Jippy

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Jippy felhasználóról

  • Rang
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  • Születésnap 1999-05-11

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  • Steam
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  1. Maga a játék nem drága (különböző weboldalakon már 5-10€-ért meglehet venni Rockstar kulcsot), Steamen meg most volt 20€ az új 1.44-es update miatt! :) De annó amikor megjelent PC-re a playerbase 90%-a megvette aki imádott SAMP-on RP-zni, és így hogy eredeti game kell hozzá, a Take-Two valószínűleg nem fogja leállítatni a fejlesztést.
  2. RAGEMP 0.4 0.4: Kiadási ütemterv 0.4a - alapvető 0.4 fejlesztés, a multiplayer fejlesztése az új C# és JS kódokkal és az új felhasználói felülettel 0.4b - szinkronizációk fejlesztése (az összes animáció szinkronizálva lesz, még a client-side szinkronizációk is. Pár példa: Létramászás, esés, fedezés, fedezékből lövés, fegyver újratárazás lövés közben 0.4c - client-side C# API megjelenés 0.4d - Részleges P2P bevezése és néhány új bónusz funkció 0.4Stable - 0.4 végső frissítése, még stabilabb játékmenet és még nem kiadott funkciókat tartalmaz. 0.4a: Általános frissítések Major client-side scripting refactoring Part of game limits adjusted (more content could be stored in dlc packs!) Networking improvements made to implement *cheap* NPC traffic in future releases Original bike melee from GTA Online has been added into the game Client-side packages encryption Chromium has been updated to 67 NodeJS has been updated to 10.6.0 (V8: 6.7.288.46) Compression of resources (less client-side resources download time, less drive space taken!) Added screenshots:// scheme to access screenshots in CEF Reimplemented state-of-art client-/server-side streamer tailored for the game's needs and limits Grand Theft Auto V's character system has been disabled that allows you to get rid of stats, but also it fixes some game glitches 0.4a: Felhasználó felület frissítések Completely new launcher UI with fresh design useful features such as all country flags added! Game menu's alternative trigger key is disabled now New chat with highly requested features such as scrolling and message history Main menu: disconnect button Main menu: fixed server list visual issues Game pause menu: removed useless tabs 0.4a: Stabilitás és Teljesítmény javítás Initial loading optimizations for multiple cases: a) lots of players joining b) lots of entities spawned JS runtime optimizations Optimized shared data Optimized CEF rendering Optimized nametag rendering Fixed Windows 7-related issues Fixed server-side native triggers Fixed several server-side C# functions Fixed client-side peds-related crash Improved client's threading model Fixed takeScreenshot paths Optimized 3d text label rendering Drastically improved performance of triggers containing really huge data Improved JS API memory management Fixed vehicle number plate value in vehicle constructor being ignored for existing players Fixed some face features not applying well when not set using SetFaceFeature Fixed recently added clothes drawables not working Fixed game crashes in specific game locations Fixed vehicle.repair() keeping exploded vehicles not usable Fixed heavy vehicles sounds Fixed waypoint events Fixed vehicle customization not setting correctly for connected players Improved updater downloading performance Fixed game when crash large amount of players/peds streams in Fixed disabled game menu input issue Server-side entity streaming performance has been improved Other miscellaneous stability improvements and API fixes 0.4a: API frissítések Internal wrappers initially created for C# were moved into the server core to improve stability, supportability and make it possible to be used by different APIs (e.g., it could be imported directly into any language that supports C interoperability). // a short example of using Player::Spawn at LuaJIT (considering you have basic LuaJIT hosting plugin) local ffi = require("ffi") ffi.cdef[[ void SpawnPlayer(unsigned short playerId, float x, float y, float z, float heading); ]] ffi.C.SpawnPlayer(playerId, 0.0, 0.0, 0.0, 0.0) Server-side facial decorations player.setDecoration(collection, overlay, isFacial); Client-/server-side weapon components API // tints player.setWeaponTint(weapon, tint); let tint = player.getWeaponTint(weapon); // weapon attachments player.addWeaponAttachment(weapon, attachment); // attachment is attachment hash or an array of hashes player.removeWeaponAttachment(weapon, attachment); player.hasWeaponAttachment(weapon, attachment); Server-side entity attachments: entity.attachTo(targetEntity, bone, positionOffset, rotationOffset); entity.attachment entity.attachedTo entity.attachedEntities Blip API enhancements: attachments, radius functionality: blip.radius = 10; // set radius mp.blips.new(1, [0.0, 0.0, 0.0], { radius: 20 // set radius in constructor }); mp.blips.newAttached(1, entity, // attached blips { alpha: 100 }); 0.4d+: Client-to-client triggers (if p2p connection is established, then delivered directly, otherwise the server is used): // client 2 mp.events.add("private_message", (player, msg) => { mp.gui.chat.push(`${player.name} [${player.remoteId}]: ${msg}`); }); // client 1 let receiver = mp.players.atRemoteId(playerId);  if(mp.players.local.p2pAllowed) // check if the player (local player in that case) allows p2p connections { if(receiver.connected) // check if direct client-to-client connection is established { receiver.call("private_message", ["hello beast"]); } } Asynchronous evented triggers answers: // clientside mp.events.add("this_event_returns_something", (argument1) => { return [argument1*10, argument1*100]; }); // serverside player.call("this_event_returns_something", [5], (player, argument1, argument2) => { console.log(argument1, argument2); // 50 500 }); Game legacy version native identifiers were (re-)added into the game on par with current game update ones. Since it's actually added, but not translated, performance is absolutely same and no overhead has been added (No worries, there's no native collisions): let maxWantedLevel = mp.game.invoke("0xB89B7DB2727D69D6"); // uses 1.43 hash let maxWantedLevel = mp.game.invoke("0x462E0DB9B137DC5F"); // uses legacy native, that is possible in 0.4 Client-side `entityDataChange` has been replaced with `mp.events.addDataHandler(name, handler)` mp.events.add("entityDataChage", (name, value) => { if(name === 'score') { code; } }); // old, wont work in 0.4 mp.events.addDataHandler("score", (value) => { code; }); // new New: bool OnIncomingConnection(ip, serial, rgscName): mp.events.add("incomingConnection", (ip, serial, rgscName) => { return whitelistedSerials.indexOf(serial) !== -1; // allow connection only in case if "whitelistedSerials" contains our serial }); Added vehicle body/engine health server-side setters: vehicle.engineHealth = 0.0; vehicle.bodyHealth = 1000.0; Updated native invoker that supports references and different return values // mp.game.invoke(native[, returnValueType], arguments) // 0xD75960F6BD9EA49C BOOL GET_PED_LAST_DAMAGE_BONE(Ped ped, int* outBone) // 0x17C07FC640E86B4E Vector3 GET_PED_BONE_COORDS(Ped ped, int boneId, float offsetX, float offsetY, float offsetZ) // this native shows just an example of updated invoker, however in real environment this code could've been implemented using client-side API and especially Player class method const types = mp.game.invokeTypes; let argumentsWithAReference = [player, 0];  if(mp.game.invoke("0xD75960F6BD9EA49C", argumentsWithAReference)) { let boneCoords = mp.game.invoke("0x17C07FC640E86B4E", types.Vector3, [player, argumentsWithAReference[1], 0, 0, 0]);  mp.gui.chat.push(`Bone: ${argumentsWithAReference[1]}; ${boneCoords.x}, ${boneCoords.y}, ${boneCoords.z}`); } Objects/ped/markers/checkpoints/pickups got streaming API: