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  1. _______________________________________________________________________________________________________________________ DISCORD İÇİN TIKLA! TÜRKİYE'NİN EN ORJİNAL VE EN KALİTELİ SİSTEMLERİYLE AKTİF - ANLIK 160/180 OYUNCU 2017'den bu yana, Türkiye'nin ilk ve en büyük GTA5 sunucusu! (( Since 2017, first and biggest Turkish community based on GTA5 and RageMP )) 2019 - Voice Role Play Rekoru 2020 - Text Role Play Rekoru ______________________________________________________________________________________________________________ Merhabalar, 2017 yılında kurmuş olduğumuz Seven Role Play sunucusu, Türkiye'nin ilk sunucusu olmasının yanı sıra, üç yıldır hiç kimsenin ulaşamadığı oyuncu rekoruyla (251) zirvedeki yerini koruyor. Tüm aksiliklere rağmen, piyasada edindiği konumu ve markalaşmış ismiyle sizlere hizmet vermeye devam ediyor. Bir çoğunuz geçmiş dönemlerden ismimizi duymuş, sunucuda yer almış olabilirsiniz. Fark edeceğiniz üzere hiç bir zaman ismimizden, kalıcı üst yönetim ekibimizden ve markamızdan vazgeçmedik. Çünkü 2017 yılından bu yana hiç bir zaman oyuncularımıza haksızlık yapılmasına izin vermedik veya kalp kırıcı davranışlarda bulunmadık. Bu yüzden ortada herhangi bir utanılacak durum olduğunu düşünmüyoruz. Geçmiş dönemlerde sunucumuzu iki kere askıya almamız gerekti. Bunun en büyük sebebi üst yönetim kadromuzun kişisel hayatlarında yaşanan iş & kişisel hayat yoğunluğu. Bu dönem projemize ayıracak daha uzun bir vakit elde ettik ve sizlere kalıcı olarak hizmet vermek adına kolları sıvadık. Artık daha güzel günler için önümüze bakmalı ve geleceğe odaklanmalıyız. Dilerseniz biraz yeni dönemden konuşalım! Bu dönem sizlere daha iyi hizmet verebilmek adına teknik kadro sayımızı üçe çıkarttık. Geçmiş dönem hizmetinizde olan Seven:v1 modumuzda geliştirmelere giderek, iyileştirmeler ve yeni sistemler üzerine yoğunlaştık. Bu dönem sizleri yeni sistemleri ve daha stabil oyun moduyla Seven:v2 bekliyor olacak. Sunucu modumuza ek olarak RageMP, 1.1 güncellemesiyle oyunu büyük ölçüde stabil ve senkron hale getirdi. Artık rol ve aksiyon keyfinizi doruklarda yaşıyor olacaksınız.Ayrıca teknik kadromuzun aktif hizmetini çok daha iyi hissedeceksiniz. Sunucu modumuz açılış sonrası aktif olarak güncellenmeye devam edecek ve daha fazla yenilikle karşınızda olacağız. Sunucu moduna dair detaylarıda forum aktifleştikten sonra inceleyebilirsiniz. Genel olarak, geride bıraktığımız 3 yılın ardından Seven Roleplay bu dönem sizlere kalıcı rol deneyimi sözüyle hizmetinizde olacak. 3 yıldır her zaman hedeflediğimiz "Tek çatı altında roleplay" dünyası için daha kaliteli ve düzenli bir sunucu ortamına hepiniz yeniden davetlisiniz. Çünkü bu zamana kadar sizlere piyasada alışılmış sıradan rollerin aksine, kaliteli bir rol ortamı sunmaya devam ediyor olacağız. Tüm yenilik ve duyurular için discord kanalımızın bildirimlerini açmayı unutmayın, harika bir geri dönüş için beklemede kalın. Her zaman, daha iyi plan ve hedeflerimizle burada yer alıyor olacağız. Geçmiş dönem Türkiye'de bir rekor kırmıştık, rekor üzerine rekor kırmaya ne dersiniz? Detaylar çok yakında sizlerle! # soon sevenrp # Discord Hk. Discord kanalımız için aşağıdaki "TIKLA" yazısına tıklayabilirsiniz. Kanal yakında aktifleştirilecek ve gereken detaylar, duyurular oradan size aktarılacaktır. Kanala katılarak bildirimlerinizi açık bırakabilir, son gelişmelerden haberdar olabilirsiniz. DISCORD KANALIMIZA KATILMAK İÇİN TIKLA Geçmiş döneme ait rollerden kesitler, (daha fazlası için kanal sahiplerine bakabilir veya "seven roleplay" olarak youtube'da aratabilirsiniz) ---------------------------- Those who don't understand, This is a Turkish roleplay server based on Rage:MP. We asked first on RageMP discord to make sure we can advertise our server in our own language since there is no Turkish section on forum. Thanks.
