Entwicklung von der Samp Version 0.3.7 (Released)

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DANKE FÜR 7 JAHRE Nemesus-Roleplay, das Projekt Nemesus-Roleplay (Legacy) wurde beendet!

Danke an alle die uns unterstützt haben in den letzten Jahren!


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(PS: Das alte Forum könnt Ihr noch über diesen Link erreichen!)


Für weitere Informationen oder einfach nur zum Austausch alter Zeiten, besucht doch gerne das Nemesus Forum auf forum.nemesus.de.

Wenn Ihr noch Fragen zum alten NRP habt, besucht mich doch gerne mal auf meinem Discord: - Klick -


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  • Entwicklung von der Samp Version 0.3.7 (Released)

    Sehr geehrte Community,

    damit wir auch einen Diskussions Thread über die kommende Version haben.

    Info: Die Version wurde noch nicht fertiggestellt, wir updaten erst bei der fertigen Version.



    Samp Version 0.3.7 -


    The 0.3.7 RC is a testing version for an update to SA-MP's 0.3 branch.
    The official release will come once the testing phase is complete.

    Updates:

    Spoiler anzeigen
    SA-MP 0.3.7 RC4 Client/Server update

    - Fixes texture loading 'memory leak' which effected object text material replacements and material replacements where the texture was set to full alpha.
    - Fixes weapon changing bullet ID/weapon ID desync (aka spraybug).
    - Adds audio siren capability to all cars. There is a new default parameter at the end of CreateVehicle/AddStaticVehicleEx for enabling the audio siren instead of the normal horn.
    - Adds vehicle door open/close ability to the server script.
    - Adds vehicle windows open/close ability to the server script.
    - Cuffed animation issues (SPECIAL_ACTION_CUFFED): There were still problems with this animation on certain skins where the arms would poke through the back of the model. Any existing handcuff attachments will probably need their positions updated again. There is a new handcuff model (11749) that are based on the ones from the game's opening cutscene.
    - The mouse cursor will be disabled when the GTA:SA window is activated (returning from alt-tab etc).
    - The LS BeachSide building is now replaced by SA-MP's one by default (similar to the LS Office Floors building). This was done because it works better with the game's existing LODs and has less problems with camera collisions.
    Adds 61 new object IDs from Matite.


    SA-MP 0.3.7 RC3-3 Optional client update

    - Fixed: The skins added for RC3 were not working as model previews.
    - More fixes for camera collisions with objects attached to vehicles.
    - After respawn the player might be left with CJ running anims.
    - There were still dialog list width problems.

    SA-MP 0.3.7 RC3-2 Optional client update

    - The selected item for tablist dialogs was not being reset when a new dialog was shown.
    - Fixes a dialog width calculation problem for list type dialogs which might lead to column text being truncated.

    SA-MP 0.3.7 RC3 Client/Server update

    - Fixes chat window 'directmode' which was broken since the font size changing was added.
    - The streaming memory allocation amount uses the total system memory found by Windows, not the available memory.
    - Fixes problems with the scoreboard and dialog lists where the last items could not be clicked on without scrolling.
    - Fixes spacing between dialog text and dialog buttons at the bottom.
    - Adds new dialog types DIALOG_TYPE_TABLIST and
    DIALOG_TYPE_TABLIST_HEADERS which are extensions of the LIST type dialog
    with support for columns.
    For example usage of the TABLIST style, please see the commands
    /testtablist and /testtablistheaders in the test_cmds filterscript.

    TABLISTS allow up to 4 columns, with 128 maximum characters per column and 256 maximum characters per row.

    - New object IDs added by Matite:

    140 new objects

    New filterscripts added demonstrating some of the objects/building replacements.

    12 variations of the existing skins (skin ID 300-311). These are
    mostly modified versions of the cop skins from the game (no accessories
    etc). The skins are still WIP, so please don't complain if they are
    changed before the final 0.3.7 release.


    SA-MP 0.3.7 RC2 Client/Server update

    - Some people complained that the default font sizes were not the same
    as the ones from the previous SA-MP releases. The font sizes used as
    default are the same defaults from previous 0.3 versions.
    - Fixes additional camera collision problems on objects (some issues still remain outside 3000 units).
    - More changes to camera targeting should improve things a bit.
    - Adds /ctd client command to enable client debugging of the player camera target.
    - DisableRemoteVehicleCollisions() should work for boats.
    - No more camera collisions with vehicles when DisableRemoteVehicleCollisions() is enabled.
    - Adds EnablePlayerCameraTarget(). The camera targeting functions added
    in 0.3.7-RC1 will be disabled by default as it may use bandwidth on
    servers when it's not needed.
    - Adds SetObjectNoCameraCol()/SetPlayerObjectNoCameraCol() to disable
    camera collisions on the selected object ID. This function only works on
    objects outside the normal map boundries for now.
    - Adds GetPlayerPoolSize()/GetVehiclePoolSize() to obtain the highest playerid/vehicleid in use.
    - The server will only come in a 1000 player variation from now on since
    there should be no performance difference between a 500 player server
    and 1000 player server. If you have existing script loops bound to
    MAX_PLAYERS or MAX_VEHICLES you should consider rewriting these loops to
    use GetPlayerPoolSize()/GetVehiclePoolSize(). Alternatively, redefine
    MAX_PLAYERS lower in your script or by editing the SA-MP pawn includes.
    - Birds won't fly through SA-MP objects.
    - Fixed problem where player was frozen if SelectObject() was used from a dialog response.
    - Objects with a large draw distance now support alpha sorting.
    - Fixes a problem with the server browser where one server might be able to fake a reply pretending to come from another server.
    - Adds over 90 new objects created by Matite:

    The LS BeachSide building and LS apartment buildings now have underground car parks.

