SA-MP 0.3.7 in development (now released)

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Sat Jan 17, 2015 6:33 pm

Please post your suggestions here

SA-MP 0.3.7 RC6-3 Optional server update

- If an actor animation has the loop or freeze parameter enabled, the animation will be automatically reapplied when the actor streams in for players.

SA-MP 0.3.7 RC6-2 Optional server update

- Fixes the DestroyActor() function.
- Adds OnActorStreamIn/OnActorStreamOut.

SA-MP 0.3.7 RC6 Client/Server update

- Adds simple static actor system. There are cases where it requires too much effort to create a new NPC, and you don't want to use up an additional player slot. The 'actor' system has been added for these cases. See for a list of functions.
- Fixes a problem with the server browser where the server properties window showed Map instead of Language.

Notice: SA-MP 0.3.7 is currently in feature lock-down. This will likely be the final RC testing phase for 0.3.7.

SA-MP 0.3.7 RC5 Client/Server update

- Fixes a problem with txd texture loading introduced in 0.3.7-RC4 which could cause map objects to become white (rendered with no texture) if a TextDraw txd sprite was created and destroyed.
- Upgrades connection cookie system: adds server variable "connseedtime" to specify how often the connection cookie seed value updates.
- Adds native SetObjectsDefaultCameraCol(disable); which can be called to set the default value of the camera collisions for newly created objects.
- Adds server variable "language (string)". "Language" replaces the "Map" column and filter in the SA-MP server browser. This can be set to any value by the server owner. The "mapname" variable will still appear in the rules list.

SA-MP 0.3.7 RC4-2 Optional client update

- Some players weren't happy with the new position of the death list, so it has been moved back to where was in 0.3z.
- There were some text clipping problems on the death list that should be fixed.

SA-MP 0.3.7 RC4-2 Optional server update

- The siren state was not updated internally before OnVehicleSirenStateChange was called.
- Parameter checks on CreateVehicle/AddStaticVehicleEx in case scripts that use these functions were not recompiled prior to upgrading to 0.3.7.
- The ls_beachside.pwn filterscript was updated to remove the building night lights. This was needed to remove the occulsion boxes inside the interior.
SA-MP 0.3.7 RC4 Optional client update

- Fixes texture loading 'memory leak' which effected object text material replacements and material replacements where the texture was set to full alpha.
- Fixes weapon changing bullet ID/weapon ID desync (aka spraybug).
- Adds audio siren capability to all cars. There is a new default parameter at the end of CreateVehicle/AddStaticVehicleEx for enabling the audio siren instead of the normal horn.
- Adds vehicle door open/close ability to the server script.
- Adds vehicle windows open/close ability to the server script.
- Cuffed animation issues (SPECIAL_ACTION_CUFFED): There were still problems with this animation on certain skins where the arms would poke through the back of the model. Any existing handcuff attachments will probably need their positions updated again. There is a new handcuff model (11749) that are based on the ones from the game's opening cutscene.
- The mouse cursor will be disabled when the GTA:SA window is activated (returning from alt-tab etc).
- The LS BeachSide building is now replaced by SA-MP's one by default (similar to the LS Office Floors building). This was done because it works better with the game's existing LODs and has less problems with camera collisions.

Adds 61 new object IDs from Matite.

Audio siren related functions:

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native CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawndelay, addsiren=0);
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay, addsiren=0);
forward OnVehicleSirenStateChange(playerid, vehicleid, newstate);
native GetVehicleParamsSirenState(vehicleid);
Important: Since there are changes to the parameters for CreateVehicle and AddStaticVehicleEx, all scripts using these functions should be compiled for 0.3.7. The code does not need to be updated however since the parameters have default values.

Car door/window functions:

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native SetVehicleParamsCarDoors(vehicleid, driver, passenger, backleft, backright);
native GetVehicleParamsCarDoors(vehicleid, &driver, &passenger, &backleft, &backright);
native SetVehicleParamsCarWindows(vehicleid, driver, passenger, backleft, backright);
native GetVehicleParamsCarWindows(vehicleid, &driver, &passenger, &backleft, &backright);
SA-MP 0.3.7 RC3-3 Optional client update

- Fixed: The skins added for RC3 were not working as model previews.
- More fixes for camera collisions with objects attached to vehicles.
- After respawn the player might be left with CJ running anims.
- There were still dialog list width problems.

