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Texture Studio ? Map Editor With Texture Support and More! |
Posted by: Crayder - 2019-04-14, 02:33 PM - Forum: Filterscripts
- Replies (18)
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![[Image: uc?export=view&id=1p5pCpHLN9d_juteNLX887_lqEQhsJvlz]](https://drive.google.com/uc?export=view&id=1p5pCpHLN9d_juteNLX887_lqEQhsJvlz)
There is now, no excuse for sub-standard (non-textured) maps.
Tutorial Videos here: http://forum.sa-mp.com/showthread.php?t=539028
What is it:
Well it's just a in game map editor that will let you texture up to material index 15 (16 materials) as well as set color for that material index on objects.
So far there is only some basic editing commands as it's mainly meant for texturing the idea is you create your maps in your favorite map editor they can then be imported into Texture Studio with the /importmap command only CreateObject() and CreateDynamicObject() object code lines are currently accepted. Just put your maps in text files located in the /tstudio/ImportMaps/ folder.?
Yes you will need the textureviewer that is included in the release the command is /mtextures in game /mtset uses those array ids
You can set how many objects are editable the default is 10,000 which should be good for most people setting a different value requires a re-compile.
You can set the material slots higher the default being 16 you can increase this but I'm pretty sure you won't be able to open a map that was saved in a 16 slot compile. This is because it saves the array into the database keep in mind as well that SAMP only supports re-texturing from index 0-15 but if this changes in the future Texture Studio is adaptable.
Changes:
Code: Version 1.9d
? ?- Fixes model name in /gtaobjects text
? ?- Change custom model support from -2000 (0.3.8) to -1000 (0.3.DL)
? ?- Add basic texture importing! Excluding text, just textures. Fully supports TS exports. Follows a strict "texture only last object created" method, as exported by TS.
Version 1.9c
? ?- Update and restructure /thelp
? ?- Fix webcolors string length
? ?- Support viewing all texture results (instead of just 100 like before) in /tsearch
? ?- Add /gsel and /csel controls info to /thelp and the commands, with flymode info
? ?- Automatically raise the max streamed objects to 1500 when using 0.3.DL
? ?- Add /rremobject, the range and model alternative to /remobject
? ?- Fix attached vehicle objects exporting
? ?- Add /avclone for attached object cloning
Version 1.9b
? ?- Map loading fixes.
? ?- Added Football Stadium map to it.
Version 1.9
? ?- Object notes (can be seen with /note command and on text3d, also is exported on maps on a comment on the end of the objects' lines).
? ?- Per-object/group draw distance.
? ?- More advanced databases with much more information stored (saves map creator name, last edit time, spawn position for /gotomap, and interior/vw).
? ?- Repeat last command with WALK CROUCH (more buffered commands stuff coming).
? ?- More advanced text3d options for notes and object model info (see /edittext3d).
? ?- /mprop for map properties (currently only vw and interior).
? ?- /gotomap and /setspawn for saved maps (/gotomap sends the player to the /setspawn location).
? ?- Vehicle siren support.
Version 1.8f
? ?- Remove float precision on map export code.
? ?- Make /gclone faster.
? ?- Add model parameter to /avnewcar.
? ?- Group editing restrictions for RCON admins, restrict editing of groups to specific players.
? ?- Add command count message when player's connect.
? ?- Add 3 flymode commands (/fmspeed to set max speed, /fmaccel to set acceleration, /fmtoggle to toggle acceleration).
? ?- Other flymode enhancements
? ?- Remove GTA object compile setting, no longer needed since they are loaded from a database and work so much faster.
Version 1.8e
? ?- Fixes /minfo
? ?- Adds /osearchex, a VERY useful command. Search for objects using logical expressions with size variables.
? ?- Add group texturing commands: /gmtset and /gmtcolor
? ?- Add range selection to /gadd and /grem. It's kinda like an extra "upper max" parameter. ("/gadd 1 5" would add objects 1, 2, 3, 4, and 5 to your selection)
? ?- Adds /clonebuilding, create a clone of a gta building in the exact place, WITHOUT removing the original building.
? ?- More transactions for more speed.
? ?- Add all objects to the ColAndreas world when mangle is included.
? ?- Export colors as hexidecimal instread of integers.
? ?- Add experimental ground-slope group editing (doesn't work atm).
? ?- Raise pivot object's stream distance to prevent editing bug.
