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Hello everyone, Today, we’re glad to announce public availablility of RAGE Multiplayer Developer Preview for GTAV Enhanced. In this post, we’ll share more on our new features ensuring your seamless transition, current beta release limitations and more. RAGEV_sci9Z7PDCP.mp4 GTAV Enhanced In case you missed, GTAV Enhanced is a major update to Grand Theft Auto V, released in March 2025, bringing graphical, audio, and streaming improvements originally exclusive to Gen9 consoles such as the PlayStation 5 and Xbox Series X|S. We recommend checking out Rockstar’s Newswire post for a full breakdown of these enhancements. Seamless Compatibility We’ve built cross-version support between Legacy and Enhanced editions of GTAV, allowing players on both versions to continue playing together—no matter which game they're on. This ensures a seamless experience for your community and helps prevent fragmentation across playerbases. Our goal is to make the transition to Enhanced as smooth as possible, both for players and developers. To support this, we’ve introduced runtime compatibility for legacy asset formats that are no longer supported in the Enhanced build, including: .ytd (textures) .ydr, .ydd (drawables) .yft (fragments) .ypt (particles) This means existing game content can continue to function in Enhanced with minimal effort. The compatibility layer introduces only negligible overhead, but if you prefer, you can also opt to convert assets offline ahead of time. While this covers the majority of asset needs, please note that some game files—such as gameconfig.xml—are not compatible with Enhanced. Legacy particle files (.ypt) are supported but do not currently update to reflect changes in the new particle system logic. game_resources_g9 At this stage, the Enhanced client exclusively loads game assets from game_resources_g9 folder. As we approach a stable release, the game_resources folder will serve as a shared cross-version repository for compatible assets, while game_resources_g8 and game_resources_g9 will remain available for version-specific files. Whereas Gen9-exclusive assets are currently available by default, we will change this behavior to match the Legacy game client. Additionally, you can identify Enhanced clients using the new client-side property: Added client-side property bool mp.game.gameplay.isGen9 (get) Beta Limitations This release includes thousands of changes under the hood, including complete reimplementations of arbitrary platform client features. While most of the client features are already available, a few APIs have not yet been integrated into the Enhanced client: World Texture Swap API (does not apply to APIs such as setLiveryTexture and more, those are already functional in Enhanced) Entity Overlays API Visual Drawable Tests API Replay Editor Transition API Extended Police Audio Reports API We're rebuilding these APIs to align with the updated game and engine, while also adhering to DirectX 12 best practices. While some platform-specific client issues are expected during beta, please note that a number of minor bugs from the base game also remain unresolved and may require future patches from Rockstar Games. This is a public beta release intended for server developers. Its purpose is to help us identify and resolve any remaining bugs, crashes, or regressions before its mainstream client release. At this stage, we do not recommend regular players switching to the Enhanced client. Please check out our Discord for instructions on how to switch your client into to the testing branch. Thank you for your continued support and interest in the GTAV Enhanced compatiblity update as we continue our work. We’re looking forward to sharing more with you soon — stay tuned.
