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  1. That "low-level" events are basically AI events used by SP/MP GTA V scripts and it must be available through vanilla natives: GET_EVENT_AT_INDEX GET_EVENT_DATA (1.1 supports passing array buffers through natives) GET_NUMBER_OF_EVENTS Making it working out of RAGE Multiplayer's built in events system would be a way more performant approach though and it's been taken into consideration.
    5 points
  2. Summary of RAGE Multiplayer 1.1 updates since 1.1 Testing Release (*quickly* dumped from #quick-updates) API Client-side JS game methods now throw an exception (instead of 1) just pushing a notification on argument type mismatch 2) silently failing on argument count mismatch) Added client-side player.isTypingInTextChat (synchronized and works both for local and streamed remote players, intended to replace third party custom typing state synchronization that mostly was implemented *not the most optimized way*) Added mp.invoke("setTypingInChatState", state); (CEF) Updated client-/server C# libraries (server-side C# resources require recompilation) Added client-side C# RAGE.Util.MsgPack.Serialize (MsgPack library should not be used through scripts directly anymore) Added client-side C# RAGE.Util.MsgPack.Deserialize Added client-side C# RAGE.Util.Json.Serialize (unlike MsgPack, you still can use Json/XxHash libraries directly, this is just an easy to use wrapper) Added client-side C# RAGE.Util.Json.Deserialize Added client-side C# RAGE.Util.Json.DefaultSettings Added client-side C# RAGE.Util.XxHash64.Hash Added client-side C# RAGE.Util.MsgPack.ConvertFromJson Added client-side C# RAGE.Util.MsgPack.ConvertToJson Added client-side C# RAGE.Util.MsgPack.DefaultOptions CEF<->Client-side triggers now support larger strings Added: you can now spawn synchronized peds with automatic controller assignment ({dynamic: true, lockController: false}); disabled by default Added client-side playerReady event (triggered when all the server data is ready) Added mp.system.isFullscreen (RAGE.Ui.Windows.Fullscreen) Added mp.system.isFocused (RAGE.Ui.Windows.Focused) Added mp.system.notify({ title: string, text: string, attribute: string, duration: int, silent: bool }) (RAGE.Ui.Windows.Notify) Added RAGE.Ui.DefaultWindow.Call/ExecuteCachedJs Added client-side C# Input.Bind Added client-side C# Input.Unbind Added client-side C# VirtualKey enum (and Bind/Unbind/IsKeyUp/Down overloads) Added support of binding left/right buttons (L/RShift etc) separately Added missing server-side C# player own data API Added radius parameter to client-side blip constructor Added missing server-side C# Vehicle.Spawn(Vector3 position, float heading) Added: C# EntityPool.AsEnumerable() Added client-side C# Entity.GetSharedData ulong key overload Added seatId param to client-side OnPlayerLeaveVehicle event Updated: client-side playerLeaveVehicle now has vehicle param "api-threading-debugging" now also throws a C# exception, alongside with logging bad calls JS Error "Expected multiplayer object" now also throws a JavaScript exception, not crashing the server anymore if caught Fixes Fixed unoccupied vehicle synchronization related crash Fixed client-side JS intervals Fixed server crash on vehicle destroy Fixed driving synchronization glitch Fixed RAGE.Ui.Console.Verbosity not being available Fixed client-side C# damage events missing some params Fixed non-ASCII server path support Fixed "Server crashes when trying to use a command that has a player parameter, and a player cannot be found" Fixed: long initial vehicle streaming times Fixed 64-bit integers in triggers from client-side to server-side Fixed reported client-side C# events-related issues Fixed reported client-side streaming issues Fixed "Marker.Visible gets ignored on marker restreaming" Fixed dummyEntityDestroyed client-side event not fired Fixed launcher settings issues; also a bit overhauled it Fixed client-side C# receiving wrong entities from triggers Fixed "C# Server-side GetClothesDrawable and GetClothesTexture returns incorrect value" Fixed "Blips created server-side (C#) with another dimension assigned to them seem to act weird. I created some on resource start, and all of them are visible on join, including those that are in other dimensions." Fixed mp.game.invoke crash after