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  Vanilla Remastered
Posted by: AkiraR - 2019-11-23, 12:55 AM - Forum: Chat - Replies (2)

[Image: 20191120_170535_2_325x225.png]
Vanilla Remastered (version 1.0.0)
by, AkiraR and pointerboy.


Images of modification: https://imgur.com/a/4D75zBL



The main goal of this mod is enhances the basic nostalgic gameplay without all of those nasty mods. This mod does not rely solely on heavy modifications. With most of the modifications included primarily textures with a few plugins. You get the best of Grand Theft Auto San Andreas without going overboard with those pesky mods.?

Last change notes:
me. Wrote:An official release will be uploaded 11/18/2019.

It will to be considered version (1.0.0) in which will feature textures, plugins, and much more. Any questions or concerns can be directed to the #support channel in which either I or someone with knowledge of the mod will assist you. There are a few missing plugins in which haven't been added as some of you may notice. There is a new featured widescreen, adjusted HUD, and a few other tweaks.?

Within this modification we cover basic points such as;

Streetlamps/Telephone polls.
HD Weapons
HD HUD
HD Interiors
HD Wheels.
HD Train tracks
HD Skins (selective limit)
Fonts
The entire map. (Las Venturas, Los Santos, San Fierro.)

Within the next upcoming updates we've included plugins in which better feature the game to it's best ability. To also add the next version will be including sounds. At some point a Vanilla Remastered client will be released and that will be the future. At this time this mod is only for San Andreas but we will begin pursuing Grand Theft Auto Five for optimizations and basic enhancements for those without a powerful rig. For that is our whole point!

Forums: forum.vanilla-remastered.com
Discord: https://discord.gg/g3EWFfQ

Download link is included in the "releases" channel of our discord or publicly open on our forums to be downloaded.

This is a modpack and not everything included was made by me. Most of settings have been adjusted to make this mod come together.


Exclamation Steam
Posted by: Adam_Westbrook - 2019-11-20, 12:24 AM - Forum: Questions and Suggestions - No Replies

It is possible that the new platform that will replace SAMP is also linked as a patch so that it looks on steam as a "more game" for free and not paid. This in order that there are even more people and be more popular than SAMP.


  ?????? ??????? Android ? ??? ????????.
Posted by: Balalaika - 2019-11-18, 11:53 PM - Forum: Russian/??????? - Replies (1)

?????? ?????,??????? ? ???? ???????????? ?????? ???????,????????? ?????... ? SA:MP ??????? ??? ????? ?? ?????,?? ?? ????? ??? 19 ???,????? 20,?????? ? ?????? ?????????....??? ????... ? ????? ?? ????????? ? samp ? ?? ???? ?? ?????? ??????...



?????? ??? ?????? ???????????,????????? ???? ?????????? ?????? ?? ? ??????? ??????????...

? ????????? ????? ??????????,?? ?? ????????? ??? ? ????????? ??? ???????? ?? Android ????? ? ?? ??????????? ????????? ??????????????. ????? ????????? ??????? ? ??????? ????? ?????? ??????????? ???? ????? ???? ????? ?? ????????? ???? ????????? ? ???????/??????? ???????? ?? ??????? ????? ?????? ???????? ?? ??? ????????????? ??????? ????????????,???? ????? ??????????? ??????. Android ??? ????? ?????????? ?????????,?? ??? ?????????????.


  OPEN-MP ve T?rk sunuculari.
Posted by: Hate - 2019-11-16, 12:24 AM - Forum: Turkish - Replies (5)

Hali hazirda SA-MP ?zerinde devam eden ve belirli kitleler yakalamis sunucularin Open-MP'ye ge?meleri konusunda ne d?s?n?yorsunuz? Bu tarz b?y?k ?apli bir degisikligi T?rk kitlesi nasil karsilar ya da a?ilmasi planlanan projeler yeni g?ncellemeyi ne kadar bekleyecekler?


  [MAP-GIVEAWAY] GTA V Online Penthouse Style into SAMP - FIRST ONE EVER RELEASED?
Posted by: InYourDreams - 2019-11-12, 03:17 PM - Forum: Videos and Screenshots - Replies (1)

Hello dear viewers!