    New house sections with interiors for the island land objects:


    SA-MP 0.3.7 RC1 Client/Server update

    - Adds UI font size, face, weight changing.

    UI font size can be changed with the /fontsize command in the client. Valid fontsize is -3 to 5.

    - Although not officially supported, the font face and weight can be changed by editing the sa-mp.cfg file:

    fontface="Comic Sans MS"
    fontweight=1

    Supported font weights are 0 = BOLD (default) and 1 = NORMAL.

    - The SA-MP client will now dynamically select the steaming memory
    amount for GTA:SA based on how much RAM is available. If you have a
    'streaming memory fix' mod, it should no longer be needed and you should
    delete it. The streaming memory stats are available under the F5 screen
    in SA-MP.
    - Adds over 240 objects created by Matite.
    - Example scripts for using some of the new objects/features, including
    stunt_island.pwn, modular_island.pwn, ls_beachside.pwn etc.
    - Adds fishing idle animation and example script.
    - SelectObject() function can select objects that have no collision.
    - Scoreboard will be larger if the game resolution is bigger than 800x600.
    - Adds checks for bad floats/vectors in bike lean, train speed, camera's AimZ, bullet offset.
    - Adds DisableRemoteVehicleCollisions() function to disable collisions between vehicles driven by other players.
    - The editor 'Test' mode time/weather is now fixed. You can change the time/weather with /set_time and /set_weather.
    - Default draw distance for editor 'Test' mode objects is 599.0.
    - Removed the Idle camera (camera shake).
    - Adds connection cookie system to prevent spoofed connection flooding.
    - Syncs the weapon ID with the shot info, meaning there is no chance of shot/weapon desync in the OnPlayerWeaponShot callback.
    - Fix camera collision problem when objects attached to vehicle you are in.
    - Fixes for vertex lighting/time of day updates when an object has a draw distance > 300.0.
    - Fixes UV texture animation on objects with > 300.0 draw distance.
    - Fixes camera collisions on objects and vehicles that are outside the normal world map.
    - Adds weather cull zones for Verona mall, LS BeachSide, LS Apartment Building, LS Office Floors to the SAMP/samp.ipl file.
    - Fixed a problem in RakNet which meant the NetStats_* functions could
    not be used if the player ID wasn't fully connected to SA-MP.
    - Adds functions: GetObjectModel(), GetPlayerObjectModel().
    - Adds functions: GetPlayerCameraTargetObject(playerid),
    GetPlayerCameraTargetVehicle(playerid),
    GetPlayerCameraTargetPlayer(playerid) to find the network object the
    player is looking at.
    - Vehicle rotation syncing should be smoother.


    Quelle: sa-mp.com
    Nemesus.de - Der Blog rund um die Projekte von Nemesus!

    Mein Youtube-Kanal: Youtube

    Teamspeak3: ts3.nemesus.de

    Discord: Nemesus#1403

    Dieser Beitrag wurde bereits 11 mal editiert, zuletzt von Nemesus ()

  • Medien/Screenshots - Quelle: sa-mp.com

    Objekte/Sonstiges:



    Skins:



    Alle Objekte können hier eingesehen werden!


    Wie findet ihr die kommende Version?


    Nemesus.de - Der Blog rund um die Projekte von Nemesus!

    Mein Youtube-Kanal: Youtube

    Teamspeak3: ts3.nemesus.de

    Discord: Nemesus#1403

    Dieser Beitrag wurde bereits 16 mal editiert, zuletzt von Nemesus ()

  • Für einen Roleplayserver sind die neuen Objekte und Skins wirklich brauchbar, kann man schöne Sachen mit anrichten.

    Ansonsten gibt es leider nicht viele neue Scriptänderungen, da muss ich dir zustimmen.
    Nemesus.de - Der Blog rund um die Projekte von Nemesus!

    Mein Youtube-Kanal: Youtube

    Teamspeak3: ts3.nemesus.de

    Discord: Nemesus#1403
  • Für Mapper, besonders die Detailverliebten, ist das neue Update ein gefundenes Fressen :D
    Aber auch die ganzen Objekte dürften einiges für RolePlay Server ermöglichen.
    Und wenn es nur ist, dass man Baustellen nun ausdrücklich mit Schildern kennzeichnen kann :D
    Günstig Spiele und sogar Software kaufen?
    Dieser Text ist ein sogenannter Ref-Link, für euren Einkauf über diesen Link erhalte ich wenige Cent.
  • Patrick_Willis schrieb:

    Endlich können Verkehsschilder genutzt werden, die den Verkehr auch mal Regeln können.


    Naja aber für NRP verhältnisse ist das Maximum mit 50 km/h echt scheiße. Und das ist das MAXIMUM der Schilder :/

    Nachts ist es Kälter als Draußen!








    29.01.15 - Detective I
    22.02.15 - Detective II
    Detective Bureau verlassen.
    13.05.15 - Police Officer II
    17.05.15 - Police Officer III
    08.06.15 Unervite by Ben Brooks
    24.10.2015 INVITE zum Trainee
    31.01.2016 Unervite






    Ich: Tyson, warum meinen alle, dass wir, das PD, uns für was besseres halten?

    Tyson: Verstehe ich auch nicht ich meine wir sind was besseres!
    *lach lach* :D

  • Janik1904 schrieb:

    Patrick_Willis schrieb:

    Endlich können Verkehsschilder genutzt werden, die den Verkehr auch mal Regeln können.


    Naja aber für NRP verhältnisse ist das Maximum mit 50 km/h echt scheiße. Und das ist das MAXIMUM der Schilder :/


    Damit meine ich das STOP Schild und Vorfahrt gewähren Schild etc. das andere ist so wieso mp/h bzw. das Speed Limit