? ?- Add /ginvert, mirror a group's objects over any axis (best with symmetrical objects because obviously objects are not inverted).
? ?- Super update to Objectmetry:
? ?- Add conical figure.
? ?- Add real spiral, and renamed old one to helix.
? ?- Add prism, line, and rectangle.
? ?- Add advanced dialogs.
Version 1.8d
? ?- Add /minfo, retrieve model information on any given model.
Version 1.8c
? ?- Add /gselmodel, select a group of objects by model.
? ?- Add spherical objectmetry to /obmedit.
? ?- Use databases for 'allobjects' and 'modelsizes'. Drastically reduces group operations and gta object speed.
? ?- Show object counts when loading a map.
? ?- Raise bind amount to 10.
? ?- Make /gaexport work (but it will not create a file for some unfortunate reason, temp-fix included).
? ?- Add local input support for localhost.
Version 1.8b
? ?- Add undo compatibility to /ginfront.
Version 1.8a
? ?- Add /ginfront to move a group to your front position.
Version 1.8
? ?- Add Map Angle (aka. mangle) module support, requires ColAndreas.
? ?- Add RZ rotation support for Objectometry.
? ?- Add /tcar, a temporary vehicle command.
Version 1.7e
? ?- Add /renamemap and /deletemap
? ?- Color coat /gtaobjects (red - removed, blue - swapped, pink - building is unmodified)
? ?- /gtaobjects now accepts a parameter for the text's draw distance (/gtaobjects <draw distance>)
? ? ? ?* By default the distance is still collision radius * 2
Version 1.7d
? ?- Updated /thelp list and converted to dialog.
? ?- Added rotation mirroring to /avmirror (before it only mirrored position).
? ?- Non-numpad keyboard compatibility for texture viewer.
Version 1.7c
? ?- sqlitei prepared statements fixed
? ?- new command /oswap swap an object with a different model
? ?- new command /mtreset resets all textures and colors
? ?- Fixed an issues with vehicles not resetting positions when attaching
Version 1.7b
? ?- Ability to clone cars /avclonecar
Version 1.7a
? ?- Some critical issues fixed
? ?- DBStatements were not being freed correctly
? ?- Prefab list was not resetting string when reloading list
? ?- Sometimes the object editor could get lost and required reloading the script simply reload the map
Version 1.7
? ?- /undo command!
Version 1.6d
? ?- Fixed an issue with exporting objects if an object had text the parameters were out of order
? ?- Any object should be able to be created now there even LOD
? ?- Re-organized the project slightly
Version 1.6c
? ?- Updated material text to have 128 characters
? ?- Text now accepts \n (new line)
? ?- Added two blank text files so those folders appear on github
Version 1.6b
? ?- Added feature to export map including cars to filterscript
? ?- New command /avmirror mirror objects on a car
? ?- Completely rebuilt the all objects array some where missing it should be complete now
Version 1.6a
? ?- Search for textures /tsearch
Version 1.6
? ?- Editable vehicles
? ?- A few bug fixes with texturing and overlapping key presses with other systems
Version 1.5e
? ?- Important fix with CloneObject()
Version 1.5d
? ?- Added objectmetry rotation RX/RY orientation for objects
Version 1.5c
? ?- Improved Objectmetry rotation translation and ability to set rotation degrees
Version 1.5b
? ?- New feature Objectmetry and include by codectile located here http://forum.sa-mp.com/showthread.php?t=538447
Version 1.5a
? ?- Ability to clone objects on the fly in edit object mode (Press walk key)
Version 1.5
? ?- Improved /osearch module
Version 1.4b
? ?- Added support for finding and removing GTA objects by request?
? ? ?Please note that deleting objects is a one way process you will have to use a sqlite database editor and manually
? ? ?remove any entries that are incorrect and reload your map!
? ? ?Additionally if you restart your server the script will forgot which building have been removed so it is possible to
? ? ?delete a building more than once in that case please be careful
Version 1.4
? ?- Added object property editor /oprop
? ?- Added list selection feature /lsel
? ?- You can now choose CreateDynamicObject() as a export type instead of CreateDynamicObjectEx()
? ?- Spelling error fixed in one of the GUI menus
Version 1.3
? ?- Complete GUI implementation that calls all commands
? ?- Groups added you can edit group selections
? ?- Texture editor texture objects with a GUI
? ?- You can make your own texture themes
? ?- Prefabs can be saved/loaded
? ?- Texture themes can now be created "default_theme" is always loaded when a player connects
? ?- You can make your own command based binds and execute them
Version 1.2?
