- "FreeTXDs" was removed from the F5 screen as it was crashing some players.
SA-MP 0.3.8 RC3-3 Client update
- More dff/txd validation.
SA-MP 0.3.8 RC3-2 Client update
- The custom model unloading code added in RC3 is causing crashes for some people and has been disabled for now.
SA-MP 0.3.8 RC3-1 Client update
- The dff reader couldn't read the Skin extension on some skins.
SA-MP 0.3.8 RC3 Client/Server update
- Adds the first layer of security checks for model/texture file
downloads. More security features will be added as the 0.3.8 RC period
progresses. For now, only join servers where you trust the server owner.
- You can now change the location of the model cache folder using the Tools > Settings menu in the SA-MP server browser.
- Objects created from models downloaded from the server are now freed from memory after they are deleted.
- Adds data compression to file downloads. Note: Downloads with thousands of small files can still be slow.
Quelle: sa-mp.com
Nemesus.de - Der Blog rund um die Projekte von Nemesus!
- Adds support for URL redirection for model/texture downloads, which
means you can host downloads on a web server instead of sending them
through the SA-MP server. Client URL downloading is done via libcurl
version 7.57.0 compiled with support for http, https, and zlib (gzip).
- If you require a proxy server to download over http, a proxy address
can be entered in the Tools > Settings dialog of the SA-MP server
browser.
- Adds various pawn functions to deal with download redirection. See the dl_redirect.pwn filterscript for more information.
- Adds GetPlayerCustomSkin() function.
When SetPlayerSkin is used to set a custom skin (downloaded from the
server), GetPlayerSkin returns the base skin (from the game), not the
custom skin ID. Instead you must use GetPlayerCustomSkin to get the
custom skin ID. The SA-MP client and server assume that downloads could
fail, or that custom models may fail to load, in which case the base
skin used in AddCharModel() is still the main skin.
Quelle: Sa-Mp.com
Nemesus.de - Der Blog rund um die Projekte von Nemesus!
Womöglich eine (Dumme) frage, aber durch die vielen Objekte wo es dort jetzt geben wird, wird das nicht zu massiven ruckler / FPS einbrüchen kommen? oder wie ist das.
Womöglich eine (Dumme) frage, aber durch die vielen Objekte wo es dort jetzt geben wird, wird das nicht zu massiven ruckler / FPS einbrüchen kommen? oder wie ist das.
Maps sind weniger das Problem, bei mir sind es eher Fahrzeuge die die Framerate zum einbrechen bringen.
Und was ist, wenn man die Objekte der VC Map einfach über San Andreas packt, so dass man Wasser hat?
Man hat Wasser und genau das ist das Problem. Das Wasser buggt überall durch die Map und flutet Straßen und co. Bevor jemand sagt "Verschieb die Map einfach nach oben", das geht auch nicht da sonst an den Stränden das Wasser zu weit weg wäre.