mp.objects.new(model, position, { streamDistance: streamDistance // pass stream distance as an additional param on creation }); object.streamDistance = 300; // or set it later object.streamDistance = 5000; // make the object globally visible object.notifyOnStreamingUpdate = true; // makes it calling entityStreamIn/Out; false by default  object.hidden = true; // hide entity from the world JS setVarible got support of setting variables from an object (which is more optimized way, by the way): player.setVariables({foo: bar, foo2: bar2}); Added "dummy" entities that allow you to add your own entities (for example a server-side fire, particle or virtual entities like ATM). Here's a really quick example of server-side static peds // client-side function initializeStaticPeds() { mp.dummies.forEachByType(1337, (entity) => // loop though dummy entities with "dummy" id 1337 { if(!entity.pedInstance) { entity.pedInstance = mp.peds.new(entity.getVariable("position"), entity.getVariable("heading"), (function(ped) { ped.taskPlayAnim(this.getVariable("animationDict"), this.getVariable("animation"), 8.0, 1.0, -1, this.getVariable("animationFlag"), 1.0, true, true, true); }).bind(entity), entity.dimension); entity.pedInstance.parentEntity = entity; } }); } // server-side function addStaticPed(model, position, heading, animationDict, animationFlag, animation, dimension) { let entity = mp.dummies.new(1337, // dummy entity type dimension, { // initial shared variables heading: heading, animationDict: animationDict, animationFlag: animationFlag, animation: animation }); entity.playAnimation = function(dict, anim) { this.setVariable({ animationDict: dict, animation: animation }); }; return entity; } 0.4a: C# API fejlesztések Added: unique object instancing that is useful to compare different objects with same NetHandles Updated: model enums are up to date now Changes: Value type arguments are now passed by read-only reference to avoid unnecessary heap allocations. readonly-ref.md (Github) Fixes: Resolved runtime assembly issues, bridge should be fully standalone. Fixes: The bridge now has its own Newtonsoft.Json to avoid version conflicts with the user-loaded (newer/older) assembly. Fixes: Dynamic type no longer relies on an older Microsoft.CSharp.dll assembly which was a workaround. Added: Methods to register Commands at runtime using NAPI.Command.Register and NAPI.Command.Unregister Added: Method and property to Client to Block parsing commands Added: Methods to invoke RemoteEvents and Commands using NAPI.RemoteEvent.Invoke and NAPI.Command.Invoke Added: Ability to register RemoteEvents at runtime using NAPI.RemoteEvent.Register and NAPI.RemoteEvent.Unregister Updated: Bootstrapper now relies on .NET Core 2.1.0 Important: Bridge's framework update now targets netcoreapp2.1, make sure to set your target framework to .NET Core 2.1 in your projects for the resource to function properly, this framework update brings a lot of performance improvements over .NET Core 2.0 as well as the missing features for EF Core importantly. Updated: Overall bridge performance improvements and optimizations. most evidently, ClientEvent Triggers now perform at least 2 times faster than they did before. Updated: Allow Instantiating private ctors (fool-proofing) Updated: Commands, ServerEvents and RemoteEvents should no longer require a public (& non-static) access modifier. for example Removed: The unable to locate .NET Core SDK message, the bridge is self-contained and does not require any SDKs to be installed. Fixed: VehicleSirenToggle event Fixed: Vehicle Trailer API Added: Driver property to Vehicle object (OOP) Added: Commands Attributes, this should be an alternative to the current ones. Here's an example of usage and a list of available attributes Added: RemainingText parameter attribute to Commands, this should replace GreedyArg. Here's an example of usage Removed: NativeHashes enum (obsolete) Added: Disabling default server behaviour event