Im? presenting to you a SAMP Map GTA V Online Penthouse Style into SAMP.



GIVEAWAY: To enter the giveaway you need to be subscribed to my channel, and you need to post a comment on video, and the person with the most likes will get this map for free. Giveaway ends 25.11.2019. and the winner will be announced shortly after that in comment section with picture as proof.



All samp maps that you will find on my Youtube channel are made by me. Im not? working for any samp community nor samp server. All samp maps on my channel are made for entertainment purpose and to show samp mapper what can you create via samp map editor.



[Video: https://youtu.be/b89InVNxMYw]


  Streamer question
Posted by: omcho - 2019-11-10, 06:04 PM - Forum: Pawn Scripting - Replies (2)

Let's start from 0



(note that when i say create i mean streamer code)



I have a house system and a house map that is let's say over the LSPD, and my LSPD and house map are created in -1 virutalworld so it's streamed in all VW's and let's say those maps have 22.2k objects together

so over 2k objects won't be streamed in



So my server owned wanted to do the next thing:



Change LSPD to Virutalworld 0



Create every house map in a seperate virutal world (starting from 1 to let's say 1000), that would create an? insane amount of objects but I don't know if that is a problem or not since the Streamer destroy's them when none's near them



So then my LSPD map would have 12k objects( in VW 0 ) and all would be streamed in, and when a player enters his house i set his virutal world to his house id (1000 here) and then he wouldn't be able to see the LSPD map and my house map would be streamed with the remaining objects



But my main question is would that create insane lag or would that be a good idea?

Bear in mind i can't use a single VW for all the houses since all player's would be set in one VW (not a good idea, since players would see other players houses)


  Rewinding time machine
Posted by: RogueDrifter - 2019-11-09, 11:15 PM - Forum: Libraries - Replies (2)

[Image: Doctor-Who-Resized.jpg]

Time machine

- Updated Jan,8th 2019

Rewind



[Image: sampctl-Rewind-2f2f2f.svg?style=for-the-badge]



A rewind/time machine script that takes you back a few steps/actions! Includes textdraws and 3D text labels.

Github: https://github.com/RogueDrifter/Rewind



Screenshots

1-

[Image: Rewind-Bar.jpg]

2-

[Image: Rewind-Label.jpg]

3-

[Image: 15uJ5l.jpg] [Image: 15uK33.jpg]



Video

Epilepsy warning.

Make sure you got your sound on:

[Image: FastRwnd.jpg]



Another video without camera movements or flashes: CLICK ME

A third video without effects and with a faster rewind rate: CLICK ME settings used were 250 buffer and 10ms timer



Installation



Simply install to your project:



Code:
sampctl package install RogueDrifter/Rewind



Include in your code and begin using the library (Only in one script):





PHP Code:
#include <Rewind> 








Usage



There's a part newly added, now you can control the rewind times a player can go back:







Code:
#define REWIND_MAXIMUM_PHASES [NUMBER] //Between 5 and 29 (Or equal to either)

#define REWIND_CHOOSING_DIALOG [NUMBER] //Dialog ID for the fast rewind you can change for whatever reason

#define REWiND_FULLY_SYNCED_TIMER [NUMBER] //This is in MS you can change it depending on how fast you want the timers to record/play, default is 100ms

#define SYNCEED_REWIND_BUFFER [NUMBER] //This is the capacity of the fast rewind cells, don't change this if you don't know what you're doing, default is 85







Callbacks:

PHP Code:
public OnPlayerRewindForPlayer(playeridforplayerid)

public 
OnPlayerStartRewind(playerid)

public 
OnPlayerFinishRewind(playerid)



public 
OnPlayerFastRewind(playerid)

public 
OnPlayerFinishFastRewind(playerid



Functions:

PHP Code:
ShowTimeMachineSynced(playerid)

HideTimeMachineSynced(playerid)



StartRewinding(playerid//This is automated keeps recording forever which shows on the 3D text label and the textdraw bar, can be disabled by an option above. Can be controllable for how many records to keep by the definition above.

