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crashdetect on server end prints |
Posted by: hastlaking - 2019-05-04, 05:54 PM - Forum: Support
- Replies (1)
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debug report from crashdetect! any idea what are these?
v4.19.4
PHP Code: [19:50:59] [debug] Server received interrupt signal
[19:50:59] [debug] Native backtrace:
[19:50:59] [debug] #0 77d507ec in ?? () in C:\WINDOWS\SYSTEM32\ntdll.dll
[19:50:59] [debug] #1 777cdbdf in ?? () in C:\WINDOWS\System32\KERNELBASE.dll
[19:50:59] [debug] #2 0048d55c in ?? () in samp-server.exe
[19:50:59] [debug] #3 0049b591 in ?? () in samp-server.exe
[19:50:59] [debug] #4 0049b5a1 in ?? () in samp-server.exe
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YSI and const correctness warnings from the community compiler |
Posted by: Metro - 2019-05-04, 05:39 PM - Forum: Pawn Scripting
- Replies (6)
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So I've installed the latest version of the pawn compiler and surely enough tons of const correctness warnings started popping up when compiling, most of them from ysi libraries
I took it upon myself to fix most of them, however there is one I don't know how to fix
Here's the compiler warning
Code: INFO: Compiling C:\Users\nonso\Desktop\WaveLS\gamemodes\crimewave.pwn with compiler version 3.10.9
C:\Users\nonso\Desktop\WaveLS\dependencies\YSI-Includes\YSI_Internal\y_funcinc.inc:112 (warning) literal array/string passed to a non-const parameter
And this is the code the error refers to
inside
Code: public _@_y_funcinc_@_()
{
? yadda yadda...
}
It seems that the code is calling the memset?function which has a non-const parameter, however because of how vast and complex ysi's libraries are for a novice like me I'm not really sure where to find it and how to fix it
Could anyone help with that? ty
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Calling a function from another module using a dialog? |
Posted by: Metro - 2019-05-04, 05:15 PM - Forum: Pawn Scripting
- Replies (1)
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While working on my gamemode I wanted to create a provisional control panel that would let the player do stuff that they would previously have to do through commands
However, since I've split my gamemode into modules and I don't want it to become a jumbled mess (if it isn't one already), I thought I should create a separate file for this control panel that I've called pControlPanel. The feature operates through a list dialog that presents the player with options, and it so happens that one of those options is supposed to call a function located inside another file called pvp_system.
Here's my file structure:
Code: - gamemodes
? ?- crimewave.pwn
? ?
? ?- crimewave
? ? ? ?- gui
? ? ? ? ? ?- pControlPanel.inc
? ? ? ?- player
? ? ? ? ? ?- pvp_system.inc
And inside crimewave.pwn the files are included as follows
Code: #include "crimewave/gui/pControlPanel.inc"
#include "crimewave/player/pvp_system.inc"
This is the dialog inside pControlPanel.inc made with easyDialog
Code: Dialog:pControlPanel(playerid, response, listitem, inputtext[])
{
if(response)
? ?{
? ? ? ?switch(listitem)
? ? ? ?{
? ? ? ? ? ?case 0: ShowWeaponDialog(playerid);
? ? ? ? ? ?case 1: return 1;
? ? ? ? ? ?case 2: SetPlayerHealth(playerid, 0.0);
? ? ? ?}
? ?}
? ?return 1;
}
And this is the function inside pvp_system.inc?
Code: ShowWeaponDialog(playerid)
{
? ?ShowPlayerDialog(yadda yadda...);
}
Now if I tried to compile that code I would get a "symbol is already defined"?on the line where i'm calling ShowWeaponDialog from the dialog function.?
To fix that I've tried using CallLocalFunction which lets the script compile but for some reason ShowWeaponDialog won't be called on runtime.?
As a last effort I tried making ShowWeaponDialog public and using CallRemoteFunction instead which makes the script work as intended, however I'm not sure that's the best solution because as far as I've been told ShowWeaponDialog should be called regardless of whether it's used in CallLocalFunction or CallRemoteFunction, in which case the code would be more complex than needs be
I'm very confused because afaik the #include directive practically joins files into one for the compiler so I'm really not sure why I'd have to use CallRemoteFunction for it to work
Anyone help? Ty
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Bullworth Scholarship - Juego de Rol - |
Posted by: TheCzlks - 2019-05-03, 09:11 PM - Forum: Discusi?n GTA SA Multijugador
- Replies (14)
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Muy buenos d?as, tardes o noches, ?como est?n? Nuevo d?a, nuevas ideas, no s? si la comunidad me habr? visto comentar en otros hilos (pues claro, ?quien me observar?a?) para los que no, coment? mucho sobre los proyectos repetitivos que hacen (No los critico) pero no s? si ser? con los?dem?s pero yo me siento cansado, soporto uno o dos pero, ?varios? No gracias, por eso este a?o estuve muy feliz por varios proyectos que se vienen, como Port Royal, como Wild West, etc. No me quedar? con los brazos cruzados, ya que de tanto predicar de innovaci?n, no me iba a quedar esperando un servidor que me guste y pues buscando gente apta como para liderar el proyecto y pensando siempre en un buen producto, pude formar el esqueleto de lo que viniese ser Bullworth Scholarship (Que en espa?ol significa Beca a Bullworth).