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  2. asta chiar e amuzant. succes, pare promițător
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  3. Hi. Recently i started playing on some big RP server and got issues with microfreezes. Every time i ride a car - i get microfreezes every few seconds which makes it unplayable. Checked performance on few another servers - on first i have same issues, on second game lags every second while on foot. My specs - Ryzen 5 1600, AMD RX 5700 XT, 16 gb ram. Its not an overheating issue, checked it already. I dont have any freezes in GTA 5 Singleplayer / Multiplayer(GTA Online) Please help me, idk what to do, i doubt that i will find better game than gta 5 mp
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  4. Tocmai din motivul asta mi-am facut. Sa pot sa-mi 'demonstrez' puterea virtuala pe copii, dand ban.
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  5. Server Script Update (v1.6.6) | Masks & Beards | May, 2020 This update adds in masks and new beards. Additionally, be sure to check out the roadmap! Lots of cool things are being worked on, such as drug grows, etc. OwlV Roadmap OwlV Bugtracker Missed RAGE 1.1? Click here for more info! Missed OwlV 1.6? Click here for more info! Missed OwlV 1.5? Click here for more info! Missed OwlV 1.4? Click here for more info! Missed OwlV 1.3? Click here for more info! Missed OwlV 1.2? Click here for more info! Missed OwlV 1.1? Click here for more info! Features & Adjustments Added masks For premade characters, visit a general store and buy a mask item. For custom characters, visit a clothing store and select your mask of choice Masks appear in the Clothing tab of inventory and are worn/removed like normal clothing items Added more full beards For existing characters, visit a barber shop For new characters, use the character creation tool like normal Clothing items now show "Being worn yes/no" instead of "true/false" Increased price of Declasse Brutus V1 at the dealership Increased price of Declasse Brutus V2 at the dealership Increased price of Declasse Brutus V3 at the dealership Decreased price of Annis Kawaii at the dealership Masked Person icon New Beards:
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  6. Toxic asa zis developer nu recomand.