SA-MP 0.3.7 RC3-2 Optional client update

- The selected item for tablist dialogs was not being reset when a new dialog was shown.
- Fixes a dialog width calculation problem for list type dialogs which might lead to column text being truncated.

SA-MP 0.3.7 RC3 Client/Server update

- Fixes chat window 'directmode' which was broken since the font size changing was added.
- The streaming memory allocation amount uses the total system memory found by Windows, not the available memory.
- Fixes problems with the scoreboard and dialog lists where the last items could not be clicked on without scrolling.
- Fixes spacing between dialog text and dialog buttons at the bottom.
- Adds new dialog types DIALOG_TYPE_TABLIST and DIALOG_TYPE_TABLIST_HEADERS which are extensions of the LIST type dialog with support for columns.
For example usage of the TABLIST style, please see the commands /testtablist and /testtablistheaders in the test_cmds filterscript.
TABLISTS allow up to 4 columns, with 128 maximum characters per column and 256 maximum characters per row.

- New object IDs added by Matite:
140 new objects
New filterscripts added demonstrating some of the objects/building replacements.
12 variations of the existing skins (skin ID 300-311). These are mostly modified versions of the cop skins from the game (no accessories etc). The skins are still WIP, so please don't complain if they are changed before the final 0.3.7 release.


Some more objects added ... 3-Released

SA-MP 0.3.7 RC2 Client/Server update

- Some people complained that the default font sizes were not the same as the ones from the previous SA-MP releases. The font sizes used as default are the same defaults from previous 0.3 versions.
- Fixes additional camera collision problems on objects (some issues still remain outside 3000 units).
- More changes to camera targeting should improve things a bit.
- Adds /ctd client command to enable client debugging of the player camera target.
- DisableRemoteVehicleCollisions() should work for boats.
- No more camera collisions with vehicles when DisableRemoteVehicleCollisions() is enabled.
- Adds EnablePlayerCameraTarget(). The camera targeting functions added in 0.3.7-RC1 will be disabled by default as it may use bandwidth on servers when it's not needed.
- Adds SetObjectNoCameraCol()/SetPlayerObjectNoCameraCol() to disable camera collisions on the selected object ID. This function only works on objects outside the normal map boundries for now.
- Adds GetPlayerPoolSize()/GetVehiclePoolSize() to obtain the highest playerid/vehicleid in use.
- The server will only come in a 1000 player variation from now on since there should be no performance difference between a 500 player server and 1000 player server. If you have existing script loops bound to MAX_PLAYERS or MAX_VEHICLES you should consider rewriting these loops to use GetPlayerPoolSize()/GetVehiclePoolSize(). Alternatively, redefine MAX_PLAYERS lower in your script or by editing the SA-MP pawn includes.


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// Old code
for(new x=0; x < MAX_PLAYERS; x++) {
    if(IsPlayerConnected(x)) { // do stuff with a player id

// New code
new HighestPlayerId = GetPlayerPoolSize();
for(new x=0; x <= HighestPlayerId; x++) { // (note the condition change from < to <=)
    if(IsPlayerConnected(x)) { // do stuff with a player id
- Birds won't fly through SA-MP objects.
- Fixed problem where player was frozen if SelectObject() was used from a dialog response.
- Objects with a large draw distance now support alpha sorting.
- Fixes a problem with the server browser where one server might be able to fake a reply pretending to come from another server.

- Adds over 90 new objects created by Matite:
The LS BeachSide building and LS apartment buildings now have underground car parks.
New house sections with interiors for the island land objects:

SA-MP 0.3.7 RC1 Client/Server update

- Adds UI font size, face, weight changing.
UI font size can be changed with the /fontsize command in the client. Valid fontsize is -3 to 5.
- Although not officially supported, the font face and weight can be changed by editing the sa-mp.cfg file:

Code: Select all

fontface="Comic Sans MS"
Supported font weights are 0 = BOLD (default) and 1 = NORMAL.

- The SA-MP client will now dynamically select the steaming memory amount for GTA:SA based on how much RAM is available. If you have a 'streaming memory fix' mod, it should no longer be needed and you should delete it. The streaming memory stats are available under the F5 screen in SA-MP.

