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Showing content with the highest reputation on 06/06/20 in all areas
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https://cdn.rage.mp/updater/10_mNwuchuQ4ktWbR8d2N5jUzRt/server-files/linux_x64.tar.gz1 point
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Argonath celebrates 2 months since launch! Server IP: 145.239.183.131:22005 Discord invite link: http://discord.io/argonathrpg Download RAGE:MP Congratulations everyone for the successful launch of V:MP over the last 2 months. We've seen over 35 players ingame with server activity regularly exceeding 25 players. The quality of the community, the scripts and the roleplay have been amazing and this is shown by how quickly the player count is growing. Special thanks to our top developer Armelin who is making this all possible. As well as the server Management [Rstar]Senate, Bert and Spn1725 who have been very active ingame and driving the server forwards every day. In the next 2 months I hope we can all spread the word that Argonath RPG is back. I would not suprised if we see 50 players ingame by the end of July. I would like to share this collection of screenshots from countless RP interactions and events. None of these were staged, and all of them reflect how awesome the server has been. [ I'm also going to shamelessly plug a big event coming up in July The [AMWC] Argonath Motorsport World Championship is returning with over 20 vehicle related events and $millions in prize money. And if you're interested in being part of our growing police force - Apply to LSPD here! Thank you for 2 months of fun so far! We look forward to seeing you all ingame [Rstar]Jcstodds & [Rstar]Wdoyle (Argonath RPG Fans since 2007)1 point
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guten Tag, wir planen zurzeit ein Rage Projekt namens “Five-LifeRP”. Wir haben uns schon sehr viele Gedanken gemacht, was unser Server an Features haben soll. Wir konzentrieren uns hauptsächlich auf das Crafting und RP, aber das heißt nicht, dass wir auf unseren Server auch keine illegalen Möglichkeiten haben. Wir sind zurzeit ein ziemlich kleines Server Team und suchen noch weitere Teammitglieder und vor allem suchen wir noch 1-2 Developer, da uns einer momentan nicht ausreicht, um dieses Projekt zu verwirklichen. Wir versuchen unseren Server so zu gestalten, dass wir es für jeden Spieler Recht machen können. Unsere Server soll viel bieten und auch soll es ein Grund geben, warum man auf diesem Server spielen sollte, daher haben wir uns überlegt und vorgenommen ein Art Skillsystem auf den Server einzubringen, so denken wir haben es Spieler, die bei uns spielen einen guten Grund. Hier werde ich mal aufzählen, was wir versuchen auf den Server umzusetzen: Levelsystem ein gutes Wirtschaftssystem viele Autohändler ( Für jede Fahrzeugtyp bsp. vans,LKW,Sportwagen...) Modded cars Kommunikationssystem 3D HUD 3D Inventar 3D tanksystem Lagersystem ausgebautes Farming System Fabriken Haus System Aber wie kommt man auf unseren Server? Unser Server besteht aus einem drei Schritt System. Das bedeutet folgendes: Zu allererst muss man sich in unserem Forum ein wenig vorstellen und uns etwas über seine Erfahrungen zu erzählen und seine Ziele auf der Insel zu präsentieren. Je Nachdem wie es ausfällt laden wir die Person dann auf ein Whitelist Gespräch auf unserem Teamspeak ein. Dort fragen wir ein wenig die Regeln ab und stellen ein paar Situationen vor die gelöst werden müssen. Zu guter letzt muss noch einer kleiner Ingame Fragebogen ausgefüllt werden. Dieser besteht aus 15 Fragen und einem Zeitlimit von 10 Minuten. Sobald man alles abgeschlossen hat, kann man für eine Probe Woche, sprich also ein "Einwöchiges Visum" seine Erfahrungen auf dem Server Sammeln. Solltest du in der Woche das Gefühl haben, du möchtest dein Leben in Los Santos starten, kann man sich in Support einfinden und nach der Staatsbürgerschaft anfragen. Voraussetzung nicht negativ auffallen z.b.: FailRP, Regelbruch… (nicht IC). Desto mehr man auf der Insel verbringt, desto höher ist die Visums Stufe. Umso höher die Visums Stufe ist, umso leichter werden die Fragen in der Haupt Whitelist. Danach wird man noch mal auf den Teamspeak gebeten. Dort wird man gefragt, wie die ersten Eindrücke der Insel waren. Je Nach Ergebnis des Gesprächs, kriegt man seine vollständige Bürgerschaft auf unserer Insel und kann somit den vollen Umfang genießen. Schlusswort Wir bedanken uns, dass sie unsere Anzeige durchgelesen haben und würden es gut heißen. Alles was mit dem Server zutun hat, wird momentan nur auf Freiwilliger Basis basieren (Kostenlos). Gerne würden wir, als Team es für gut heißen, wenn sich einige auf die diese Anzeige melden würden. Wir sind ein junges und Produktives Serverteam und würden uns sehr freuen, wenn wir Zuwachs oder Verstärkung in unseren Team bekommen. Euer Five-LifeRP Team SotaRex Emro SidoxGamer Sam xXOneNameXx Captain Jack Bei Interesse können Sie sich bei SotaRex im Discord melden: SotaRex#0124 oder im Teamspeak unter der Adresse: FiveLifeRP.de1 point
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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 loading0 points
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Он пока еще сырой. Популярность SA:MP'у привели не разработчики мультиплеера, а авторы серверов. (я так считаю). Нубо сервера будут! - Желании у людей сделать РП проект в гта5 есть, только вот готовых идти до конца и разумно мыслящих мало.0 points