Este proyecto se ambienta en el universo de Bully, en el pueblo de Bullworth, el servidor usar? al pa?s de EE.UU. con todas las leyes que ahora dan de hablar, como la de la f?cil obtenci?n de las armas y los desgraciados tiroteos en las escuelas. Puedes interpretar desde un bully hasta un estudioso que quiere pasar el a?o, ?no quieres ser alumno? Tranquilo, puede ser profesor y hacer que tus alumnos saquen las mejores notas del colegio.
Tenemos a la polic?a local, ayudando con el orden de la ciudad y el de los alumnos dentro de esta, solo dale cuerda a tu imaginaci?n y disfruta con nosotros del internado Bullworth.
Contamos con las facciones oficiales del juego, los musculitos, empollones, pijos, etc. y podemos tambi?n recibir las facciones no oficiales de parte de los propios usuarios, siendo muy minuciosos al revisarlos.
Contamos con fanpage en Facebook y un Discord que poco a poco la gente se va uniendo, gracias por el apoyo que cada d?a vemos en los comentarios, pero no es una persona de la cual se encarga de todo, es un equipo, y tambi?n a la propia comunidad que se est? levantando de las cenizas.
FB:?Link
Discord:?https://discord.gg/fKnVaqq
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[objects] vc2sa & lc2sa 4 samp 0.1 (0.3.DL) |
Posted by: RenanMsV - 2019-05-03, 02:47 PM - Forum: Filterscripts
- Replies (1)
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Reposting this filterscript made by Kye just?because the original source is down.
Kye Wrote:This is my conversion of GTA: United 1.1b map to SA-MP objects for 0.3.DL. This is the same version of GTA:United that gtau-mp was based on.
Original downloads:
http://www.gtainside.com/en/sanandre...ta-united-1-1/
http://www.gta-worldmods.de/phpkit/s...contentid=3495
Quote:
GTA United 1.1b Credits:
AMD - Leading of LC2SA, Main Mapping, Modelling, Converting
Aschratt - Leading VC2SA, Mapping VC, Converting, Scripting, Coding (Paths and Map related)
oCain - Leading Scripter and most parts of the SCM, most GFX
PARADOXON - Scripting, Modelling, Converting
Sacky - Coding
Chezy - Converting
Rastaman - Converting, Modelling
GTA Mallorca - Modelling, GFX
ColdDeath - Video cutting (Coming Trailer) and story writing
The Q - Story writing
Robin - Collisions and smaller fixes
Conversion warning:
Loading up the LC/VC map as SA-MP objects is the not the same as running the maps natively in San Andreas. There are no LODs, no radar map, the water levels are not correct, there are no cull zones, audio zones, ped skins, vehicles etc. There are many conversion bugs that will need to be fixed over time. You probably would not want to develop a full server on these maps. If you want the full experience, you're still best off running SA-MP conversions for these projects.
Requires:?SA-MP 0.3.8 RC2 Server Streamer Plugin
Special thanks?to Jabern and Papawy, for providing some assistance with converting IPLs.
Instructions:
> Get a server with the streamer plugin running. server.cfg with line: plugins streamer
> Download the lc2sa or vc2sa amx (attached to this post) and extract it to your server's filterscripts folder. Add it as a filterscript to the server.cfg.
> lc2sa amx and vc2sa amx are compiled against old versions of the streamer plugin. You may need to recompile the .pwn files with the latest streamer.inc include in your pawno\includes folder.
> You should download GTA: United 1.1b and extract all the required dff/txd/col files and process them. The files are then placed in the server's models folder.
> The commands /gotovc or /gotolc will take you to VC and LC.
Problems/Bugs (v0.1):
Although the map is 99% there are still lots of problems we saw while testing. I may come back to doing fixes after 0.3.8 is released, if someone else doesn't pick it up.
- (vc2sa) Some doubles of dt/nt objects (ocean beach, malibu, some in mansion) these were in the vc2sa IPLs.
- (both) Major bridge road signs had X/Y rotation that didn't convert. These need to be fixed manually.
- (vc2sa) Fake reflection floor interiors look bad.
- (both) Some objects didn't convert. They have normal positive model ranges.
- (both) Some objects might still need backface culling disabled in their flags.
- (vc2sa) Some roads around north point mall are accepting dynamic lights when they probably shouldn't (minor).
- (lc2sa) Hit some invisible collisions while driving.
- (both) Parts of the map are flooded due to not having water level control (unfixable without game hacking).
Attached Files
vc2sa_amx_01.7z?(280.3 KB, 1029 views)
undefined
lc2sa_amx_01.7z?(193.1 KB, 524 views)
Last edited by Kalcor; 25/01/2018 at?11:33 PM.
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