? ?- Added support for importing RemoveBuildingForPlayer() this will be saved to DB
? ?- Can now copy/paste texture and text from one object to another
Version 1.1
? ?- Fixes some issues that could cause the editor to stop working
? ?- Text editor (/text)
? ?- Whole map delta movement commands
? ?- Whole map rotation commands (rotates from map center)
? ?- Fly mode built into FS (/flymode)
? ?- You can use (/cgoto) when you have an object select and in fly mode to go to that object
Video Introduction:
http://www.youtube.com/watch?v=yk9oKoRJdds
Commands:
There are currently 114 commands. Refer to /thelp for a list of commands and documentation on each command. A list of major commands and short descriptions can be found in the github readme (or main page).?
Key Combos:
Code: /csel:
Holding 'H' while clicking an object will copy properites to buffer
Holding 'Walk Key' while clicking an object will paste properties from buffer
/editgroup:
Hold 'Walk Key' to set the group rotation pivot you can only do this once per edit
GUI:
When in fly mode to open the GUI press 'Jump Key' otherwise it can be opened by pressing 'N' Key
Texture Viewer:
In Fly mode instead of pressing Y/H to scroll through textures hold enter/exit vehicle and press ANALOG Left ---- ANALOG Right
Pressing sprint will add textures to your theme in fly mode press sprint権 to add textures to theme in walk mode
Walk key will apply the selected texture to your object
Credits:
Pottus - Creating the script itself.
Crayder - New developer.
Y_Less - sscanf - original object model sizes - YSI
Slice - strlib - sqlitei
JaTochNietDan Filemanager
SDraw - 3D Menu include
codectile - Objectmetry functions
Download:
All new versions will only be downloadable from github located here
https://github.com/Crayder/Texture-Studio/
Wiki:
Command information, basic usage, and more can be found on the wiki:
https://github.com/Crayder/Texture-Studio/wiki
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xTreme Freeroam Server |
Posted by: DarkZero - 2019-04-14, 01:59 PM - Forum: Gamemodes
- Replies (12)
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Hello, everybody,
hereby I publish my freeroam gamemode, with which I once learned to script about 9 years ago. It's worse scripted, a lot of copy&paste is in?it, but that's the way it is. Now I have no urge to clean up the gamemode?xD
Features
Dynamic race system?
- Create ingame new races! (Must be inserted manually)
7 Deathmatch Zones - Enjoy the great pleasure of killing other players in /DM1-7!
- DM1: Drug Facrory Deathmatch
- DM2: Walkies Deathmatch
- DM3: Runnies Deathmatch
- DM4: Rocket launcher Deathmatch
- DM5: Minigun Deathmatch
- DM6: Bloodbowl Deathmatch
- DM7: Underwater Deathmatch
Duel System?
- Start a 1 vs. 1 fight with another play and try to win! (You can choose the weapon and the zone where you want the fight to take place.)
Account system in DINI?
- Manage all accounts easily with the classic DINI account system!
Administration System?
- Provide players and troll cheaters with our in-game account system!
Falloutsystem?
- Enter the Fallout with at least one other player and make sure you don't fall first!
Bank System?
- Secure your money at the bank or transfer your money there to other accounts!
Derby system?
- Ramming other players to their death! (You can choose between 2 maps. More maps have to be inserted manually into the gamemode)
Tikki system
- Collect ingame Tikkis and win lots of money and score!
Dynamic house system?
- Buy your own house with enough score and money, which only you can enter! (Houses are inserted automatically and can be created by /Createhouse)
Car dealership system?
- With enough score and money, buy your own car/bike that only you can drive!
The gamemode?is written in English.
History
The gamemode?was written at the end of 2010. At that time I collected my first scripting experiences. As already mentioned above, I learned scripting with this script. Therefore it is not very nice. This script serves from end of 2010 until July 2011 as clanserver for my first clan, [TL] - The Lost.?Therefore this gamemode?was not used for a long time. Around the middle of 2012, there was another small cleanup, because there was one guy?interested for the gamemode?. He also used the gamemode?for a short time, but this community only lasted for a short time. Since then, about September 2012, the gamemode?is on my PC and I can't do anything with it. Maybe you do, but probably not.