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Hello everyone, Today, we're rolling out a new client update with new features, fixes and improvements. In this post, we’ll go over the changes and provide an update on the progress of 1.2. 1.2 Status Update Following the latest platform update, our development focus in January largely shifted to 1.2, and several milestones have been reached: The new 1.2 player/pedestrian/vehicle/object synchronization system is now feature-complete according to our planned roadmap. It is powered by an overhauled server architecture designed for better scalability and efficiency and implements replication for additional game entity states that were not present in 1.1. "GTA Experience Mode", a feature designed to populate the game world with NPCs, has been fully transitioned from its heavily customized 1.1 net-code to 1.2’s new architecture, which was built with this feature in mind. The new client launcher and in-game UI has undergone heavy polishing and is now generally ready. We can't wait to share more! Advancing The Rockstar Advanced Game Engine With this client update, we’re introducing new game engine optimizations to enhance CPU performance, resulting in increased average FPS and reduced overall CPU usage. These improvements were achieved by implementing several patches targeting the key subsystems of the game engine, be it replacing the original algorithms with new implementations, fixing performance-related bugs within the engine, or optimising it to better take advantage of the modern CPU microarchitectures. Summary: 5-15% average FPS improvement in CPU-bound cases. While actual improvements vary by the game scene, we’ve tested these changes in a wide range of scenarios — from an empty server to heavily populated areas on actual servers. Improved frame smoothness, leading to better "1% Low" FPS, especially with higher FPS. Reduced overall CPU usage. Extended Shapetest API The new "visual drawable test" feature introduces an advanced point-to-point ray-casting API that provides detailed information about hit triangle, including position, normal, tangent, UV texcoords, and relative coordinates, enabling advanced player interactions such as mouse input to headless CEF browsers rendered over 3D objects or improved world object selection. This feature supports most world entities (buildings, MLOs, vehicles, props, etc.), but not pedestrians, yet. While we may introduce asynchronous API variants in the future, we currently recommend using synchronous shapetests with caution to ensure smooth performance of your client-side scripts. New APIs: Added client-side Object mp.raycasting.testVisualDrawablePointToPoint(mp.Vector3 rayStart, mp.Vector3 rayEnd, number flags = -1) Added client-side Object mp.raycasting.testVisualDrawablePointToPointForEntity(mp.Vector3 rayStart, mp.Vector3 rayEnd, number entityHandle) Runtime Asset Streaming You can now fetch and stream remotely hosted game assets into the game in real-time using file URLs. Runtime assets can be replaced dynamically without restrictions, but the server-side game assets intended for replacements must include the "rta_" prefix in its name. New APIs: Added client-side Promise<boolean> mp.game.streaming.requestRuntimeAssetFromUrl(string resourceName, string url) Added client-side mp.game.streaming.releaseRuntimeAsset(string|number resourceName) CEF Events Isolation API / QoL We’ve expanded the CEF events API to improve browser-to-client isolation. This could be now achieved by setting client-side events allowed for calls from the browser on a per-instance basis, including for mp.gui. If a non-empty list of allowed events is set, all incoming events (e.g., playerChat, playerCommand) and RPC calls will be checked against it before execution. Additionally, we've implemented several user input handling improvements, including improvements to the signal pipeline from the OS to the game. Another enhancement in this update is the introduction of native HTML5 Drag and Drop support. Our new implementation differs from the stand-alone browsers implementations, being specifically designed for games and providing lower overhead and the OS isolation. New APIs: Added client-side browser.setAllowedEvents(Array<string> events) Added client-side mp.gui.setAllowedEvents(Array<string> events) Miscellaneous Several new APIs have been introduced to enhance player animation task management, provide content creators with dynamic player decorations, offer more customization options for voice chat, and give developers greater control over vehicle physics. New APIs: Added client-side player.stopTaskByType(number taskType, boolean force) Added client-side player.addDecorationEx(number collection, number overlay, number zone, number uvPosX, number uvPosY, number rotation, number scaleX, number scaleY, number alpha) Added client-side property number mp.game.vehicle.spoilerDownforceMultiplier (get/set) Added client-side property number mp.voiceChat.gameOutputSound (get/set) Added client-side property number player.voiceGameOutputSound (get/set) All these updates are available in the testing client branch we've provided earlier in our Discord. We would also like to thank everyone who participated in the public testing of these updates, especially these who reported us regressions they encountered. Thanks!