StartRecordingRewindSynced(playerid//This is the 'fast' synced rewind that asks by request with a dialog and lasts recording if you keep moving for 10-13 seconds



bool:IsPlayerInvolvedInRewind(playerid)

bool:IsPlayerRewinding(playerid)

bool:IsPlayerFastRewinding(playerid)



ToggleRewindFlash(bool:toggle)

ToggleRewindFlashForPlayer(playeridbool:toggle)



ToggleRewindCameraMove(bool:toggle)

ToggleRewindCameraMoveForPlayer(playeridbool:toggle)



ToggleRewindAuto(bool:toggle)

ToggleRewindAutoForPlayer(playeridbool:toggle)



ToggleWorldRewind(bool:toggle// This one and the one after it control the ability for when one rewinds with the automated feature does everyone around him also gets a forced rewind as well or not

ToggleWorldRewindForPlayer(playeridbool:toggle







Keep in mind all of the above are 'true' for disable and 'false' for enable that's how they're all enabled by default.



History



Updates:

Code:
1- Included interior, virtual world and angles of both cars and players in the rewind

2- Simplified code (Well actually more complicated but more self-independent) Which led to:

3- You can now choose how many steps you can go back! through the REWIND_MAXIMUM_PHASES part above in the usage

4- More screenshots added #3 above

5- Now the audio stream will loop itself every time the rewind happens to make sure the sound keeps going!

6- 3D Text label will go green when the player breaches the 3 bars limit

7- Fixed code errors and added fast rewind with more functions/callbacks and a video display

8- Added another video, 2 more features to control the fast rewind and further explanations in comments



Testing



To test, simply run the package:



Code:
sampctl package run



Extras



1- A timer that rolls over to sync all player's ability to rewind.



2- Textdraws that define the rewind ability.



3- 3D Text labels to mark for other players your ability to rewind.





Do know that if someone rewinds, every streamed-in player will be forced to go back and rewind as well, that's how it works, which is also controllable by the functions above.


  Demo recorder
Posted by: RogueDrifter - 2019-11-09, 11:10 PM - Forum: Libraries - No Replies

Demo-Recorder

[Image: cassette-512.png]





[Image: sampctl-Demo--Recorder-2f2f2f.svg?style=for-the-badge]



Github: https://github.com/RogueDrifter/Demo-recorder



Installation





Simply install to your project:

Code:
sampctl package install RogueDrifter/Demo-recorder



Include in your code and begin using the library:[pawn]

#include <DemoRecorder>[/pawn]



Testing





To test, simply run the package:
Code:
sampctl package run



Purpose of this is just as a fallback if you wanna confirm someone cheated or anything, concept is very easy as well just include it in your gamemode and everything is done on its own, check for the saved NPC files in your server folder with the player name starting with DEMO_ and ending with either _VEHICLE or _FOOT



FAQ:



1- So this catches all cheaters? No because it overwrites so things will go missing.



2- Will this fill up my space with recorded files? No because it overwrites the files per-player



3- So how does it work? Once someone connects a file is set under their name on foot, that changes every time they get in/out of a car and it gets overwritten, so every player can only have 2 files, one inside of a car and one on-foot.



4- How do i play it? If you've ever used NPCs you'll know how to get it done, just spectate the NPC once you play the recorded file if you wanna check for anything.


  Advanced lights control
Posted by: RogueDrifter - 2019-11-09, 11:08 PM - Forum: Libraries - No Replies

Tech-Lights

[Image: b0365c8ae3.jpg]





[Image: sampctl-Tech_Lights-2f2f2f.svg?style=for-the-badge]



Github: https://github.com/RogueDrifter/Tech_Lights



Read this >>>:

This is an include that allows you to manipulate lights better, this creates lights that only light up when someone is near them within a range you can control.



I would've added a video but i really don't have the time, i created this almost a year ago but deleted it for a reason which i can't remember but it is very helpful, the functions which i love the most are 'BlinkLights' because it gives you the ability to create lights that blink in the streets for an example.



'PointLights' is also very good makes it so easy to have the lights look up/down/left/right, the 'DanceLights' function is fun too because you can have lights moving right/left just like the ones at any party.