In order to bring in a little atmosphere here and to get rid of the old scripts, I will publish all other scripts I have written/used in the course of the next weeks.
Screenshots
![[Image: sa-mp-001.png]](https://i.ibb.co/47KPKJw/sa-mp-001.png)
![[Image: sa-mp-002.png]](https://i.ibb.co/YcdVTB9/sa-mp-002.png)
Download?
https://www.sendspace.com/file/mj0r1j
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State War Field |
Posted by: Shady - 2019-04-14, 01:58 PM - Forum: Gamemodes
- Replies (4)
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NOTE:?THIS PROJECT IS OUTDATED AND NO LONGER MAINTAINED. DO NOT USE IT UNLESS YOU'RE AN ADVANCED SCRIPTER?AS IT IS USING NON-THREADED VERSION OF MYSQL, OUTDATED PLUGINS,?AND NOT ORGANIZED.
About:
State War Field began in 2012 by Shady (me), JaKe Elite, and FERCORPRO. This script is still in beta which means that there are missing features. I do not recommend anybody to use it unless you're an advanced scripter who can improve, upgrade, and fix it. Anyone is free to use it as long as you do not remove credits from the game mode.
Includes/Plugins:
- GINI (by Gammix)
- Anti Advertising (by Kar)
- MySQL R5/R6 (by?BlueG) [I can not remember which version we used but it is either R5 or R6]
- Nex-AC (by Nexus/OstGot)
- Streamer (by Incognito)
- Sscanf2 & Foreach (by Y_Less)
- iZCMD & Crashdetect (by Zeex)
Download:
Source Code @ Github
P.S: I released this gamemode because I am creating a newly optimized gamemode.
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Anything smartphone related |
Posted by: Wolf - 2019-04-14, 01:47 PM - Forum: Tech
- Replies (30)
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Thread to discuss about the newest smartphones, feautures, android updates, iOS updates etc.
Recently I bought myself a Nokia 7 plus for $342 (which was the lowest price in my country), and I gotta say, it's worth every penny. It's rigid (metal housing a metal plate inside), has 4 gigs of ram, 64 gigs of storage, strong CPU, octa core, 6 inch screen... has everything I wanted basically.
My only (and other's people) criticism is the stock camera software, which for a ZEISS camera, could be better. GCam fixes it though.
Hope Nokia/HMD Global will bring even more surprises this year, cause so far they're doing pretty good.
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Burgershot Internacional |
Posted by: Mugsy - 2019-04-14, 01:35 PM - Forum: Offtopic
- Replies (78)
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Lugar donde se colocara el nombre de cada usuario junto a su bandera, para ser agregado comentar abajo del post.
?????????????????????????????????????????????
ESPA?A
Mugsy
Marg
Zyroon
Witson
James
Bryzon
adri1
KMarkireN (Origen Chileno)
marquetes0
s1cky
?????????????????????????????????????????????
ARGENTINA
Tio Verde
Lautarius15
Botato
Vulk
Keizer
Gabo
CVaZ
Hesck
Shaggy
SmoKe
Orange
Atom
Kelu
Tano
Kamzoc
drauxen
zbishop
?????????????????????????????????????????????
COLOMBIA
G0NZ4L0
Fazter
ThePez
Ts_Pytham
Dynasty
Fran
?????????????????????????????????????????????
MEXICO
Boner
Chara420
?????????????????????????????????????????????
URUGUAY
#Fede
?????????????????????????????????????????????
VENEZUELA
JFelix
CodexTZ
edinsonwalker
Rizzo
ZekyFx
J_esus
zeerx
Savage
?????????????????????????????????????????????
ECUADOR
Graber (Reside en Alemania)
?????????????????????????????????????????????
PERU
TheCzlks
?????????????????????????????????????????????
REP?BLICA DOMENICANA
Glavez
?????????????????????????????????????????????
CHILE
Erziok
klays
?????????????????????????????????????????????
GUATEMALA
CRHStudios
?????????????????????????????????????????????
