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comment_553607

Improved weapon sync and more! :: Posted by Cam on 02 Dec 2006

It has been a while since our last update - the lack of updates on our blog certainly does not mean lack of progress. Infact, quite a bit of progress has been made with SA:MP 0.2. As most of you might know, SA:MP 0.2 is intended to primarily be a feature release with a few bug fixes that was deferred from 0.1b. However, the thing about adding features is that, with every feature comes a entirely new set of bugs, which take up a considerable portion of our time to fix.

One of the major improvements we have done with 0.2 is improving support for weapons. Some of you who visit the forums regularly might have noticed a preview image with first person weapons. The sniper and rocket launcher are synchronized now and add quite a bit of fun to the gameplay. We have also made vast improvements to the synchronization for weapons such as the M4, AK47 and Country Rifle. In 0.1, the aiming of these weapons was inaccurate -- aiming at the head actually shot above the head, this has been fixed in 0.2. Additionally, to support these long range weapons we improved the precision of the aiming and reduced artifacts due to compression that was present in 0.1. Another weapon based feature which was not apparently visible as not being synchronized before was reloading -- this has been added into 0.2 as well.

A feature called "Instagib" was added to SA:MP 0.2. For those of you who used to play Quake or Unreal Tournament, it should be apparent what this is. For those that didn't, Instagib can be best described as "one shot kill" mode. With the improved weapon aiming and accuracy, Instagib should provide an interesting mode of game play which puts the player's hand eye coordination and reflexes to the test.

Team killing in team death match modes in 0.1 has always been an issue. Some game mode scripts attempted to "jail" people for team killing (which is quite amusing!). To help out these game modes a bit, friendly fire has been added and is togglable from the game mode script. With friendly fire enabled, you will not be able to attack team mates.

Additionally, on the server side of things, some features have been improved. The ban file format now adds date/time, nick, and reason of the ban. The Pawn functions SetTimerEx, CallRemoteFunction, and CallLocalFunction have been improved to support up to 256 parameters and should provide more flexibility for timers as well as interscript communication features.

There are a few other minor things "nice to have" things we have added. For those of you that like loud explosions, you have the ability to create explosions from the game mode with a function called CreateExplosion. The infamous "white health bar" bug on ATi cards which were not native DirectX 9 cards (Radeon 9200, 8500, 7500) was fixed. For all the you that have complained about normal GTA starting up instead of SA:MP when using version 1.01 and 2.00 of GTA, we have added a check to make sure the version you are using is 1.0 or you will be informed otherwise.

Here's a small preview video, enjoy!

Bron: Sa-mp.com

Bekijk de Blog of klik hier voor de nieuwe video!

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comment_555308
weet iemand wara ik gta sa kan wownloaden??

Nergers, GTA SA kan je gewoon in de winkel kopen voor ongeveer 25 euro, download sites worden hier niet gegeven. (regels)

Als je SA:MP bedoeld dan is het goed, deze kan je namelijk hier downloaden, het installeren etc gaat van zelf dus dat moet lukken!

EDIT: Maar volgens mij heb je hem op de PS2, dus dan heb je niks aan SA:MP.

Bewerkt: door Typhoon

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comment_558370

Scripting Extensibility :: Posted by aru on 10 Dec 2006

SA:MP has always been something of an "engine" to enable multiplayer within GTA San Andreas. Ideally, we don't want to tell you how you should be playing your multiplayer game - we rather leave the design of the game mode (whether it be a free for all deathmatch, team deathmatch, racing, RPG, or any game mode you could possibly imagine of) to be flexible and customizable by those who design it.

The idea of having a scriptable interface using the PAWN language proved to be quite useful for enabling this in 0.1. For 0.2, we're taking Pawn to the next level and we will allow developers to create their own extension functions to be written in C++, compiled as a dynamic link library (Windows) or a shared object (Linux/BSD) and exposed to SA:MP's Pawn interpreter.

This should enable scripters to have the ability to do a wider range of things that was not possible before. Do you want access to a database system? You no longer have to do file based I/O to accomplish this anymore. Want to take a realtime snapshot of the players in your server, generate a image of the statistics using the GD library and FTP the resulting image to your web server? With a few plugins to expose the functionality, the possibilities can go as far as your imagination will allow.

We'll be publishing a very simple and easy to use SDK which will interface with the server's Pawn library and provide more details on development of your own plugins on our forums as 0.2 nears its release.

Bron: Sa-mp.com
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comment_558395

Release dude!

Ziet er allemaal netjes uit.

Vooral in dat filmpje waar Azer word neergeknald. :puh:

In het filmpje kon je ook zien dat de Sycn beter is,

Bij het stukje op het dak waar 1 vanaf het dak snipert en raakt en ook terug word geraakt.

Bye,

Giovanni

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comment_566466

Merry Christmas! :: Posted by aru on 25 Dec 2006

From all of us at the SA:MP Team, Merry Christmas!

We know quite a lot of you have been expecting us to do something for Christmas. Although SA:MP 0.2 is closer to being finished than it was last week, its still a work in progress. We're finishing off our list of features for 0.2 and testing them along the way. The features we post about on our blog are completed features that we felt were ready for sharing with the community. There are still more "secret features" coming!

On the note of new features, we decided to publicize another one today. We have been focussing quite a bit on the multiplayer aspect of the mod, that we had completely ignored the flexibility of what you could do for individual players. For 0.2, we are aiming to bring some of this flexibility back to the game while keeping the multiplayer experience alive. We have made many of the server options to be per player options, so that players will see different things depending on a critera chosen by the game mode designer. This critera could simply be the location of the player or even a complex algorithm. Some of these personalizable options include:

Weather: Although a new feature in 0.2, it has already been expanded to be able to be set per player. This will provide some advantages such as setting fog for players in the badlands and sandstorms for players in the desert to give a much more realistic world weather system. If you really want to simulate a cold front moving from Los Santos to San Fierro, now you can!

Time: Each player's local game time can be individualized. Additionally, time for players can be set in minutes as well (although world time still is at hour increments). You can also enable the clock on a per player basis so time will visibly advance from the time you set and will be displayed on the screen as in single player.

Objects: The objects system has been completely overhauled as well. Objects can now be set on a per-player basis in addition to the existing global objects system. Although, you can only have 150 objects per player, whether they're global or local or a mix of both, this should provide a greater amount of flexibility. Surely, it would look odd having someone climbing on an object you can't see. The primary reasoning behind this feature is to provide a streaming system to give the appearance of more than 150 objects.

Virtual Worlds: In order to facilitate the greatest use of these features, a Virtual World system for players and vehicles has been created. This means you can exist in your own little world with a few other people, with whatever vehicles and objects required, playing a mode while elsewhere (or in exactly the same spot), unbeknownst to you, other people are playing their own mini modes on the same server. Mini game modes on RPG servers, fool-proof jail systems and protected interiors, and more, is now possible.

These features are only the beginning. The Pawn scripting interface is there to provide the maximum flexibility to create the ultimate multiplayer experience you want.

Bron: Sa-mp.com
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comment_650370
SA-MP 0.2 Public Beta :: Posted by Cam on 08 Apr 2007

In case you have not noticed, we are now hosting a SA-MP 0.2 public beta test!

Click here to start playing!

Note: This is a beta version so problems are to be expected. Please report all crashes and bugs that you come across on our forum.

De 0.2 public beta is nu uit, neem een kijkje zou ik zeggen(als je er tenmiste nog in komt)

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