frequent referenced array buffer usage Fixed "Launcher: open launcher -> open settings -> click on "Change path" and nothing will happen" Fixed "RAGE.Elements.Entities.Players.Streamed always return empty list" Fixed "player.stopAnimation()" Fixed client-side playerEnterVehicle 1.1 regression Fixed: client-side RAGE.Ui.Input.TakeScreenshot not available Fixed: "mp.game.gxt.get and mp.game.gxt.getDefault crashes the game if the gxt entry is unknown, should return 'NULL'" Fixed release build/anticheat conflict Unoccupied vehicle synchronization fixes Fixed mp.Pool.forEach-related issues Fixed server-side weapon anticheat blocking weapon if given exactly after taking it from the player due to a false positive Fixed client-side C# OnConsoleCommand function command argument Fixed client-side C# DummyEntity shared data getter Fixed client-side C# browser state events Fixed player vehicle data not available in server-side playerLeaveVehicle event, it's now cleaned up after the event Fixed vehicle exit animation Fixed incorrect UTF-8 to UTF-16 masterlist convert resulting in empty masterlist if specific server name used Fixed a bug when checkpoints get streamed in invisible and then collide detection doesn't get activated after making it visible without restreaming Fixed SetEntitySharedData Dictionary<string, object> overload Fixed server-side blip V/RDR2 branch regressions Fixed vehicle dimension change warping the player out of the vehicle Fixed a few vehicle-related issues Fixed server-side object rotation setter Fixed client console input Fixed arrow navigation in launcher not being enabled back after closing settings modal Fixed miscellaneous server issues Added 1.1 Linux server build to the updater image (direct link: https://cdn.rage.mp/updater/10_mNwuchuQ4ktWbR8d2N5jUzRt/server-files/linux_x64.tar.gz) Updated localisations Linux server build fixes Fixed server-side C# player.GetHeadOverlay Fixed vehicle synchronization glitches when the driver gets warped out of the vehicle Fixed vehicle damage ignored if vehicle gets re-streamed by client-side streamer without server-side streamer notification Fixed Cursor.Visible returning "freezeControl" value instead of an actual cursor state Fixes for recent C# API additions Fixed the "vehicle synchronization stop" bug Fixed several client-side streaming issues related to slow resource streaming resulting in undefined behavior in a few cases Fixed C# missing DLL error message on launch Fixed reported key bind issues Fixed reported Linux build issues Fixed regular static client-side peds flags not matching 0.3.7 Fixed entity.forceStreamingUpdate() Several server fixes of issues caught with emulated server stress tests Fixed sending expired entities through mp.events.callRemote (just null now) Fixed RAGE.Util.Json.Deserialize optional settings argument Fixed accidental vehicle respawning for its driver after leaving the car Fixed all vehicle extras enabled by default Fixed vehicle.Locked Fixed white screen popping up before UI is completely loaded Fixed vehicles tyre bug (needs confirmation?) Fixed player.playAnimation Fixed unoccupied vehicles teleport issue Decreased player/vehicle client-side streaming times Fixed history tab Fixed map object validation when it's created before player joins Fixed game freeze issue Fixed legacy/1.1 client-side C# conflict Fixed mp.storage issue Misc Added launcher option to disable Windows notifications (enabled by default) Improve launcher load times Updated: "enable-synchronization-extrapolation" has been replaced with "synchronization-extrapolation-multiplier" (0.0 to disable) Reimplemented blip naming API (solves random blip names disappearing) Handshake/initial loading stuff has been reimplemented: faster joining on many entities/data, fix of timeouts on packet lossy connections on joining; works parallel off main stuff going on Added client 0.3.7 compatibility mode (even supports launcher client packages download) Added CEF accelerated rendering toggle ability (launcher settings); it's disabled now by default as people seemed to have issues related to CEF rendering in 1.1+ Renamed /clientdata/pool_overrides.xml to: 1) pool_overrides_v.xml; 2) pool_overrides_rdr2.xml Added back RAGE Multiplayer's assets "default" pool limit overrides (custom server-sided gameconfig.xml 1.1 feature was supposed to be a more smart and flexible way but both are going to be present now) Server streamer performance optimizations Added launcher option to pick preferred voice input device A few optimizations of launcher downloader for heavy files Updater/launcher startup times improvements Optimized RAGE UI loading