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Hello everyone, Today, we're excited to release the new platform update: this update introduces a powerful set of APIs for vehicles, cameras, animations, and the pause menu, alongside several tweaks and new features — let's get straight to it. RAGEV_bsoPlCf1uT.mp4 Pause Menu We’ve added new functionality for customizing the in-game pause menu. You can now introduce your own settings items, along with the new API to interact with and manipulate the pause menu dynamically. Higher Level API: Added client-side mp.PauseMenuItem mp.game.ui.pausemenu.getItem(number itemNameOrHash) Added client-side mp.PauseMenuItem mp.game.ui.pausemenu.tryGetItem(number itemNameOrHash) Added client-side Array<mp.PauseMenuItem> mp.game.ui.pausemenu.getItems(Array<number> itemHashes) Added client-side Array<mp.PauseMenuItem> mp.game.ui.pausemenu.tryGetItems(Array<number> itemHashes) Added client-side mp.PauseMenuItem.setEnabled(bool enable) Added client-side mp.PauseMenuItem.setValue(number value) Added client-side mp.PauseMenuItem.setBarColor(number colorIndex) Added client-side mp.PauseMenuItem.setBarTicks(bool ticksVisible) Added client-side mp.PauseMenuItem.setList(Array<string> values) Added client-side mp.PauseMenuItem.getListDisplayValue(number value) Added client-side mp.PauseMenuItem.setRange(number rangeMin, number rangeMax) Added client-side mp.PauseMenuItem.getRangeDisplayValue(number value) Added client-side mp.PauseMenuItem.setText(string text) Added client-side property function mp.PauseMenuItem.onChange Added client-side property function mp.PauseMenuItem.onSelect Lower Level API: Added client-side mp.game.ui.pausemenu.setScreenHeader(number screenHash, string header) Added client-side mp.game.ui.pausemenu.setItemText(number itemHash, string text) Added client-side mp.game.ui.pausemenu.setItemRange(number itemHash, number rangeFrom, number rangeTo) Added client-side mp.game.ui.pausemenu.setItemList(number itemHash, Array<string> values) Added client-side mp.game.ui.pausemenu.setItemTicksVisible(number itemHash, bool isVisible) Added client-side mp.game.ui.pausemenu.setItemColor(number itemHash, number colorIndex) Added client-side mp.game.ui.pausemenu.setItemValue(number itemHash, number value) Added client-side mp.game.ui.pausemenu.setItemEnabled(number itemHash, bool isEnabled) Added client-side event pauseMenuItemSelect(number itemHash) Added client-side event pauseMenuItemChange(number itemHash, number value, number oldValue) Note: the tabs and items must be added using a custom pausemenu.xml. We will also release an example resource soon. steering.mp4 Vehicles We’ve expanded the vehicle API to offer deeper customization, additional physics tune-up options and more: You can now set dynamic vehicle engine drive force curves, replacing the default flat curve. This implementation ensures smooth performance, even when lots of vehicles are streamed. New API for customizing gear ratios. You can toggle the unoccupied vehicle steer reset feature at runtime. New API: Added client-side mp.game.vehicle.createDriveForceCurve(number curveNameHash, Array<number> curveData) ([x, y, x2, y2, ...] where x is the input RPM and y is the output drive force) Added client-side number mp.game.vehicle.getDriveForceCurveValue(number curveNameHash, number input) Added client-side mp.game.vehicle.deleteDriveForceCurve(number curveNameHash) Added client-side mp.game.vehicle.setModelDriveForceCurve(number vehicleModelHash, number curveNameHash) Added client-side mp.game.vehicle.setModelGearRatios(number vehicleModelHash, Array<number> ratios) Added client-side property mp.game.vehicle.passengerMassMultiplier (get/set) Added client-side vehicle.setGearRatios(Array<number> ratios) Added client-side number vehicle.getWheelGroundSurfaceMaterial(wheelIndex) Added client-side uDriveForceCurveHash parameter to vehicle.get/setHandling (integer) Added client-side fGearRatios parameter to vehicle.get/setHandling (Array<number>) Added client-side mp.game.vehicle.setResetUnoccupiedSteerAngle(bool value) dof2.mp4 Camera DOF We’ve introduced new camera depth of field settings API functions that allow you to customize its behavior, extending beyond what is available with the game's built-in script commands. For detailed DOF parameter names, please refer to the game's cameras.ymt file. Added client-side bool|number|Array camera.getDofParam(number paramHash) Added client-side camera.setDofParam(number paramHash, value) Added client-side bool|number|Array mp.game.cam.getDofParam(number cameraHandle, number paramHash) Added client-side mp.game.cam.setDofParam(number cameraHandle, number paramHash, bool|number|Array<number> value) Hint: To use the adaptive