and logic of the single player. You wouldn't need a system like this if the game had already been designed for multiplayer, since the game could have simply allocated as many players as it needed.

Both the current versions of SA-MP and MTA use "player context switching" in order to make GTA a multiplayer game.

RakNet provides the ability to send reliable network messages and make sure things like chat messages actually arrive on all players computers. It doesn't magically turn a single player game in to a multiplayer game. RakNet is to multiplayer as DirectX or opengl are to graphics. All of the netcode and syncing has been designed by the SA-MP team.

There are actually some references to multiplayer code in GTA III, Vice City and San Andreas. There is nothing usable from our point of view, but it looks like Rockstar always had the intention of adding multiplayer. For some reason they left it out. My own speculation is that because multiplayer gaming wasn't really mature on consoles they didn't bother finishing it. As soon as the ps3 and xbox 360 came along they decided to add multiplayer again to GTA.
First of all, thanks for your reply.

I know how GTA works, I've been working with it.

When I said it's all based on RakNet, I meant it's used for sending (as you already have mentionned) network messages/infos.

MTA does NOT have GTA: San Andreas's source code.
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Kalcor

Please tell, whether synchronization for clan war servers will be improved?
It is very important for knowing that who constantly plays on cw servers. And it is a lot of such people, and for them synchronization improvement would be the best that you have made in samp 0.3c
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I do not think is no secret and everyone noticed that the synchronization of firing in 0.3a was better than 0.3b

What awaits us in sync 0.3c?
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Quote:
Originally Posted by Kalcor
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The objects shown will come pre-installed with the SA-MP client and will have their own new object IDs. SA-MP won't support downloading custom models from the server at this stage because it isn't safe to do so. GTA SA wasn't designed to handle models from untrusted sources. We would not go ahead and add a feature like custom files downloading unless we were 100% sure that it was safe - and we still have some research to do in this area.

Many servers currently have their own mod packs which can be optionally installed by players. SA-MP doesn't block this or have a problem with this, it just isn't officially supported. If a player chooses to install mods they're taking the risk themselves and would have to do so outside of SA-MP. The server owners can't force any custom files on players when they connect.

Creating custom mod packs will be slightly easier in 0.3c, due to the fact that mods can be installed to the samp.img instead of the gta3.img. But again, this won't be officially supported by SA-MP.
how can we add the object? like ajust the x,y,z?
like will MTA support them?
or do we in the script createobject....?
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Quote:
Originally Posted by dark_clown
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how can we add the object? like ajust the x,y,z?
like will MTA support them?
or do we in the script createobject....?
I have exactly the same question.
Maybe a ingame editor? :S
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Quote:
Originally Posted by Kalcor
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The objects shown will come pre-installed with the SA-MP client and will have their own new object IDs. SA-MP won't support downloading custom models from the server at this stage because it isn't safe to do so. GTA SA wasn't designed to handle models from untrusted sources. We would not go ahead and add a feature like custom files downloading unless we were 100% sure that it was safe - and we still have some research to do in this area.

Many servers currently have their own mod packs which can be optionally installed by players. SA-MP doesn't block this or have a problem with this, it just isn't officially supported. If a player chooses to install mods they're taking the risk themselves and would have to do so outside of SA-MP. The server owners can't force any custom files on players when they connect.

Creating custom mod packs will be slightly easier in 0.3c, due to the fact that mods can be installed to the samp.img instead of the gta3.img. But again, this won't be officially supported by SA-MP.
That makes sense, and is perfectly understandable. Although very restricting.
To compensate it - please, please - add more universal objects, as someone already said.
  • Simple plains with various sizes/textures/colors. (red, green, wood, metal for example)
  • Roads. Straight and simple. No landmasses attached.
  • Objects that are already in gta3.img, but not available seperately, instead they're fixed into huge landmasses or something. Like.... traffic signs and such.
  • Other simple things, like letters/numbers maybe? (would be cool to display, even animate, server name in 3D @ spawn screen, no?)
  • Whatever you come up with that might help in general mapping. Maybe some interior objects, or objects that would be cool when attached to player or vehicle.
Most of these are not hard to create, nor too large in file size.
But this way it will benefit servers of all genres, instead of only/mostly stunt servers.

This is a big feature, but as you notice, most of people cheer for only colorized text and car functions, because SA-MP community is largely based on RP genre.

This also makes a lot of sense, no? I hope.
*I also secretly hope someone @ MTA adds samp.img support to its map editor*


OH! AND I LOVE PANDA SKIN!!!! Addition of extra skins would be soooo sexy.
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I would like to see some new landmass objects, but also buildings, complete or just parts, both would be nice...


Also, it would be nice if there was some new roads


PS: Being drunk & tired while playing sa-mp gives a weird result
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So back asking about the new custom objects. Will there be some sort of map editor then becuase it would take ages to build stunt parks with those new cool objects
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I would really just like to see an increase in SA-MP sync. That should really be the SA-MP dev. team's main focus...whatever though.
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Quote:
Originally Posted by dugi
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And also to the people who think that this is a suggestion thread:

Well it isn't, so please use the suggestion thread.
@Patrik, Why would you drink when you're tired and amazingly still want to play SA-MP?
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Wow... If u add ability show custom picture (jpg, png etc.) on some objects... I'm would be shocked o_0
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