    4 points
  3. Hi everyone! Two words about me: My name is Mark. Im working as junior fronted developer. What is this? My open source role play server. I think, it can help some new developers learn and start a project. I'll develop it via github: https://github.com/MarkCavalli/rageserver I will be glad to see any improvements: code review, pull requests, language improvements (My native language is Russian). Also you can quickly connect and test it How to install: https://github.com/MarkCavalli/rageserver Features: Log In/Sign Up Module Server saves player's position on disconnect. (/save) command for development simulate disconnect. MoneyAPI Module -bank account and tax account. - ATMs Character Creator Module Jobs: - Orange Collector Businesses: - Clothing Shops Future plans: - New jobs
    1 point
  4. Version 2.1.0

    2331 downloads

    Now with 200% more color. Clientside Functions: mp.game.ui.notifications.show(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) mp.game.ui.notifications.showWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) Serverside Functions: player.notify(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) player.notifyWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) As Events: BN_Show(message, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) BN_ShowWithPicture(title, sender, message, notifPic, icon = 0, flashing = false, textColor = -1, bgColor = -1, flashColor = [77, 77, 77, 200]) Example: // Clientside mp.game.ui.notifications.show("Normal message with custom text and background color.", false, 15, 20); mp.game.ui.notifications.showWithPicture("New Message", "Facebook", "You got some more of that data?", "CHAR_FACEBOOK", 1, false, 0, 139); // Serverside player.notify("This message is red which means you're doing something wrong.", false, 6); player.notifyWithPicture("Title", "Ammu-Nation", "Ammunation has all the equipment you need to protect your family from the evils of a liberal society! Fixed, mounted, and shoulder-held submachine guns. Mortars! Surface-to-air and all manner of heat-seeking missiles!", "CHAR_AMMUNATION"); Icons: You can specify an icon ID for picture notifications, here's a list of them: 0, 4, 5, 6 = No Icon 1 = Speech Bubble 2 = Message 3 = Friend Request 7 = Arrow 8 = RP 9 = Money Notes: textColor and bgColor parameters want a HUD color ID which you can find here. (it is a bit outdated now though) You can find notification pictures here. If you can't see picture notifications, you must enable Phone Alerts from Settings > Notifications > Phone Alerts. This script changes player.notify on serverside.
    1 point
  5. Hello everyone! In this tutorial I will try to show you how to create a Web map of your server. Stage 0 - Some usefull stuff We need to walk around GTA map, so lets create a resource to make it easier: mp.events.addCommand('veh', (player, veh)=> { mp.vehicles.new(veh, player.position) }) // Create a vehicle mp.events.addCommand('tp', (player, _, x, y, z)=> { player.giveWeapon(0xFBAB5776, 2) // Parachute, you need this, trust me player.position = new mp.Vector3(parseInt(x), parseInt(y), parseInt(z)) }) // Teleport a player mp.events.addCommand('pos', (player)=>{ console.log(player.position.x + ' ' + player.position.y + ' ' + player.position.z) }) // Get player coords at write it to console Stage 1 - Frontend Step 1: Get a map image, you can find some good images here: https://gtaforums.com/topic/595113-high-resolution-maps-satellite-roadmap-atlas/ I will use 4096*4096 satellite map. http://blog.damonpollard.com/wp-content/uploads/2013/09/GTAV_SATELLITE_4096x4096.png Step 2: Create a html file for our map: <img src='http://blog.damonpollard.com/wp-content/uploads/2013/09/GTAV_SATELLITE_4096x4096.png' style="position: absolute"> <canvas id='map' style='height: 4096px; width: 4096px; position: absolute; z-index: 9999'> This code adds a picture and then puts a canvas over it, so we can draw above our map. Step 3: Lets make some calculations 0) First of all, install commands from Stage 0 to your gamemode and then connect to your server. 