[Plugin] YSF – IS4's version
#21

Thanks for the tips. I am already planning to switch to normal versioning, but this is still the "setting up" phase for the project. All these commits will probably be released (in a normal way) to R18, which will also be 2.0.0. The binaries are there just for fast testing.
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#22

Thanks for keep this
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#23

YSF 2.0 finally publicly released, please report any issues.
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#24

Quote:

[20:37:58] [debug] Server crashed due to an unknown error
[20:37:58] [debug] Native backtrace:
[20:37:58] [debug] #0 00155e8b in _ZN10StackTraceC1EPv () from plugins/crashdetect.so
[20:37:58] [debug] #1 0014ebcf in _ZN11CrashDetect20PrintNativeBacktraceERSoPv () from plugins/crashdetect.so
[20:37:58] [debug] #2 0014fdbc in _ZN11CrashDetect20PrintNativeBacktraceEPv () from plugins/crashdetect.so
[20:37:58] [debug] #3 00150226 in _ZN11CrashDetect11OnExceptionEPv () from plugins/crashdetect.so
[20:37:58] [debug] #4 00155adc in ?? () from plugins/crashdetect.so
[20:37:58] [debug] #5 0021d410 in ?? ()
[20:37:58] [debug] #6 0021d430 in ?? ()
[20:37:58] [debug] #7 00415871 in gsignal () from /lib/libc.so.6
[20:37:58] [debug] #8 0041714a in abort () from /lib/libc.so.6
[20:37:58] [debug] #9 0040eb8b in ?? () from /lib/libc.so.6
[20:37:58] [debug] #10 0040ec46 in ?? () from /lib/libc.so.6
[20:37:58] [debug] #11 009b261c in _ZN6RakNet9BitStream11WriteVectorIfEEvT_S2_S2_ () from plugins/YSF.so
[20:37:58] [debug] #12 009b1e32 in _Z15RebuildSyncDataPN6RakNet9BitStreamEt () from plugins/YSF.so
[20:37:58] [debug] #13 009b6563 in _ZN14CHookRakServer4SendEPvPN6RakNet9BitStreamE14P acketPriority17PacketReliabilityj8PlayerIDb () from plugins/YSF.so

check this please
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#25

Interesting. This was the exact place I have edited previously to fix an assertion fail, but that shouldn't be the cause of this... Are you sure you are running the latest version? If yes, send me your /lib/libc.so.6 and try this version for additional stack trace: YSF.so.
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#26

Quote:
Originally Posted by sprtik
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Interesting. This was the exact place I have edited previously to fix an assertion fail, but that shouldn't be the cause of this... Are you sure you are running the latest version? If yes, send me your /lib/libc.so.6 and try this version for additional stack trace: YSF.so.
I used the latest version and I put again the R17 and its fixed.
I cant check this because this crash my server and I lost players and information.
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#27

There is only AttachPlayerObjectToPlayer. It's commented out by now, so I guess it's either unfixed or untested.
Код:
native AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ);
You may try if it works, if you want.
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#28

Quote:
Originally Posted by sprtik
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There is only AttachPlayerObjectToPlayer. It's commented out by now, so I guess it's either unfixed or untested.
Код:
native AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ);
You may try if it works, if you want.
And how to make visibility for all?
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#29

hmm, I renew my proposal.

Quote:
Originally Posted by AbyssMorgan
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Hello, is it possible to add ?
PHP код:
CallRemoteFunctionFS(const name[], const function[], const format[], {Float,_}:...);
//name - filterscript/gamemode name 
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#30

Quote:
Originally Posted by me1m
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And how to make visibility for all?
Well, create one object for every player. That's how streamers work, isn't it?

Quote:
Originally Posted by AbyssMorgan
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hmm, I renew my proposal.
Hmm, that might be useful, but I'd rather release it in a separate plugin I develop entirely used for calling callbacks via different methods.
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#31

GetVehicleAngularVelocity does not seem to work correctly , If you didn't know that already..
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#32

Quote:
Originally Posted by Infra
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GetVehicleAngularVelocity does not seem to work correctly , If you didn't know that already..
I see, I've also specified a wrong vector there, it instead returns the normal velocity. The function will be removed in the next release.
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#33

I really like that you're adding more low-level functions and callbacks because they allow us to be more creative. You should rename OnOutcomeScmEvent to OnOutcomingScmEvent, right now it just sounds a bit wrong. I'm not judging though as we're both brom the eastern side of Europe and my english isn't perfect as well.
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#34

Quote:
Originally Posted by sprtik
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Well, create one object for every player. That's how streamers work, isn't it?
SetObjectMaterialText doesn't properly updates the
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#35

Is there any way to use the scale parameters from SetPlayerAttachedObject on normal objects?
Would be great if you could do some "research"
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#36

Quote:
Originally Posted by Infra
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Is there any way to use the scale parameters from SetPlayerAttachedObject on normal objects?
Would be great if you could do some "research"
No
4Char
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#37

Quote:
Originally Posted by Infra
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Is there any way to use the scale parameters from SetPlayerAttachedObject on normal objects?
Would be great if you could do some "research"
It would certainly be useful, but I am afraid it's not possible. The scale parameters would be sent via some RPC but there's no code for it. If there was one, it would already be available via a Pawn function. You can't do much solely from the server side.
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#38

In kurta999's version I experienced a problem when using the plugin in conjunction with the FCNPC plugin. Sometimes PLAYER_STATE_WASTED was not being set when an npc killed you by shooting at you. In this version this problem is fixed. Thank you for this update!
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#39

in plugin possible to add SetPlayerCommandClient(playerid, cmd[]); ?
add customer orders samp
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#40

There is SetPlayerMarkerForPlayer function in samp, but there is not reset/clear function, so here is a suggestion, add ResetPlayersMarkersForPlayer(playerid) and maybe GetPlayerMarkerForPlayer(playerid) - if Set function is not used, return global player marker color.

Oh and add tar.gz release for linux users.
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