- Adds over 240 objects created by Matite.
- Example scripts for using some of the new objects/features, including stunt_island.pwn, modular_island.pwn, ls_beachside.pwn etc.
- Adds fishing idle animation and example script.
- SelectObject() function can select objects that have no collision.
- Scoreboard will be larger if the game resolution is bigger than 800x600.
- Adds checks for bad floats/vectors in bike lean, train speed, camera's AimZ, bullet offset.
- Adds DisableRemoteVehicleCollisions() function to disable collisions between vehicles driven by other players.
- The editor 'Test' mode time/weather is now fixed. You can change the time/weather with /set_time and /set_weather.
- Default draw distance for editor 'Test' mode objects is 599.0.
- Removed the Idle camera (camera shake).
- Adds connection cookie system to prevent spoofed connection flooding.
- Syncs the weapon ID with the shot info, meaning there is no chance of shot/weapon desync in the OnPlayerWeaponShot callback.
- Fix camera collision problem when objects attached to vehicle you are in.
- Fixes for vertex lighting/time of day updates when an object has a draw distance > 300.0.
- Fixes UV texture animation on objects with > 300.0 draw distance.
- Fixes camera collisions on objects and vehicles that are outside the normal world map.
- Adds weather cull zones for Verona mall, LS BeachSide, LS Apartment Building, LS Office Floors to the SAMP/samp.ipl file.
- Fixed a problem in RakNet which meant the NetStats_* functions could not be used if the player ID wasn't fully connected to SA-MP.
- Adds functions: GetObjectModel(), GetPlayerObjectModel().
- Adds functions: GetPlayerCameraTargetObject(playerid), GetPlayerCameraTargetVehicle(playerid), GetPlayerCameraTargetPlayer(playerid) to find the network object the player is looking at.
- Vehicle rotation syncing should be smoother.
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High Rollin' Clucker
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Sat Jan 17, 2015 8:48 pm

Hoo haaa!
The new objects coming in this version are beep-ing awesome! The land objects, the instruments, the lights, stunting objects, everything!

Maybeh I could even create some sort of all-inclusive olympic village somewhere so it doesn't have to be redone every time!
Winter olympics will also get a proper halfpipe now!


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Gangsta Clucker
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Sun Jan 18, 2015 11:28 am

I've been wanting a font change size for a while now..
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The Cluckin' Godfather
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Sun Jan 18, 2015 1:02 pm

Who gives a shit, we can finally create ACTUAL microphones, probably one of the most wanted Samp object of all time! The ghost cars thing is also a pretty cool update, and I'm pretty keen to see that feature in action.
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The Cluckin' Godfather
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Sun Jan 18, 2015 2:02 pm

Shitty update if you consider it takes a whole fucking year to make it.

Want your own statistics counter? Look right here: viewtopic.php?f=25&t=1216
(Feature) introduction topic: viewtopic.php?f=25&t=28493
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Gangsta Clucker
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Sun Jan 18, 2015 7:35 pm

Agreed with Peter.

Cant wait to try those stunt maps tho :D
I'm so stoned I don't remember what I said in the beginning of this sentence.
Yezpahr wrote:You're a young, blind, antfucking, down syndrome faggot, fucked in the anus by your own uncle. Geez, grow the fuck up you boner biting bastard.
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Big Clucker
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Mon Jan 19, 2015 1:49 pm

We would have a stunt arena :O now I cud practice on my stunts :3 I see a boost in players coming ^_^
Peter wrote:Shitty update if you consider it takes a whole fucking year to make it.
lol a stunt place takes kinda long to make tho if u want to perfect it ofc
and islands but yeah w/e xD
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The Cluckin' Godfather
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Tue Jan 20, 2015 12:48 am

I dunno about a stunt arena... Let's try and stick to cops and robbers..
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Big Clucker
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Tue Jan 20, 2015 9:39 am

Source wrote:I've been wanting a font change size for a while now..
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Tue Jan 20, 2015 10:01 am

Threshold wrote:I dunno about a stunt arena... Let's try and stick to cops and robbers..
Yezpahr wrote:LOL i didnt evade nowadays cuz i are illiterate dumb philippines bweeeeee kwkwkwkw
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