1) Open your map picture with Paint 2) Determine zero point Teleport to (0, 0, 72) position and determine this location at your map inside paint (put pointer on it), write down coordinates 3) Determine map scale Choose two points at map. I will use the most northen island and LS Aiport Write down 'paint' coordinates for both. It is (1889, 232) (1570, 3939) for me (if you use map with another size, you will get different numbers). Calculate range between this coords, it is 3720.7002 for me. Then go to GTA and walk to both points Write /pos to output your position to console 34.01333999633789 7689.458984375 2.8789443969726562 - northen island -933.9918823242188 -3570.4599609375 14.037487030029297 - airport corner Then calculate distance between this points only with x and y axis. Result: 11301.451622046046 (meters) Now lets finally get map scale: for me it is 11301.451622046046 (meters) / 3720.7 (pixels) = 3.037861303705727 (meters per pixel) 4) Determine axises Red is world coords, green - picture/html coords Step 4: Lets start with a code First of all, we need a function that converts world coordinates to picture coordinates. const ZeroX = 1903 const ZeroY = 2690 const Scale = 3.037861303705727 function getPictureCoords(x, y) { x = x/Scale y = y/Scale return {x: ZeroX + x , y: ZeroY - y} // Invert Y-axis } You can test it by teleporting to random coords and then finding that place in paint Now it's time to start drawing. const ctx = document.getElementById('map').getContext('2d') Lets make a function that draws a player marker (red circle and a name above it) function drawPlayerMarker(x, y, name) { newCoords = getPictureCoords(x, y) x = newCoords.x y = newCoords.y ctx.fillStyle = 'red' ctx.beginPath() ctx.arc(x, y, 5, 0, 2 * Math.PI) ctx.fill() ctx.font = "25px Arial"; ctx.fillText(name, x - 15, y - 15) } Lets test it! It works! Stage 2 - Backend We will use socket.io to communicate between browser and server. Step 0: Install express and socket.io packages. Run windows command line -> change directory to your /server-files directory -> run npm install express npm install socket.io Step 1: Create express app //load map.html and socket.io var fs = require('fs') const port = 3000 var mapHTML = fs.readFileSync("./webmap/map.html", "utf8") var socketIO = fs.readFileSync("./webmap/socket.io.js", "utf8") //create app var app = require('express')(); var http = require('http').Server(app); var io = require('socket.io')(http); //listen 3000 port http.listen(3000, function(){ console.log('webMap is active at 3000 port!'); }); //send map.html and socket.io to every client app.get('/', function (req, res) { res.send(mapHTML); }); app.get('/socket.io.js', function (req, res) { res.send(socketIO); }) Put your map.html file to /server-files/webmap folder Then go to \server-files\node_modules\socket.io-client\dist, find socket.io.js file and put it to server-files/webmap folder Step 2: Prepare and send data to client function prepareAndSendPlayersData() { var toSend = [] mp.players.forEach((player)=> { toSend.push({ x: player.position.x, y: player.position.y, name: player.name }) }) sendPlayersData(toSend) } function sendPlayersData(data) { io.sockets.emit('playersData', data) // Send our data to every client } Step 3: Create interval setInterval(prepareAndSendPlayersData, 200) // Update every 200 ms Stage 3 - Receiving data on client Step 1: Add socket.io script to your html file <script src="/socket.io.js"></script> Step 2: Add variable and event to handle data var playersData = [] var socket = io('localhost:3000') // Your server ip here socket.on('playersData', (data) => { playersData = data redraw() }) Step 3: Redraw map with new data function redraw() { ctx.clearRect(0, 0, 4096, 4096); playersData.forEach((player)=> { drawPlayerMarker(player.x, player.y, player.name) }) Thats all! You can run your server, then open browser and go to youserverip:3000 and test it. map.js (server package) map.html (put it to server-files/webmap folder) This tutorial will be continued Have a good day!
    1 point
  6. Owlgaming Ever wanted to roleplay as a pilot? Why not join the County Air Administration where you can file live reports on the aircraft. Why not become an aircraft engineer!