DOF, make sure to set setUseHiDof(false) and adjust FocusDistanceGridScaling to lower values, such as [0.001, 0.001]. crawling.mp4 Animations Several tweaks have been made to the game's player animation system, giving server developers more ways to script their player interactions: A new “bleed-out” state has been added to the player death system, allowing the player to continue a death animation while still retaining health and handling the damage. You could revive players with a smooth getting up animation, blended from the death ragdoll. Dead players can be forcibly ejected from vehicles. The game's original crawling animation task is now available via the API, including the game's adjustments for player crawling collision. New API: Added client-side player.taskBleedingDeath() Added client-side player.taskRevive() Implemented a dead player car fall out feature for TASK_LEAVE_VEHICLE (player.taskLeaveVehicle) script command Added client-side player.taskCrawl(bool isOnBack) Added client-side player.taskCrawlToCoords(mp.Vector3 pos, bool isOnBack, number timeout) Added client-side mp.game.weapon.setSimulateLocalDamageImpacts(bool doSimulate) Scheduler To improve script performance and streamline asynchronous client-side scripting, we’ve added several new Promise-based APIs for handling asset streaming and more: Added client-side Promise<bool> mp.game.waitForAsync(function cb, number tumeout = 60000) Added client-side Promise<bool> mp.game.cutscene.requestCutsceneAsync(string name, number flags, number timeout = 5000) Added client-side Promise<bool> mp.game.cutscene.requestCutFileAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.graphics.requestStreamedTextureDictAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.graphics.waitForScriptHudScaleformMovieLoadAsync(number movieId, number timeout = 5000) Added client-side Promise<bool> mp.game.graphics.waitForScaleformMovieLoadAsync(number movieId, number timeout = 5000) Added client-side Promise<bool> mp.game.ped.requestActionModeAssetAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.ped.requestStealthModeAssetAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.streaming.requestAnimDictAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.streaming.requestClipSetAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.streaming.requestAnimSetAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.streaming.requestNamedPtfxAssetAsync(string name, number timeout = 5000) Added client-side Promise<bool> mp.game.streaming.requestModelAsync(number nameHash, number timeout = 5000) Added client-side Promise<bool> mp.game.streaming.requestCollisionForModelAsync(number nameHash, number timeout = 5000) Added client-side Promise<bool> mp.game.vehicle.requestVehicleAssetAsync(number nameHash, number flags, number timeout = 5000) Added client-side Promise<bool> mp.game.weapon.requestWeaponAssetAsync(number nameHash, number flags, number extraFlags, number timeout = 5000) Added client-side Promise<bool> mp.game.shapetest.waitForCompletionAsync(number raycastHandle, number timeout = 5000) Misc Added client-side mp.game.graphics.beginScaleformHudMovieMethod(componentId, methodName) Adjusted the game's original alternate variations limit Added a feature to set the last allowed vanilla DLC by specifying it in /game_resources/dlcpack_level.txt, e.g., patch2024_02 (3407 / Agents of Sabotage). We recommend using this new feature or a custom dlclist to ensure smooth migration during future GTA updates. For advanced DLC management, it's advised to use a custom dlclist, which overrides this value. Miscellaneous average and "1% low" FPS game optimisation tweaks All of these updates are now available in a public testing client branch for developers. We plan to merge them into the main branch in the coming days, based on your feedback. splash.mp4 1.2 Status Update While we know how everyone anticipates the upcoming major release of our platform, we’ve decided to dedicate this particular announcement to the new update for the current major version. We’d like to keep you informed on the progress of version 1.2, which is advancing on all fronts, including the new GTA Experience Mode, the net-code and synchronisation overhaul, 1.2-specific new API set, the new client UI and more. This particular clip above demonstrates the overhauled client UI launch splash screen that will be part of the next major update. The splash screen highlights the new game’s original R* intro, remade within our UI, as a gesture of gratitude and admiration for both the original GTA V developers and the team that continues to maintain the game through the GTA Online updates to this day. We’re planning to share more on 1.2 in the next year. Stay tuned!
