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Showing content with the highest reputation on 06/11/20 in Posts

  1. Hi Folks! May I present to you: - A GTAV multiplayer RPC library What is this all about? V-RPC introduces synchronous calls to RageMP - whether it is the server, the client or the cef framework that communicates with one another - it doesn't matter! Synchronous calls in that sense mean, for example, sending a request from client to server expecting the server to return a result. Though, there are already libraries that provide synchronous calls, V-RPC comes with C# and Angular 8+ (CEF) support out-of-the-box. One of the key points for developing this library is to provide synchronous calls in different languages among different endpoints in the GTAV multiplayer ecosystem. Why should you use V-RPC? V-RPC is easy to use and comes as an NPM package. Considering the browser V-RPC can also be used using a single file. V-RPC comes with many great features: Middleware support for incoming requests Currently C# and JavaScript/TypeScript support Templating in both languages Optional parallelization of incoming requests in C# Out-of-the-box Angular 8+ framework support Open Source? I love it! V-RPC is Open Source software! The sauce can be found here: https://github.com/eisengrind/v-rpc I appreciate any contributions to the project. Latest versions: C#: https://www.nuget.org/packages/Eisengrind.VRPC.RageMP.Server/2.0.0 JS: https://www.npmjs.com/package/@eisengrind/v-rpc Angular 8+: https://www.npmjs.com/package/@eisengrind/ng-v-rpc Hope you like it! Have a great Weekend. 😉
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  2. i know this guy, its from my country(Brazil) he is not even a programmer, he just copy & paste parts of SA:MP gamemodes and pass it to C#, i have the entire gamemode here with client-side, mods, etc, i'm uploading the entire thing and i will post here, but i 'll advice: this gm is a entire big pile of shit, dont use it, even for study, you dont wanna learn correctly with this gm. Download Link: http://www.dropbox.com/s/wi64ojksvrs8n35/GT-RP.rar?dl=1 This version of the gm is modified by me, some bug fixes and server name has been modified too, but only this, i dont create any type of script, just fix some bugs. its a shame for me and my country to have this type of ppl around.
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  3. https://github.com/random-rage-dev/opensourcerpragemp Das ist es was er selbst als opensurce gebracht hat hatte mir die version geladen mir viel mühe gegeben und mir die einzenlten sachen ausen script im netz rausgesucht da alles opensurc ist alles verlinkt habe lange dran gearbeitet bis heute noch meine version leuft stabiel 170 man test schon gehabt aber script habe ich viel dran gearbeitet db neu aufgesetzt wenigere abfragen umgescriptet in einem besseren deutsch kein Englisch Deutsch 🤣
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  4. Hallo zusammen, ich habe heute mein Projekt (Serverside C#) auf die Version "1.1.0.0" aktualisiert. Nun habe ich folgendes Problem, dass seitdem Update auf die neue Version kein einziges NetHandle (TextLabel,ColShape,Marker) erstellt werden kann, weil intern in der Bootstrap.dll eine Exception auftritt. Beispielsweise bei dieser Codezeile kriege ich immer die unten gezeigte Exception: NAPI.ColShape.Create2DColShape(0, 0, 100, 100, 0); Exception: https://ibb.co/YRxDBfR System.ArgumentException: "Object of type 'GTANetworkAPI.ColShape' cannot be converted to type 'GTANetworkAPI.NetHandle'." Release Thread: Daten zum C# Projekt: NetCore-Version: 3.1.0 Bootstrap.dll-Version: 1.1.0.0 System.Private.CoreLib.dll (Version: 4.700.19.60701) eingebundene externe Libraries: MySQL.Data.dll (Version: 8.0.20) Newtonsoft.Json.dll (Version: 12.0.3)
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  5. 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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  6. This is a small guide on how to install RAGE Multiplayer correctly. If you have any questions or issues, post a thread in our support section. Step 1 The first thing you have to do is download RAGE Multiplayer. You can do that by clicking here. Save this file anywhere on your computer. Step 2 Open the file. This will open the installer. You will first be met by our license agreement screen, which you have to read through and accept if you want to continue. Step 3 After clicking on the 'I Agree' button, you will now be prompted to enter the location you want to install RAGE Multiplayer in. We recommend that you install RAGE Multiplayer anywhere other than your GTA V directory. By default it will select your OS drive and install it in a separate folder. You can either manually type a location or click on the 'Browse' button if you want to navigate to a different location (1). Once you're done, click on 'Install' (2). Step 4 It will automatically download all required files and install RAGE Multiplayer for you. This will also automatically create a shortcut on your desktop. Once the installation has finished, click on 'Next'. Step 5 The installation has now finished. You can uncheck the box (1) if you do not want RAGE Multiplayer to automatically start after you close the installation. Click on 'Finish' (2) when you're ready to finish the installation. Step 6 Double click the shortcut on your desktop to run RAGE Multiplayer. It will run the updater and update your game if necessary. Step 7 RAGE Multiplayer is now ready to be used. You can click on the 'Settings' button to change your nickname or GTA V directory. Step 8 That's it! You're ready to play RAGE Multiplayer.
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