attributes: [DisableDefaultChat], [DisableDefaultOnConnectSpawn] and [DisableDefaultOnDeathRespawn], example of usages can be seen, as following on OnChatMessage, OnPlayerDeath and OnPlayerConnected. Added: GetAllPlayers to ColShape object (OOP) Added: Included Windows-1251 (Cyrillic) Encoding by default Encoding.GetEncoding("Windows-1251") Fixed: Cast exceptions and other bugs reported by users. Added: As much as possible fool-proofing to avoid devs falling in pitfalls of mistakes Added: ConsoleOutput overloads with the ability to output colorful text on console.. examples of usages: here Updated: NAPI.Log.Exception now has a customizable file param, example usage: NAPI.Log.Exception("Ouch, I've crashed!", "server_ouches.txt") Added: GetServerPassword method Added: New server events such as VehicleDeathEx with additional reason and killer params Added: A Remote Console that can interact with the server directly which supports multiple kinds of input. very useful for development and testing without having to in-game. You can read the documentation here Fixed: A couple of memory leaks in ClientEvent triggers Fixed: Vehicle mods API Fixed: Clean up EntityData after deletion Added: Default resource template creation for an easy resource creation using the guides as following: Setting up a dev env using Visual Studio and Setting up a dev env using Visual Studio Code *0.4a changelogs are non-final and still are subject to change. Full 0.4b-0.4 Stable changelogs will be posted at its releases. Eredeti poszt: RageMP 0.4 Bejelentő Poszt RageMP Webpage: RageMP Webpage RageMP Masterlist: RageMP MasterList RageMP Discord: RageMP Discord Server HIVATALOS GTA V PÉLDÁNNYAL KELL RENDELKEZNED AHHOZ HOGY RAGE:MP SZERVEREKEN TUDJ JÁTSZANI! (A fordítás nem teljes, nem szerettem volna lefordítani a funkciókat etc. A kódokat JS formába illesztettem be ide, mert C# nincs a "Code" menüpontban. Az új Streamerről és a szinkronizációkról az eredeti posztban van kép/gif/videó szóval ajánlott megnézni!)
  3. IRC include Tessék :D
  4. Nem tudom ti hogy vagytok vele, de én nagyon élvezem GT:MP kliensen belül az RP-t :D Igaz, hogy magyar szerver sajnos nincs, de a külföldiek elég jó munkát végeznek vele :D (FiveRP, GTA:W). Akinek megvan a game eredetibe, és szeretne RP-zni, na és tud angolul annak nagyon ajánlom, (GTA:W-t jobban, ott 30as ping van + több fejlesztés) :D
  5. 2017

    Admin teamet adom, @RaheemDaBeast LOOOL :D GL guys, már kéne egy jó SAMP szerver ami használható és leköt újra.
  6. Telepítés alatt áll a GTA :P
  7. Na ezt meglessük majd, lehet visszakerül a gépre a moddingolt GTA :O
  8. Egyszerű dolog, ha úgy ölnek meg hogy tényleg rendes kivégzés akkor, egy fasza kis dolog. Nem törlik a karakterét, csak szépen adnak neki egy új kinézetet és nevet aztán csókolom. :D
  9. Visszatértem mert hallottam erről az RCRP dologról, aztán megjött a kedv egy kicsit a játékhoz, már amikor ráérek szabadidőmben manapság, szóval remélem hamar elkészül és játszhatunk egy jót.. :D Valami kis ajándék hírt dobhatna valaki :)
  10. Tetszetős, aztán majd meglátjuk mi lesz belőle. 8) Sok sikert! :thumbsup:
  11. krook krook krook krook // and noár
  12. Ez az ablakmosó a maffia 2 küldetés alapján lett elkészítve?? :D Mondjuk ott bombát szereltek de na, hasonló, nem? :D
  13. Alap nametagnak jobban örülnék(/nénk) szerintem.
  14. 5 éven át ment, mindenki szerette, most is menni fog. De reméljük nem 20 playerrel, hanem csúcsidõben akár 40-50-el, mint régebben jó néhányszor megesett. ;) Na kérem ilyen egy tök korrekt és rendes hozzászólás,igen egyébként tudom hogy 5 éven át ment ez az egész bár a playerszámról konkrét adatokat nem tudok,amikor fent voltam akkor 20-an voltak persze lehet aztán másnap 40 azt nem tudom :) Minden esetre én felnézek majd és meglesem. A rekord játékosszám 72 volt. ( Nem nyitás napján )
  15. Proci hûtõ fasza. AMD-rõl nem mondok véleményt, sose volt, csak Intel :D VGA szerint faszán fog menni.