    1 point
  7. inventoryUI.execute(`fillMyDiv("${id}", "${money}", "${name}");`); syntax table.innerHTML += `<div name="${id}">($ ${money}) - ${name}</div>`; to tidy up your string a bit
    1 point
  8. RAGE Multiplayer 1.1 is the new version based on 1.0-DP1, with almost 200 bug-fixes from 1.0 just in the last few weeks of pre-public testing and cool new features such as synchronised NPCs and more! So far, a tiny part of 1.0 known as "DP#2" has been delayed in favour of earlier and way more stable 1.1-DP1 release. DP2 requires more time with QA and you will get updated on that accordingly. Today's release means you will get immediate access to a public Windows Client/Server testing build branch aimed for server developers and for testing, you won't be able to join public 0.3.7 servers with this branch. Resources Updated: drastically improved streaming performance of encrypted game resources, also improved ram usage on heavy dlcpacks. Made encryption of game resources independent of individual system information, so you can keep redistributing huge files separately. Added support for overloading whole default dlcpacks (previously this would've caused "undefined" behaviour). Re-implemented the server resource scanner with better parallelisation of compression/encryption and the whole process (e.g. time required to scan and cache in the server memory 6GB of assets (LC-IV and VC to V map conversions bundle) has been decreased from >30s to 8-10s on test machine) Made client launcher and in-game resource verification multi-threaded. Added an ability to register raw game assets (i.e., you could decrease dlcpacks weight using this), example: /client_packages/game_resources/raw/infernus2.ytd. Synchronization Updated: synchronisation extrapolation is now optional, toggle-able through server config: "'enable-synchronisation-extrapolation': true". It's disabled by default (recommended for gamemodes when any desynchronisation caused by that latency is important though) in 1.0, this was always enabled in earlier releases, and the difference is it's just optional now. A few optimisations have been implemented for the new synchronisation. Security Ported 0.3.7’s latest anti-cheat/security mitigations, optimisations and additional useful branch changes that have not been ported yet. Implemented more multiplayer memory protections measures. Improved client-side package management code protection. Implemented additional cheating protecting over C# client-side scripting runtime API. Added "server-side-weapons-only-mode" to synchronise only weapons that have been given to the player by the server and not client-side script (which features it's own protection measurements too, which is why this option is disabled by default). API Added: out of the box (experimental) server-sided static and dynamic (synchronised) peds. Dynamic peds are synchronised/controlled by the player that your gamemode manually assigns and can be reassigned at any moment. let dynamicPed = mp.peds.new(mp.joaat('mp_m_freemode_01'), mp.players.at(0).position, {dynamic:true}); dynamicPed.controller = mp.players.at(0); let staticPed = mp.peds.new(mp.joaat('player_zero'), mp.players.at(0).position, { dynamic: false, // still server-side but not sync'ed anymore frozen: true, invincible: true }); Basic footage of peds on-foot sync (Franklin NPC shown in static mode): Cops AI/ped driving synchronisation: Added: server-side player.kickSilent, useful for quick reconnects, debugging and such (the client will act as if it's been timed out). Added: client-side cancellable event incomingDamage(sourceEntity, sourcePlayer, targetEntity, weapon, boneIndex, damage). Added: client-side cancellable event outgoingDamage(sourceEntity, targetEntity, targetPlayer, weapon, boneIndex, damage). Added: client-side dummyEntityDestroyed(entity, dummyType). Added: mp.Pool.getClosestInDimension(position, dimension[, numberOfEntities]); only server-side. Added: client-side event entityControllerChange(entity, newController) for peds and vehicles. Added: client-side mp.game.weapon.unequipEmptyWeapons. C# API: renamed server-side "Client" to "Player" to match other APIs. C# API: implement client-side-like entity pool APIs (e.g., RAGE.Entities.Players - yes, it *already* uses RAGE namespace like client-side API instead of "API" or "NAPI"). C# API: add UIMenu.SetMenuData and UIMenuItem.SetItemData which lets you link your own data to items to make menu handling logic simpler. C# API: Fixed incorrect boolean results in a few client-side methods. C# API: Added: AddSubMenu(UIMenu menu, string text, string description, System.Drawing.Point offset) overload. C# API: Added missing client-side 1.0 methods to C#. C# API: Fixed a naming mistake in RAGE.Game.Gxt. C# API: Fixed NAPI.Task-related issue. C# API: Added missing enums hashes. C# API: Updated vehicle seats enum. C# API: Updated vehicleData.json. C# API: Added support for custom vehicleData.json: name your file "vehicleData.custom.json" to use it instead (useful for add-on vehicle servers). C# API: Added missing IncomingConnection event. C# API: Fixed System.EntryPointNotFoundException. C# API: Fixed NAPI.Command not being available. C# API: Changed Entity.GetSharedData return