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  7. Hello I hope someone can help me, it is the case with me if I want to start RageMP such a yellow error occurs for a second and goes away https://prnt.sc/sg5z8nhopefully you can click the link and help me thanks
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  8. Hello RAGE Beast's! I want to write this tutorial instead of releasing my packages with the Ped-Syncing, so people wont get spoonfeeded and everyone who can code and use brain, can reconstruct what i've done in many hours of work. In this tutorial i just want to show, or explain, the basics of syncinc peds for everybody at the server. First of all we need to start thinking about, what we need, and how we can realize our idea of syncing them. I've started to get more knowledge about how pedestrians work on GTA and how i can control the activities of what they do.. so i've sit down.. working hours on studying natives, functions, behaviour and some more stuff about how to get "life" into a spawned ped object. At the start i've just controlled them client-sided.. playing animations, let them walk around.. and such stuff. After this i came to the conclusion that i'll not get far in programming with the given functions GTA5 handles to me.. Since we've no direct access to the engine / internals of GTA i've need to build my own "AI" to make the Peds "think" what they do. The restriction of not having access to control internal stuff is starting at directly receive informations what the ped is doing.. which animation is tasked.. and s lot of other problems who popped up. So i've sit down again, starting to construct new classes.. kind of creating my own Controling-Class of my Peds, instead of using RAGEMP's one. You can use RAGEMP's "mp.peds.new" but i just wanted to make clear, i'm using my own stuff. The controlling class is working with the Natives of GTA5. So the class manage to spawn peds and directly put the handle into a class-object which contains all informations of what i do with them.. positions, animations, flags (walking, running, random walking).. Since we've a unique ID for each ped, we can control them via ID's and our Control-Class has the ability to pick out those ID's and control the single ped. Since everything is stored in the class.. we need to start working on functions which give our Peds an own AI. First of all we need to know math (vectors, cos / sinus / tan), thanks to RAGE and GTA we've also got ray-casting. At this tutorial i'll just explain how to let them walk in one direction... with a "random" heading (15°-20°) to left or right.. Kind of a "human" natural walk. Since ped.getHeading() isnt that accurate for our AI.. we need to use our own "heading" variable.. so i've just popped it into my Ped-Class.. and we also need to check the "old" and the "new" position of where the Ped should work. Let's store the "old" position before we set a new one. this.oldPos = new mp.Vector3(this.handle.getCoords(false).x, this.handle.getCoords(false).y, this.handle.getCoords(false).z); After this we create our "random" heading. To the "old" heading we add the needed "left" or "right" pitch. So we create a temporary variable storing our old heading in it and add a random value. var randomHeading = this.oldHeading + ((Math.random() * 1.0) - 0.5); this.newHeading = randomHeading; You need to think about that we're using cos/sin and to make sure that you know we're working inside of a coordinate/vector system. (x/y/z) So you need to think about the relations about degree and single steps inside of a coordinate system. (1 is a unit of length) After this we're going to calculate the new position in relation to your null-point (the player) so we pick our "new" heading and multiply it by 3. (1 unit is like 1 ingame meter) var headingX = Math.cos(this.newHeading) * 3; var headingY = Math.sin(this.newHeading) * 3; Since we've got your range from direct null-point we need to add those headingX / headingY to your real player coordinates. (x / y) var position = this.handle.getCoords(false); this.newPos = new mp.Vector3(position.x + headingX, position.y + headingY, position.z); Since Z is the same and remains the same.. we dont need a tan. So we've got our "new" position out of this calulcation. After this we're going to check if the new position is traceable / ray-cast.. so we check if the ped is running / walking against a wall or not. You can find this function inside the RAGE Wiki. (raytrace) If there is no object between the old position and the new position.. you can set the ped walking at the position. If there is something between the old and new position.. You'll need to take care to walk or recalculate the path. At my point, i've just set the heading * 2. if (isTraceable(this.oldPos, this.newPos)) { this.walk(new mp.Vector3(position.x + headingX, position.y + headingY, position.z)); this.oldHeading = this.newHeading; this.position = this.newPos; } else { this.oldHeading = this.newHeading * 2; this.randomwalk(); } So the rest of the other stuff, you can do it.. if you know where we are at the current point. We've done our client-side stuff.. so we need to go over how