((Si algun pa?s no tiene bandera es porque el foro maximo solo deja 10 imagenes))
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Cos'? successo? |
Posted by: GiamPy - 2019-04-14, 01:33 PM - Forum: Italian/Italiano
- Replies (3)
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Post originale: https://www.burgershot.gg/showthread.php?tid=54
(2019-04-13, 04:01 PM)Y_Less Wrote: E' tempo della mia versione credo. Avete tutti parzialmente ragione, ma non nel modo che credete. Non sto provando a divedere la community, non sto provando a iniziare una rivalit? a SA:MP, ma sopratutto non sto rubando il codice di nessuno. Credete che "io sia stato beccato" a causa di un post mal scritto dove mancava tutto il contesto della conversazione di cui faceva parte. Vi ? bastato un'accusa di un post per pensare che tutta la cosa sia stupida, cosa comprensibile vista la mancanza d'informazioni. Stavo tentando di dare i punti pi? importanti senza rivelare troppi dettagli, ma sfortunatamente la cosa ci ? tornata contro perch? ora avete solo met? della storia da cui trarne conclusioni.
Quindi diciamola tutta.
- Non sto cercando di dividere la community. Qualcuno sta cercando di distruggerla - hanno nascosto informazioni, non rilasciati aggiornamenti pensati da molto, minacciato di cancellare l'intero forum (l'ultima settimana), e di bannare chiunque dicesse che magari non era la cosa giusta da fare. Questa persona ha gi? diviso la community - rilasciato due versioni parallele e separate della mod, e poi chiedersi perch? la seconda non sia andata cos? bene quanto sperasse. Per pi? di un hanno la gente ha chiesto di unire la 0.3.7 e la 0.3DL, mentre qualcuno stava l? seduto chiedendo se qualcuno la volesse veramente. Aveva detto che credeva la commnity stesse morendo, che SA:MP stesse morendo, e che fossero mancati solo 1 o 2 anni, e che era contento semplicemente di guardarlo accadere. Alcuni di noi erano daccordo, quindi hanno provato a convincerlo a fare qualcosa - continuare oppure passare il comando. L'affondare della community ? probabilmente inevitabile, ma morir? solo se non supportata - ed ? quello che sta succedendo adesso.
- C'? un discordo non ufficiale, dove si la gente a volte si diverse e scherza con gli altri, ma non ? stata fondata come posto di ribellione. E' nata perch? alla gente piaceva SA:MP, la gente usava Discord, quindi la community ha voluto naturalmente unire entrambi. C'? anche un forum non ufficiale. Kalcor stesso ha detto in precedenza che se alla gente non piaceva questo (forum di SA:MP ufficiale), potevano crearsene uno loro, ma ora banna quelli che lo fanno. Comunque, n? il forum n? il Discord sono gestiti da me. Sono semplicemente un risultato del fallimento delle aree ufficiali ad andare avanti. Questo non ? dividersi, ? progredire.
- Non sto cercando di iniziare una rivalit? a SA:MP. Non sto iniziando nulla, stavo solo tentando di attirare ulteriore interesse in un progetto gi? in corso. Queste solo solo le commits dell'ultimo anno:
![[Image: JGgR39R.png]](https://i.imgur.com/JGgR39R.png)
Non c'? nulla di nuovo a riguardo, quindi che cos'?? E perch? non ? una rivalit??
- Si, una volta lasciai SA:MP, ma f? 6 anni fa - fattene una ragione!
Non sto tradendo SA:MP, e non sto tradendo Kalcor - ? lui quello a tradire SA:MP, ma la maggior parte della gente ? incapace di separare le due cose. Si, lui l'ha fondata, ma ci? non lo rende suo. Centinaia di altre persone hanno speso un numero incalcolabile di ore/giorni/settimane/ANNI a lavorarci sopra, rendendolo ci? che ? diventato oggi, ma solo perch? Kalcor ha l'unico accesso ad una piccola parte - il codice del server, lui crede che sia la parte pi? importante e che possa dettare dove va e quando si fermi. All'inizio si, lui fece la maggior parte del lavoro, ma chiediti onestamente chi credi che abbia fatto il pi? del lavoro negli ultimi anni - Kalcor o ognuna di queste persone:
![[Image: IZYZXhB.png]](https://i.imgur.com/IZYZXhB.png)
Non vogliamo usurparlo, non vogliamo prenderlo lin giro, lui o le sue contribuizioni. Lui ha fondato questa mod, ha coinvolto la gente, ma tutte queste altre persone lo hanno aiutato a portarla dove si trova ora, e sono queste persone - la community, che sta venendo repressa ed ignorata. Ho provato ad agire come mediatore, cercando di mostrare i punti di vista di Kalcor alla gente, e viceversa, solo per poi vedermi totale assenza da entrambi le parti. Ho anche provato ripetutamente a convincere Kalcor di passare/delegare l'aggiornamento a qualcun altro (non me perforza, ma non c'era nessun altro a farsi avanti). Qual'? stata la sua risposta?