'BlinkToDestroy' could also be used to have lights blink until they are broken i guess? And of course the main purpose of why i created this is lights that only light up whenever a player is near them (Can be controlled by functions such as 'KeepLightsOn')



That's why i loved creating this include cuz it just gives you the ability to do so much, hope it is as helpful for you.





Installation



You just include it in the script you want to use the lights in and use the functions as simple as that.

Simply install to your project:



Code:
sampctl package install RogueDrifter/Tech_Lights





Include in your code and begin using the library:



Code:
#include <Tech_Lights>



Testing

Version: 3.0



All can be done through the test.pwn folder which already

contains the include and a simple test use of the functions.



To test, simply run the package:



Code:
sampctl package run



Usage



To get the coords for the lights you can do so using any map editor and the modelid for the object is 18656

https://dev.prineside.com/en/gtasa_samp_...BeamWhite/ is a link of that object's preview.



Picture:

[Image: 18656_b.jpg]





So as you can see within the functions there are 2 parameters, LightID and LightType



The first one (LightID) is put to define the light object in order to destroy it later, so say you created a light using the function CreateLights using id 0, in order to destroy it using DestroyLights you'll need to use the same ID (0) to destroy that light, simple?



The maximum amount of lights to be created is a 100 by default which you can control by using:





Code:
#define MAX_RTLIGHTS (NUMBER)

So yeah make sure your LightID is never below 0 or above the MAX_RTLIGHTS



The second one (LightType) there are currently 3 types and the 4th one will be released soon, the current three ones (ranging from 0 to 2 as in 0,1,2) are white lights, red lights and blue lights in this respective order.

Code:
LightType:

0- Normal white lights

1- Colored lights red

2- Colored lights blue

Almost all of the functions are self explanatory so the last thing here is:



Code:
#define RTL_MAX_PLAYER_RANGE (RANGE)

Which as it says defines the range the player needs to be within the position of the light in order to 'trigger' as in lighten it up.



Quick example (included in test.pwn):

Code:
// generated by "sampctl package generate"



#include "Tech_Lights.inc"



main() {

?? ?CreateLights (0, 0, 0.0, 0.0, 10.0, 0.0, 0.0, 0.0);

}



Contained functions:



Code:
CreateLights (LightType, LightID, Float:PosX, Float:PosY, Float:PosZ, Float:PosRX, Float:PosRY, Float:PosRZ, Float:DrawDistance = 0.0);



DestroyLights (LightID, LightType);



DestroyAllLights (LightType);



HideLights (LightID, LightType);



ShowLights (LightID, LightType);



BlinkLights (LightID, LightType, Toggle);



KeepLightsOn (LightID, LightType, Toggle);



KeepAllLightsOn (LightType, Toggle);



IsLightKeptOn (LightID, LightType);



IsLightValid (LightID, LightType);



IsLightBlinking (LightID, LightType);



IsLightOn (LightID, LightType);



IsPlayerTriggeringLight (playerid, LightID, LightType);



ToggleLightForPlayer (playerid, LightID, LightType, Toggle);



PointLights(LightID, LightType, Direction);



ShowAllLights (LightType);



HideAllLights (LightType);



BlinkToDestroyLights (LightID, LightType); ?



GetLightObjectID(LightID, LightType);



DanceLights(LightID, LightTyp); ?



MoveLights (LightID, LightType, Float:ToX, Float:ToY, Float:ToZ, Float:ToRX, Float:ToRY, Float:ToRZ);



Callbacks:



Code:
OnPlayerTriggerLight(playerid, LightID, LightType);



OnLightGoOff(LightID, LightType);



Updating:



Simply open your project and run the code:



Code:
sampctl package ensure



Example of usage:

Lights_Event: https://github.com/RogueDrifter/Lights_Event


  [MAP] Music Studio
Posted by: InYourDreams - 2019-11-09, 02:01 PM - Forum: Videos and Screenshots - No Replies

[Image: 6wXzAWJ.png]

VIDEO: https://www.youtube.com/watch?v=M9di6yy6kIo



Subscribe for more awesome maps! Helps me alot! Thank you! :)