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table { width: 100%; border-collapse: collapse; margin-bottom: 20px; } table, th, td { border: 1px solid #ddd; } th, td { padding: 8px; text-align: left; } th { background-color: #f4f4f4; } Hello everyone, We've recently shared some exciting news in our Discord community, and now we’d like to provide more details and ensure it aligns with our forum announcements. Let's dive in! RAGE Multiplayer 1.2 Early Tease GTA5.mp4 Earlier this week, we teased the upcoming RAGE Multiplayer 1.2 update in our Discord community. This very early sneak peek featured a short clip highlighting the new GTA Experience Mode, which introduces synchronized city pedestrians, car traffic, and other dynamic features of the live GTA V world that you’ve previously missed. But that's just the beginning. The update also brings object synchronization, including parachutes, scripted objects, and more. We’ve also enhanced the base player, vehicle and pedestrian synchronization. And yes, even more features are on the way! The update is still under active development, so expect more teasers as we continue the polishing. No expected release date is currently available. Retrospective: Performance Update Insights This summer, we rolled out a major performance update, following a public test involving up to 20% of our player base, who voluntarily opted in. We’re continually optimizing performance across all fronts—whether it's client-side, server-side, or even the base game itself. One area of focus has been the performance of the game's scripting commands (commonly referred to as "natives") API, a crucial foundation for client-side API functionality. We’ve reworked the JS-to-Native integration and applied various optimizations to V8, the JavaScript engine, ensuring the smoothest possible performance with minimal overhead. As a result of these improvements, we’ve observed up to a 2x performance boost in our benchmarks compared to our previous implementation. Micro-Benchmark Results Benchmark Notes: RAGE Multiplayer API uses vanilla script commands in these tests. Hand-optimized APIs (e.g., player.handle for PLAYER_PED_ID, player.vehicle for GET_VEHICLE_PED_IS_IN, or batch HUD/control management APIs) are not used. Only deterministic natives were included (e.g., excluding raycast natives which depend on several variables like location or loaded map parts). Other JS implementations, not listed in the results but tested by community members, generally perform similarly to the R* Creator Services Platform, likely due to their codebase similarities. Script Command APIs not listed in the results follow the same implementation pattern and must provide generally the same results. These micro-benchmarks only involve game's script commands APIs. These micro-benchmarks are no way meant to represent broader performance, especially in the case of ScriptHookV comparison. Script command performance might vary depending on its return value and arguments types and it's actual game's implementation under the hood. Results are provided in milliseconds: lower is better. R* Creator Services Platform (JS/Lua) System: Ryzen 7 3800X Benchmark Lua Performance (ms) JS Performance (ms) RAGE Multiplayer JS Performance (ms) Relative Performance (Lua/JS (JS/JS)) IS_PED_SHOOTING: 10.000.000 Calls 3155 7202 250 12.6x (28.8x) faster GET_ENTITY_COORDS: 10.000.000 Calls 6686 18145 1172 5.7x (15.4x) faster IS_ENTITY_ATTACHED: 10.000.000 Calls N/A 8467 252 N/A (33.6x) faster GET_ENTITY_HEALTH: 10.000.000 Calls 2954 7866 237 12.5x (33.1x) faster Mixed: 1.000.000 Calls: IS_PED_SHOOTING, IS_PED_AIMING_FROM_COVER, IS_PED_RELOADING, SET_PED_ARMOUR, GET_PED_ARMOUR 3349 5429 126 26.5x (43.1x) faster System: Ryzen 7 7700X Benchmark Lua Performance (ms) JS Performance (ms) RAGE Multiplayer JS Performance (ms) Relative Performance (Lua/JS (JS/JS)) IS_PED_SHOOTING: 10.000.000 Calls 1441 3577 168 8.5x (21.2x) faster GET_ENTITY_COORDS: 10.000.000 Calls 3486 9287 617 5.6x (15.0x) faster IS_ENTITY_ATTACHED: 10.000.000 Calls 1928 4273 163 11.8x (26.2x) faster GET_ENTITY_HEALTH: 