- Non crede che io sia capace di aggiungere funzionalit? importanti. Ed ovviamente nemmeno lui le sta aggiungendo, e non crede nemmeno ce ne siano da aggiungere, quindi che cosa importerebbe?
- Lui voleva un piano. Le mie priorit? principali erano di risolvere bug, migliorare le ovvie mancanze nelle API, e creare una piattaforma migliore per gli altri linguaggi, per esempio un plugin C/plugin API fatto bene. Non erano nemmeno compiti troppo difficili, ho pi? che dimostrato di essere capace. Ma evidentemente questo non qualificava come piano.
- Lui disse letteralmente "non se lo meritano". Questo ? quello che pensa delle community che, apparentemente, Io sto provando a divedere.
Non ? un problema se lui vuole lasciare, ? abbastanza ovvio e perfettamente naturale. Noi non vogliamo che tutto il resto cada con lui. Questa ? una community - una grande community con molti amici di lunga data attorno ad una mod closed-source con un leader paranoico e maniaco del controllo. Tutto ci? che vogliamo fare e spostare questa centralit?. Non vogliamo distruggere SA:MP, non vogliamo dividere la community (si credeva cos? perch? stavo provando a coinvolgerle la community Russa, longamente ignorata, tentando di riportare gente che si era gi? divisa), vogliamo assicurarne il suo continuo - perch? Kalcor non vuole.
Quindi vi voglio presentare:
open.mp
Questo ? il progetto (ed il dominio, il forum di burgershot era solo temporaneo fino a quando non avessimo avuto quello reale pronto, cosa che non ? ancora successa). Un team di VENTIDUE tra i migliori della community di San Andreas Multiplayer - proprietari di server, scripter, tester, e altri pilastri della community a lavorare insieme per ricreare tutto da zero. Fare un forum nuovo ? semplice; la cosa che ha cementato il controllo di Kalcor era il suo accesso esclusivo al codice sorgente della mod. C'? gi? una versione "contraffatta", ma ? dall'inizio che ho reso molto chiaramente che avremmo preso la strada difficile e rifiutare di usare qualsiasi codice scritto da Kalcor. Quindi stiamo reimplementando tutto dall'inizio. Volevamo inizialmente rilasciare una versione completa 1.0 dal nulla, con un annuncio fatto bene, ma oramai non sar? pi? cos?. Ma non siamo cos? lontani al rilascio.
Ci sono stati dei fork di SA:MP, ma hanno due grossi problemi: 1) Hanno usato codice rubato, qualcosa che noi non abbiamo fatto e 2) Stanno provando a reinventare la ruota, usando nuovi lingaggi di scripting, con funzionalit? completamente diverse, etc. Stiamo facendo questa mod completamente retro compatibilie. Potrai in un attimo spostare il server da SA:MP ad Open MP, usando lo stesso script, ed i tuoi player non si noteranno di nulla. Ci sono ovviamente piano per lo sviluppo di nuove funzionalit?, e di miglioramenti nel tempo, ma gli obiettivi per ora sono retro compatibilit?, stabilit? e bug fix (fix che la nostra communiity aveva gi? fatto perch? Kalcor non voleva).
Ho provato a lungo per oltre un anno a lavorare CON Kalcor per migliorare SA:MP, semplicemente mi sono preparato un piano di riserva. Quindi puoi decidere di stare con lui se credi che il suo approccio stia per cambiare e drasticamente rilasciare aggiornamenti (e se questo si rivelasse vero, allora vorrebbe dire che avremmo avuto successo nel nostro obiettivo originale). Oppure puoi rimanere con la maggior parte della community, che sanno che c'? un problema e vogliono risolverlo - quelli che sono stati l? sempre per te durante tutto questo, aiutandoti, insegnandoti, conducendovi e hostando server.
Sta a te la scelta di pensare chi ha tradito SA:MP... Sai dove trovarci.
