[Discussion] Advanced GPS - Plugin (?)
#1

Well folks, maybe my next release will be an GPS plugin, however I have a few questions for you:

What do you want to see in a GPS (Global Positioning System/ Navigation System), which features? And which totally not?

How would you like to control the plugin? What natives would be usefull, which not? (and if you can say - why?)

Do you like the GTA 4 GPS? Because this plugin will be 'like' this however not fully,
The plugin will cover 99.8% GTA San Andreas Roads.

Here is a map with the whole coverage:

/imageshack/img710/4711/coverage2.jpg

The red lines on the roads indicate the road will be used by the calculation system of the GPS, the blue numbers is just the node number for identification. The map coverage IS VISUAL , thus can be confusing.

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FOR PROGRAMMERS:

Well to accomplish the coverage map I have been forced to make my own program for the nodes and to visualize them, it is because there was no tool online which would fit my need, so yeah I have made my own one.
Just a lil screen here:


A few questions:
When the plugin will be released, would you think it will be usefull when I release the Scripter Pad? Why?
Which algorithm do you recommend to go through all nodes and find the best way from point A to B? Why?

Would you be able to help programming? <- I ask this question because I think that threads will be needed in this plugin, not my best thing so If I do not manage to get it up & running seamlesly then maybe you can take it from the point I achieved.

________
For everyone:
Anything else?
Questions?
Post Here.
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#2

I support it, looks so epic, but don't release it, Keep it to yourself, something unique. Also you can sell me a copy though, Ј20?

Kyle.
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#3

SetGPSRoadType
- the fastest
- cheapest

OnPlayerWrongWay
OnPlayerAchievedTarget
IsPlayerOffRoad/OnRoad
GetPlayrRoadId
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#4

Quote:
Originally Posted by KyleSmith
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I support it, looks so epic, but don't release it, Keep it to yourself, something unique. Also you can sell me a copy though, Ј20?

Kyle.
He's not gonna release it so you can buy it and claim it as unique? Even though we all know you're gonna use it to rip-off CrazyBob's CnR even more.
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#5

Quote:
Originally Posted by KyleSmith
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I support it, looks so epic, but don't release it, Keep it to yourself, something unique. Also you can sell me a copy though, Ј20?

Kyle.
Haha you just Killed me with that anwser , first you ask him to not realease it , so it can be unique and after you tell him to sell you a copy?

Are you so stupid at that point? XD
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#6

Quote:
Originally Posted by [03]Garsino
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He's not gonna release it so you can buy it and claim it as unique? Even though we all know you're gonna use it to rip-off CrazyBob's CnR even more.
Lol, If hes going to make cash from it then I would not release it and rather sell it.

Yes? Problem? Don't affect you.

Quote:
Originally Posted by SlashPT
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Haha you just Killed me with that anwser , first you ask him to not realease it , so it can be unique and after you tell him to sell you a copy?

Are you so stupid at that point? XD
Not really? As it can be unique still with a few servers having it, but when the whole sa-mp community has it, that is another issue.
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#7

Quote:
Originally Posted by KyleSmith
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Lol, If hes going to make cash from it then I would not release it and rather sell it.

Yes? Problem? Don't effect you.
Read SlashPT's reply. See how stupid it is.
affect* btw.
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#8

I've been thinking and ..
When it will be done I release it,
It will not be sold (well ok, if somebody gives 2000,- euros then ok, but we all know that is not going to happen )

And people please keep ontopic

any ideas? Right now I have the plugin's base with these functions:
pawn Code:
native AddNode(Float:X,Float:Y,Float:Z);//Add node to the list
native AddNodeEx(ID,Float:X,Float:Y,Float:Z);//Add node to the list with specified ID
native ConnectNodes(NodeID_one,NodeID_two);//connects two nodes, one node can hold up to 64 connections
native NearestPlayerNode(playerid,Float:MaxDist=9999.99);//Get the player's nearest node ID
native NearestNodeFromPoint(Float:X,Float:Y,Floay:Z,Float:MaxDist=9999.99);//Get nearest Node ID from given point
native WriteNodesToFile(filename[]);//Dump all loaded nodes and connections to a file (for next use?)
native ReadNodesFromFile(filename[]);//Load all 'dumped' nodes and connections from a file into the plugin
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#9

Quote:
Originally Posted by KyleSmith
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I support it, looks so epic, but don't release it, Keep it to yourself, something unique. Also you can sell me a copy though, Ј20?

Kyle.
Argh, just shut up and manage to create your own ideas rather then copying crazy bobs cnr..

Sweet stuff gamer_z, can the nodes be decrypted from the GTA San andreas files? It has like 30 thousand nodes but should be nice (accurate afaik) :3
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#10

pawn Code:
native MoveNode(ID, Float:X, Float:Y, Float:Z);
Full support from me
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#11

Fantastic! Taking nodes of all San Andreas is a big work!
You can use Dijkstra's algorithm to calculate shortest path. Also you can link nodes in game with race checkpoints and/or you can put in minimap an icon (maybe streamed) that indicates each point of the path.
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#12

I don't really see big use of this. AFAIK you can't mark them on the map, unless you use gangzones ^^, so how are they usefull? For npc's - maybe, you can make them move randomly around the city.
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#13

Quote:
Originally Posted by wups
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I don't really see big use of this. AFAIK you can't mark them on the map, unless you use gangzones ^^, so how are they usefull? For npc's - maybe, you can make them move randomly around the city.
You can make a Real Life GPS

And people good new:
I have ALL GTA VEHICLE NODES PORTED TO MY OWN CUSTOM FILE FORMAT, so ALL ~30590 nodes are available for use to my plugin
It was nasty work, cuz the thing wouldn't listen to me, and I figured out how nodes are connected (very easy.. lol).
Needed to make around 25 pawn scripts and 3 converters in Visual Basic to get my final 'GPS.dat' file with all nodes and connections.

Now I only need to implement the path algorithm and then some nice GPS features,
also

MoveNode - Me myself doesn't see the point of this function xD
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#14

Wow, can't wait to see this in action ! good luck !
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#15

Nice.
I made this myself completely via pawn ( Reading SA Nodes, converting into my file format , building graph and so on ) but it is just too slow using pawn. I know how to speed it up, but with the SA Nodes ( ~37000 ) it still takes 10 seconds.
I'll keep an eye on this thread .
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#16

Good idea
Please can you put "San Andreas Route Connector" on the download. (solidfiles.com)
Cheers
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#17

Vet, :P

Ik download hem zeker weten wanneer ie af is =D
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#18

Anyone keen to help ? :c
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#19

Impressive, like always. But can't you do that with scripting only as well?

Anyway, I am looking forward to see updates on this plugin. Good luck.
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#20

Really awesome!
But i'm having one question, how do you want to display the route ingame?

I would definitely use this!

I wouldn't want to imagine how much work it was to create this nodes (I mean Rockstar Games) O.O
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