10.000.000 Calls 1477 3915 146 10.1x (26.8x) faster Mixed: 1.000.000 Calls: IS_PED_SHOOTING, IS_PED_AIMING_FROM_COVER, IS_PED_RELOADING, SET_PED_ARMOUR, GET_PED_ARMOUR 1553 2535 90 17.2x (28.1x) faster ScriptHookV – C++ System: Ryzen 7 7700X While comparing a C++ (low-level language) API with JavaScript (a higher-level scripting language) isn’t ideal due to their differing natures, we believe sharing these micro-benchmark results will still be of interest to many in our community, especially those curious about performance optimization and the technical intricacies behind game scripting. Despite the inherent differences in how these languages manage memory, execution, and performance, the comparison provides valuable insights into how our scripting JS integration holds up against native C++ implementations. Benchmark C++ Performance (ms) RAGE Multiplayer JS Performance (ms) Relative Performance (C++/JS) Mixed: 1.000.000 Calls: PLAYER_PED_ID, GET_VEHICLE_PED_IS_IN, GET_ENTITY_COORDS 233 101 2.3x faster Micro-benchmarks source code is available here. Micro-benchmarks results were taken 15 Sep 2024 by our community members using the latest available public builds. We welcome you re-execute these benchmarks and share your results in our Discord. As always, thank you for your active support and feedback. We can't wait to share more announcements regarding the next major update with you later - stay tuned!
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Voice Chat Improvements, New Entity Graphics and Blips API
ragempdev posted a topic in Announcements
Hello everyone, As we’re implementing more of the most anticipated platform feature requests on our list, we’re excited to share our last development progress here with our entire community to keep you updated. Let's dive into the latest improvements! Voice Chat We understand the essential role voice chat plays in your daily gameplay in RAGE Multiplayer. Whether you're role-playing as a cop, a criminal, or engaging in PvP with friends, clear and reliable communication is crucial. Since introducing built-in voice chat with the 0.3.6 release years ago, we have continuously enhanced its performance. Today, we are excited to announce another iteration of voice chat improvements: New, advanced noise suppression mode was introduced: please set mp.voiceChat.advancedNoiseSuppression to true to enable it. Otherwise, the previous noise suppressor is used. We've implemented new measures to optimize voice chat against different network conditions. Please set the new mp.voiceChat.networkOptimisations to true to enable it. All clients must have the same value. Voice chat bitrate is now customizable through the new client-side property mp.voiceChat.bitrate. Various optimizations have been made to reduce CPU usage and improve the overall quality of voice chat. These new features, including advanced noise suppression and voice chat network optimizations, are disabled by default. Server developers need to activate them through their scripts. Game Audio Output In addition to the general voice chat improvements mentioned above, we have also introduced an alternative voice chat audio output interface that seamlessly integrates with the game’s audio engine. This feature enhances the auditory experience by allowing voice chat audio to be processed through the game’s own audio environment, providing a more immersive and realistic experience, especially in indoor settings and various outdoor scenarios like tunnels. API Integration: Added client-side mp.voiceChat.gameOutputEnabled (get/set) (false by default) Added client-side mp.voiceChat.gameOutputCategory (get/set) (defaults to mp.game.joaat("SPEECH_SCRIPTED")) Added client-side player.voiceGameOutputEnabled (get/set) (true by default, only works with mp.voiceChat.gameOutputEnabled set on) Added client-side player.voiceGameOutputCategory (get/set) Added client-side player.closeVoiceStream() Added client-side mp.game.audio.getCategoryVariable(categoryHash, fieldNameHash) Added client-side mp.game.audio.setCategoryVariable(categoryHash, fieldNameHash, value) Added