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progress3D - Create progress bars in 3D space |
Posted by: Manyula - 2019-04-14, 01:30 PM - Forum: Libraries
- Replies (11)
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progress3D
![[Image: progress3-D.png]](https://i.ibb.co/gVby8wg/progress3-D.png)
After the 2D textdraw-based version of progress bars, here now comes the 3D version. This library lets you create progress bars in 3D space. It's basically just two overlapping 3D text labels, one being moved slightly to the right to fill in the gaps between the characters.
Repository
![[Image: SAMPCTL-progress3D-03ef651]](https://img.shields.io/badge/SAMPCTL-progress3D-03ef651)
Functions
Code: Bar3D:CreateProgressBar3D(color, bool:borders, Float:x, Float:y, Float:z, Float:max_value, Float:init_value, Float:drawdistance, attachedplayer = INVALID_PLAYER_ID, attachedvehicle = INVALID_VEHICLE_ID, testlos = 0, worldid = -1, interiorid = -1, playerid = -1, Float:streamdistance = STREAMER_3D_TEXT_LABEL_SD, areaid = -1, priority = 0)
Creates a 3D progress bar. Returns INVALID_3D_BAR if bar already exists.
Code: HideProgressBar3D(Bar3D:barid)
Hide the specified 3D progress bar. Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: ShowProgressBar3D(Bar3D:barid)
Shows the specified 3D progress bar.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: DestroyProgressBar3D(Bar3D:barid)
Destroys the specified progressbar.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: Float:GetProgressBar3DValue(Bar3D:barid)
Returns the current progress value.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: SetProgressBar3DValue(Bar3D_barid, Float:value)
Updates the value of the specified 3D progress bar.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: GetProgressBar3DColor(Bar3D_barid, color)
Returns the color of the specified 3D progress bar.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: SetProgressBar3DColor(Bar3D_barid, color)
Updates the color of the specified 3D progress bar.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: Float:GetProgressBar3DMaxValue(Bar3D:barid)
Returns the maximum value of the specified 3D progress bar.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: SetProgressBar3DMaxValue(Bar3D:barid, Float:max_value)
Updates the maximum value of the specified 3D progress bar. Returns 0 if the max value is smaller than the current value.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: IsValidProgressBar3D(Bar3D:barid)
Returns 1, if the specified 3D progress bar ID is valid and exists.?Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
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Code: ?PlayerBar3D:CreatePlayerProgressBar3D(playerid, color, bool:borders, Float:x, Float:y, Float:z, Float:max_value, Float:init_value, Float:drawdistance, attachedplayer = INVALID_PLAYER_ID, attachedvehicle = INVALID_VEHICLE_ID, testlos = 0, worldid = -1, interiorid = -1, Float:streamdistance = STREAMER_3D_TEXT_LABEL_SD, areaid = -1, priority = 0)
Creates a player 3D progress bar. Returns INVALID_PLAYER_3D_BAR if bar already exists.
Code: ?HidePlayerProgressBar3D(playerid, PlayerBar3D:barid)
Hides the specified player 3D progress bar. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?ShowPlayerProgressBar3D(playerid, PlayerBar3D:barid)
Shows the specified player 3D progress bar. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?DestroyPlayerProgressBar3D(playerid, PlayerBar3D:barid)
Destroys a 3D player progress bar. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?Float:GetPlayerProgressBar3DValue(playerid, PlayerBar3D:barid)
Returns the current progress value. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?SetPlayerProgressBar3DValue(playerid, PlayerBar3D:barid, Float:value)
Updates the value of the specified player 3D progress bar. Returns 0 if value is greater than max value. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?GetPlayerProgressBar3DColor(playerid, PlayerBar3D:barid)
Returns the color of the specified player 3D progress bar. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?SetPlayerProgressBar3DColor(playerid, PlayerBar3D:barid, color)
Updates the color of the specified player 3D progress bar. Returns INVALID_GLOBAL_3D_BAR if bar doesn't exist.
Code: ?Float:GetPlayerProgressBar3DMaxValue(playerid, PlayerBar3D:barid)
Returns the maximum value of the specified player 3D progress bar. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?SetPlayerProgressBar3DMaxValue(playerid, PlayerBar3D:barid, Float:max_value)
Updates the maximum value of the specified player 3D progress bar. Returns 0 if the max value is smaller than the current value. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
Code: ?IsValidPlayerProgressBar3D(playerid, PlayerBar3D:barid)
Returns 1, if the specified player 3D progress bar ID is valid and exists. Returns INVALID_PLAYER_3D_BAR if bar doesn't exist.
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