to sync the ped with the players. The biggest question is how to get the sync between the server and the client. Since we're storing all information about our ped at our client.. we need to send it to the server.. but we need to take care that we don't spam the server with our informations and also take care to send smallest infos as possible.. think about that there could be hundret of players who send informations.. so take care of resources. The red dots are the peds of other users.. as client.. we dont need to send the informations of them to the server.. since they're controlled by another user. The green dots are the peds of our user.. as client.. we need to send the informations to the server.. cuz we control them. The blue dots are all peds stored at the server.. which contains informations.. (ids, positions, ...) the server sends the information the the clients The orange dots are all peds who aren't created at the client-side and theyre from other users.. so you need to create them and update the information of them. I decided to just send the unique ID and the position data and also the flags to the server.. At the server we've got also a class with the informations.. kind of we build at our client. We need some functions to check if the unique ID already exists.. and if we can update the informations or if we need to destroy the element and stuff. If there is no ID at the server, the server will update the sended informations of the client and send all the informations to each other player on the server, who is in range the ped. (virutal ped, since the position is server-sided) This is the first step of preventing the server using too much bandwidth/stress. When the server sends the data to each client.. the clients need to check if the ID of the ped exists on their client.. if not, create the ped and store the informations send by the server to the ped-object class. Also check if the ped you've created is client-side or server-side. Since we dont need the data of your own peds the client-side has been created. So to put everything together: Your client creates peds.. they're local. You just stream the information of your OWN peds to the server.. while this happens.. the server send the information of other player peds to you. If you dont got the ped with the unique ID created.. you need to create the ped and update the informations you've got.. so let the ped wak to xyz.. update models,.. health... I hope with this non-spoonfeed tutorial i helped you a bit.. Ask question if you want.. Thank you! :)
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  9. 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
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  10. Wir, das CoreStrike RolePlay Team sind ein neuer und ambitionierter Reallife/Roleplay Server. Da wir uns momentan in der Beta befinden ist Jedermann willkommen uns beim Aufbau zu helfen und das Projekt zu einem gelungenen Ort zu machen auf welchem jeder Spieler den Spaß haben kann den er schon immer gesucht hat. Die Whitelist Voraussetzung ist die Vollendung des 18. Lebensjahres und ein funktionierendes Headset sowie Mikrofon. Regeln und Informationen zum Server findet ihr auf unserem Forum CoreStrike RolePlay Ihr könnt nach belangen einer Bösen, einer Staatlichen oder einer Neutralen Fraktion beitreten. Informationen zu den Bewerbungen für die Jeweilige Fraktion könnt ihr unter deren Verzeichnis im Forum finden. Also seid schnell und sichert euch euren Platz in eurer Lieblingsfraktion! Zudem müsst Ihr auch etwas an Geld verdienen. Hierbei eignet sich die Vielfalt an Jobs, welche das Projekt Reallife anbietet. Man kann sich vom kleinen Gärtner bis hoch zu einem Erfolgreichen Bürger Arbeiten. Du möchtest ein Business Tycoon sein und ein Firmenimperium gründen? Kein Problem! Wir bieten dir eine breite Fläche von Geschäften an welche du dir kaufen kannst um deine Macht und dein Einkommen zu erweitern. Du möchtest ein mächtiger Drogenbaron oder der König der Straßen werden? Kein Problem! Arbeite dich in einer der Mafien oder Gang vom kleinen Soldaten hoch bis zum Don oder OG. Erobere und kontrolliere San Andreas und definiere was es heißt ein Gangster oder Mafiosi zu sein! Oder doch was ganz anderes? Entscheidest du dich doch zum Staat zu gehen, so kannst du beim Police Department gerne Bewerben um dich und deine Mitbürger zu beschützen! Stress, Schießereien und Waffen sind nicht so dein Dingen? Kein Problem! Solltest du dich dazu entscheiden die Bürger von San Andreas ehrenamtlich helfen zu wollen und Jedem ein Lächeln in’s Gesicht zu zaubern, so hast du die Möglichkeit dich bei einer unserer Neutralen Fraktionen zu bewerben! Das Los Santos Medical Center so wie die Mechaniker und Los Santos Taxi Company sind für jede Hilfe dankbar! Na, Interesse bekommen? Dann nichts wie los auf unser Discord und besorg dir noch jetzt deinen Beta-Whitelist Eintrag! Antworten auf Fragen inklusive! Sei schnell und damit einer der Ersten! Discord: https://discord.gg/dKKNtQf Forum: CoreStrike RolePlay Server: "CoreStrike" in der Serverliste. Wir freuen uns auf euch! Das CoreStrike Team
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