type to object from dynamic. C# API: Added server-side player.Heading (with setter as well), fixed player.SetRotation. C++ API: Server: Increment SDK version (so it gives plugin incompatibility warning when it should). NodeJS API: Updated to NodeJS to v13.1.0. NodeJS API: Fixed NodeJS issues happening since 1.0/v13. NodeJS API: Fixed entity.setVariable and other related issues. NodeJS API: Fixed --inspect option not being handled by NodeJS. JS API: Changed mp.Pool.forEach behavior back to how it worked in 0.3 to prevent potential crashes; added mp.Pool.forEachFast for fast (but not entity.destroy()-safe) lookups (how it used to work in 1.0/1.1 initially). Other 1.50 game patch compatibility (the current public stable branch has already been updated to 1.50 (The Diamond Casino Heist Update) and was done in less than 5 hours after release - that's a new record for game's major patches!). Huge networking library optimisations - live 1800+ players server stress tests on an actual "feature-rich" gamemode with that optimisations ported to an experimental 0.3.7 server showed roughly ~10x networking performance improvements, possibly delivering even more effect on higher-end CPUs. Fixed a server memory leak (which occurred most often when there was a single player on the server, but other cases were possible also). Optimised client-side shared data getters for both scripting runtimes. Fixed nametag rendering jitter when target player is in a vehicle on high speed. Wine Launcher compatibility improvements (still can't get in the game at this stage though). Fixed bug that caused a ped to get duplicated after a model took too long to load. Added long string support for nametags and text labels. Updated Chromium to 79.0.3945.117. Fixed playerCreate/RemoveWaypoint client-side event. Updated server-side .NET Core to 3.1. Fixed client-side C# senseless "error" being logged into 'clientside_cs.txt' once on every initialisation. Update localisations: added Indonesian and Thai languages; updated a few other localisations. Fixed some of game limit adjustments not being applied correctly resulting in undefined behaviour. Fixed a few legacy crashes. Fixed updater image so configs don't get overwritten. Launcher: Fixed launcher storage.json being overwritten. Launcher: Fixed CEF debugger port not being saved when changed through launcher. Known Issues (ones that we didn't consider breaking and decided to not delay public testing because of them - they will be fixed before stable release though) There are a few cases when vehicle synchronisation might get "glitched" (like tyres state desync or unexpected unoccupied synchronisation behaviour). "trailerAttached" server-side event is not currently functioning exactly like it did in 0.3.*. Timeout reconnect might require manual rejoin through F1. Peds API is still at experimental stage and there are a few issues being worked on right now (mostly related to smoothing streaming). You might just crash 😶 And a few more bugs, to be listed once BugTracker goes online 0.3.7 compatibility guide Make sure your server-side resources use correct seat IDs (it starts from 0, not -1 anymore) C# only: Make sure to update GetData syntax (in most of cases you can just autoreplace "GetData(" with "GetData<object>(" for exact 0.3.7 behavior). C# only: "Client" got renamed with "Player". C# only: Vehicle occupants API now returns Entity instead of Player - that's because 1.1 synchronized peds could be vehicle occupants too C# only: EntityCreated/Destroyed events now pass Entity argument instead of NetHandle Optional: Make sure to use RGSC IDs instead of RGSC Nicknames Make sure to implement new chat API initerface. 0.3.7-.1.1 compatibility wrapper (CEF code): let api = {"chat:push": chatAPI.push, "chat:clear": chatAPI.clear, "chat:activate": chatAPI.activate, "chat:show": chatAPI.show}; for(let fn in api) { mp.events.add(fn, api[fn]); } 0.3.7 plugins should be removed from /plugins/, it's not compatible. Moreover, both "bridge.dll" and "rpfencrypt.dll" are redutant: C# API doesn't require a plugin to work. DLCPack files should be moved from /client_packages/dlcpacks to /client_packages/game_resources/dlcpacks. If required, custom server-sided gameconfig.xml (/client_packages/game_resources/common/data/gameconfig.xml) could be used. Don't confuse "/server-fiiles/ragemp-server.exe" (1.1) with "/server-files/server.exe" or "/server-files/dotnet/" with "/server-files/bridge/" Review all your custom synchronization code, some parts might be redutant with 1.1 More may follow, be sure to check this again if you find incompatibility issues. Download Branch name is "10_mNwuchuQ4ktWbR8d2N5jUzRt". If you don't know what to do with this, you probably don't need this. We only recommend you download this branch if you are comfortable with testing experimental features and software. 1.1 bugs and issues should only be reported where it's explicitly allowed and nowhere else.
    1 point
    please can ask you to be providing a C# port onto ur hdd and loading it up to the ragemp forums for the use of C# developering community and with great thanks this port to us in return we give you 🙂
    1 point
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