| Welcome, Guest |
You have to register before you can post on our site.
|
| Online Users |
There are currently 375 online users. » 0 Member(s) | 372 Guest(s) Applebot, Bing, Google
|
| Latest Threads |
PROJECT: LOS ANGELES — TH...
Forum: Advertisements
Last Post: DevonH
Yesterday, 07:01 PM
» Replies: 11
» Views: 1,163
|
After School Roleplay - L...
Forum: Advertisements
Last Post: cosminupgaming
Yesterday, 05:50 PM
» Replies: 10
» Views: 761
|
Las Venturas Gang Wars - ...
Forum: Advertisements
Last Post: lvgwgta
2026-01-17, 08:36 PM
» Replies: 0
» Views: 27
|
Can't even view list of s...
Forum: General Discussions
Last Post: thomasgolden
2026-01-16, 04:32 AM
» Replies: 0
» Views: 42
|
Proyecto SA-MP Medieval: ...
Forum: Discusi?n GTA SA Multijugador
Last Post: harkonstraus0219
2026-01-16, 03:15 AM
» Replies: 0
» Views: 37
|
[Comunidade] Pawn Hub
Forum: Portuguese/Portugu?s
Last Post: Crazy_ArKzX
2026-01-13, 06:26 PM
» Replies: 0
» Views: 54
|
The size of the output am...
Forum: Questions and Suggestions
Last Post: wartacho
2026-01-11, 11:56 AM
» Replies: 1
» Views: 241
|
Why your server's economy...
Forum: General Discussions
Last Post: wartacho
2026-01-11, 11:39 AM
» Replies: 0
» Views: 90
|
Battlezone 2050 - Circa 2...
Forum: Gamemodes
Last Post: SwisherSweet
2026-01-11, 03:43 AM
» Replies: 1
» Views: 121
|
World War 3 - TDM - Circa...
Forum: Gamemodes
Last Post: SwisherSweet
2026-01-11, 03:24 AM
» Replies: 0
» Views: 79
|
|
|
| Some sort of unique id for vehicles |
|
Posted by: XeroX - 2019-05-21, 10:52 AM - Forum: Questions and Suggestions
- Replies (1)
|
 |
hi,
so currently in samp you have vehicle ids the problem is that they could potentionally change and another vehicle takes over that id which may not be wanted. So im suggesting some sort of unique id for vehicles that will always (unless DestroyVehicle, FS /GM Unload happens) "point" to that specific vehicle no matter what happens. This could be added in the /dl command and with GetVehicleUID you could retrieve it.
|
|
|
|
| samp-precise-timers ?: A timer plugin written in Rust |
|
Posted by: bmisiak - 2019-05-21, 05:36 AM - Forum: Plugins
- Replies (16)
|
 |
samp-precise-timers ?
github.com/bmisiak/samp-precise-timers
Briefly
Developed for net4game.com (RolePlay), this plugin provides precise timers for the server. It is written in Rust, a memory-safe language.
Why rewrite timers?
I had a lot of safety concerns with some of the existing solutions. They weren't written with data integrity, memory safety or preventing server crashes in mind and seemed to have quite a few bugs. As privacy and safety is our primary concern at net4game, I wrote this in Rust, which combines high-level ergonomics with the performance of a low-level language. ?
Please check out the code to see the benefits. You might like Rust a lot. The code is much simpler than C equivalents, especially the ones which still use *char, free() and delete[] instead of modern C idioms such as std::unique_ptr, but as Rust has no runtime, there is no overhead ??
We would like your help! ??
Oh, and if you enjoy working on servers, we are looking for a team to help our international expansion. ??? net4game has been around for a decade as the biggest Polish server. We introduced a lot of innovations over the years and we are almost ready to become international. Shoot me an e-mail at [email=bm犇@net4game.com]bm犇@net4game.com[/email] if you're interested.
Downloads on GitHub
Also available on sampctl as Code: bmisiak/samp-precise-timers
On top of all of the above, I would love to help with?developing?open.mp!
|
|
|
|
OpenBull - Bullworth Town [SA:MP] |
|
Posted by: MrHind - 2019-05-19, 11:06 PM - Forum: Videos and Screenshots
- Replies (15)
|
 |
![[Image: Sin_titulo-1.png]](https://media.discordapp.net/attachments/525123644054044690/579794059988697088/Sin_titulo-1.png)
![[Image: main_post_content.png?raw=1]](https://www.dropbox.com/s/v8em5m0t26la3af/main_post_content.png?raw=1)
Quote:Most people here know "Bullworth Town", and have played this great game, but hey, that is not the important thing in this thread.
I discovered that some people wanted to launch the map of this game on their servers, but the conversion for sa: mp did not exist, some servers work to convert this map and others doknow how to do it. I am doing this conversion, since I am possibly going to publish it at the end of the month (June), this is for people who are interested in using this place.
If you want to have more information about the conversion of this map, you can access my Discord.
I don't?know what other information to provide, but hey, I'll be adding updates to this thread over time.
Quote:NOTE: In addition to making the conversion, I will carry out a maintenance on this map, that is, I will repair collisions, models and I will also cover the holes that are on top of the houses.
Original thread:
Credits:
? Rockstar Games.?
??nWo51289 - Conversion Gta SA.
??Kaizerhind - Conversion SA:MP.
??cj2000 -??R* Col Converter, R* Texture Converter.
??fastman92 -?fprocessor, IMG Limit Adjuster.
??DK22Pac - MagicTXD.
??LINK/2012 - Modloader.
??ZAZ - Clean main.scm???.
Discord: Kaizer#2694
|
|
|
|
| YSI acting up |
|
Posted by: Metro - 2019-05-19, 06:15 PM - Forum: Pawn Scripting
- Replies (6)
|
 |
I've installed the 5.x branch of the YSI library to get rid of the pesky const correctness warnings and followed the instruction of changing the syntax to include y_hooks in all my files and this was the result
Code: C:\Users\nonso\Desktop\WaveLS\dependencies\YSI-includes\YSI_Data\y_iterate.inc:108 (fatal) user error: Could not find y_iterate
Build encountered fatal error
Wht's goin on
|
|
|
|
|