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  How to 1v1 in SAMP!
Posted by: Lui - 2020-05-11, 02:51 PM - Forum: Videos and Screenshots - No Replies




If the video above doesn't work, you may check this link?https://www.facebook.com/136388403367388...3595164569


  Dark Maccer Skin
Posted by: Lui - 2020-05-11, 02:37 PM - Forum: Videos and Screenshots - Replies (2)

Showcasing a skin that I modified. This is good for people who like black.



[Image: 8QMPt3u.png]


  Allow RemoveBuildingForPlayer to be virtual word dependant
Posted by: Mave - 2020-05-11, 12:17 PM - Forum: Questions and Suggestions - Replies (4)

With SA-MP once you "remove a building" it's gone in every single VW.



Thanks in advance for considering this suggestion!


  Entity data manipulation
Posted by: EvilShadeZ - 2020-05-10, 07:13 AM - Forum: Questions and Suggestions - No Replies

Hi, I am pretty sure a lot of you have used data manipulation in streamer plugin and I'm sure a lot of servers rely heavily on it.



https://github.com/samp-incognito/samp-s...ipulation)



If an alternative that works similar could be (or already is) implemented would be amazing, especially if it expands over all streamed entity types.

E_STREAMER_EXTRA_ID is especially important as I'm already using it to identify objects without creating huge arrays or storing object related info into the object itself.



Even without EXTRA_ID there are things that simply can't be done without messing with the data directly, like re-setting the stream distance on the objects, setting objects to render only in specific worlds (array)?etc.


  Need suggestion / help
Posted by: Pinch - 2020-05-10, 02:18 AM - Forum: Pawn Scripting - Replies (1)

Hello Burgershot!

This is what I'm trying to create:

Let's say that I have a map with 800 objects and that map is constructed fine. Now, I want to change position of every object of that map to random(90) and after doing that I want to revert the map to her origin state via Move Dyn Object (default coordinates)

Any idea how could I do this without using many arrays as I'll have 5000 objects that'll repeat this Per-player (I'm (re)creating someone's tutorial system, this is the exact thing I want:?https://youtu.be/7RMptvUBqQw (Corelli from sa-mp forums is the creator))


  Duda VPS Windows
Posted by: Jonkie - 2020-05-08, 07:14 PM - Forum: Spanish/Espa?ol - Replies (2)

Buenas he arrendado un VPS con windows incluido, he tenido algunos problemas y dudas al usarlo.



El primer error es este, que sucede que no carga el streamer.

[Image: 15889651548148c84.png]


  Basic shapes for gang zones
Posted by: Manyula - 2020-05-04, 11:54 AM - Forum: Questions and Suggestions - Replies (2)

I'm sure this has already been suggested somewhere but I thought I'd give this a separate thread -?allow us to create gang zones of all basic shapes, so rectangles, triangles, circles and polygons.


  Client sided object streamer, fixed masterlist, sync-ed GTA radio.
Posted by: TEKNOT - 2020-05-02, 09:41 PM - Forum: Questions and Suggestions - No Replies

Hey, I don't know if you guys plan do add those but here are 3 ideas I think would be awesome.



- Client sided object streamer - basically an object streamer but from the client, so servers won't have to use object streamers and constantly deleting and re-creating object for each player which uses alot of CPU, It would also be cool to increase the maximum object streamed to 2000 like in 0.3DL.



-?A fixed masterlist for the server browser - SA-MP client has had a broken internet masterlist since forever, for now only hosted servers are shown, the internet tab shows the same list as the hosted tab.



- Syncronized GTA Radio - It would be cool if all the players in the server had the same radio time. Players who listen to the same GTA Radio would hear the same song playing in the same time. On sa-mp everyone hears a different song.


Exclamation CCRP - Suggestions to improve a new Heavy RP server
Posted by: SRIYANK3 - 2020-05-01, 08:37 AM - Forum: General Discussions - Replies (1)

Hello, I am Sriyank from CCRP, I am one of the founders. I want to take suggestions on how to improve and I'll consider them if they're really good.
Also one more thing, I've been thinking about changing cities. So shall we stay in Fort Carson or move to Los Santos?
Please vote.


  Per-world entity pools and processing
Posted by: IllidanS4 - 2020-04-29, 01:09 PM - Forum: Questions and Suggestions - Replies (5)

I have suggested this before on Discord, but I feel this should be properly laid out and discussed here as well. This suggestion is motivated by the needs of my server, but I hope this will be useful to a wider range of servers as well.



There is a limit of 1000 objects and 2000 vehicles. This limit is client-side and cannot be circumvented. A streamer can be used to give the illusion of having infinite entity slots to use, while still only showing a limited amount of them to players; however, this feels like an overkill to me when you actually don't need to be able to display seamlessly thousands of objects to players.



I suggest a lightweight alternative to classic streaming using virtual worlds. This has the following specifics:


  • There is a fixed limit of entities existing per-world. Creating an entity or moving entity there if it exceeds the limit fails. Creating a global entity (global object) also fails if there is no slot that is unoccupied in all used worlds.

  • An entity has a per-world ID, which is consistent throughout its lifetime and equal to its client-side ID when shown to any player. This is necessary since things like SelectObject and /dl expose the ID.

  • Assigning a per-world ID to an entity should prioritize IDs that are used for other per-world entities in other worlds (configurable). This maximizes the number of slots that are still usable for global entities.

  • The per-world ID of an entity either has to be the primary means of manipulating it server-side (similarly to per-player objects), or there should be a two-way conversion function.

  • When a player changes the virtual world, all the entities there are displayed to them (unless there are type-specific rules, like distance for vehicles), and the old ones are hidden.

  • Having a better track of visibility relations between players and entities decreases the amount of processing needed. Looping specifically over per-world entities (with per-world IDs) further improves the performance.

  • Parallel processing can be used for individual worlds to increase tick rate. If the scripting language allows it, even callbacks can be invoked on different threads.

  • This can be used for objects, vehicles, pickups, 3D labels, actors, and also NPCs.