SA-MP 0.3.7 RC (now released)

Quote:
Originally Posted by ShooteR1990
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Many Players need that. But technically impossible , because GTA:SA 32 bit app
I dont think the GTA client needs more than 3.5 gb ram at a time by any chance, so theres no need in having a 64 bit/memory expansion header version.
Why would anyone need it?
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Quote:
Originally Posted by Mauzen
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I dont think the GTA client needs more than 3.5 gb ram at a time by any chance, so theres no need in having a 64 bit/memory expansion header version.
Why would anyone need it?
There would be an extremely small advantage on the cpu side, and as GTA:SA engine goes wacko after using more than 1.7GB it's probably more trouble than it's worth.

Quote:
Originally Posted by SDraw
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After reaching 1.7 GB of RAM usage game starts to be freaky, because game engine can't find any free space for normal functioning.
http://www.youtube.com/watch?v=PpD8csEzdMs
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Quote:
Originally Posted by Patrik356b
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There would be an extremely small advantage on the cpu side, and as GTA:SA engine goes wacko after using more than 1.7GB it's probably more trouble than it's worth.
But the reason it reaches 1.7 in the first place is because of a SA-MP memory leak which they haven't fix after quite some time of the original report being created about it.
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For some reason I think this series of RCs are gonna be really short.
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Quote:
Originally Posted by Kar
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For some reason I think this series of RCs are gonna be really short.
I suppose he has taken a break or is working on a big RC update. Because 0.3z was released in a month.

What he said was he will address issues from 0.3z so maybe he's busy fixing all the bugs that occured at the whole branch.
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Quote:
Originally Posted by Kar
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For some reason I think this series of RCs are gonna be really short.
I hope you are not right but i got that feeling too.
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Waiting for RC2
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Quote:
Originally Posted by Sanady
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Waiting for RC2
same :3
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I have no doubt that IPv6 will be given a thought for 0.4. And then suddenly everyone's scripts break because the 45 char IPv6 address won't fit in the 16 char string.
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Would love to be able to detect whether two vehicles are inside each other when the collisions are disabled.
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Kalcor, you remember about 0.3.7!?
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Quote:
Originally Posted by inferno211
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Kalcor, you remember about 0.3.7!?
Be patient.. Afterall, his devoloping a free modificiation for users (which is doesn't have to do). Just be greatful of the current resources.

I'm sure the wait will be worth it in the end.
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I can't wait next version!
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Quote:
Originally Posted by Hiddos
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Would love to be able to detect whether two vehicles are inside each other when the collisions are disabled.
Indeed, but I think collision callbacks would recieve a huge shitload of data
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add grilled meat please! thnx =)
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Quote:
Originally Posted by lost13
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add grilled meat please! thnx =)
You can texture it.
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Zeex, no one using MAX_PLAYERS in their loops now and shit-code from example must be:
pawn Код:
for(new x = GetPlayerPoolSize(); x >= 0; x--)
We should use autochange for replacement head of loop.
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"- Birds won't fly through SA-MP objects."

Seriously ? that was so freaking important ?
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I only didn't understand a thing why you still need on GetPlayerPoolSize() the IsPlayerConnected ? How really works this functions? They dont will only work for connected number of players?

The birds thing it's really amazing, nice work!
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I'm glad the update fixed the birds, I don't know what I would have done next time I witness a bird fly through an object on a 10+ year old game. You have blown my mind with this update! Reminds me of when they added fish AI to Call of Duty.

https://www.youtube.com/watch?v=Y4OFv9eWIKY
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