client-side mp.game.audio.copyCategoryVariables(categoryTo, categoryFrom) Added client-side mp.game.audio.restoreCategoryVariables(categoryHash) Game audio categories are a base game feature to customize different sounds per playback category with various parameters. Please check the /platform/audio/config/categories.dat22.rel game file for more information. Voice chat audio FX API, such as player.setVoiceFxBQF` and more, are supported by the new voice chat game output. Note: The Game Audio Output feature is currently experimental. GTA5_htilvS8wf7.mp4 Entity Overlay API We're introducing a new entity overlay API set featuring the ability to draw overlays on game entities: outline, fill, noise, and wireframe. It works in batches so that you can draw entities either in a single batch or individually. You can draw overlays with depth test enabled or not. Added client-side mp.game.graphics.createEntityOverlayBatch(overlayParams) Added client-side entityOverlayBatch.update(overlayParams) Added client-side entityOverlayBatch.destroy() Added client-side entityOverlayBatch.valid (get) Added client-side entityOverlayBatch.add(entity) Added client-side entityOverlayBatch.remove(entity) Added client-side entityOverlayBatch.addThisFrame(entity) Added client-side entityOverlayBatch.removeThisFrame(entity) Added client-side mp.game.graphics.setEntityOverlayPassEnabled(enable) (off by default) let overlayParams = { enableDepth: true, deleteWhenUnused: false, keepNonBlurred: true, processAttachments: true, fill: { enable: false, color: 0xFFFFFFFF }, noise: { enable: false, size: 0.0, speed: 0.0, intensity: 0.0 }, outline: { enable: true, color: 0xFF9000FF, width: 5.0, blurRadius: 1.0, blurIntensity: 1.0 }, wireframe: { enable: false } }; mp.game.graphics.setEntityOverlayPassEnabled(true); let batch = mp.game.graphics.createEntityOverlayBatch(overlayParams); mp.events.add('render', () => { batch.addThisFrame(mp.players.local); }); Blip API Updates We have implemented a new blip API to streamline your map navigation in the pause menu, with the ability to group blips and sort them by priority of your choice: Added: clients-side mp.game.ui.setBlipCategoryGrouped(category, doGroup) Added: clients-side mp.game.ui.setBlipCategoryPriority(category, priority) Removed game's map legend limit We hope you enjoy these updates. Your feedback is crucial to our progress, and we can’t wait to share insights on the next major platform iteration we’ve been designing, architecting, and prototyping since 2023. While it's still a way off, we are committed to making it worth the wait. Stay tuned!- 11 replies
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Hello everyone, As you know, we usually announce platform updates and changes in our Discord community. Today, however, we’re especially excited to announce the highly anticipated complete Rockstar Editor and Director Mode integration in RAGE Multiplayer - let's see the details in depth! qFjZ11D.mp4 Rockstar Editor With this update, we're bringing you the full power of Rockstar's advanced video recording and editing suite directly into your gameplay sessions. Whether you're crafting cinematic masterpieces or simply capturing your most epic moments, the R* Editor is now at your fingertips in RAGE Multiplayer. It's seamlessly implemented with quick transitions into and from the editor to the game, ensuring a smooth and intuitive experience. Replay Recording Enhancements: We've implemented an option to expand continuous clip length with the enable-replay-extensions client experimental flag in settings. Caution: this option might require additional RAM. Improved Stability: Fixed several base game R* Editor crashes and bugs to enhance stability. Platform fine-tuning: Improved replay recording in heavily loaded scenes for smoother playback. Camera Editor Freedom: Removed camera editor distance restrictions to give you more creative freedom in capturing your scenes. Preview.mp4 Integration API We've introduced a set of API changes to give server developers the tools they need for seamless transitions into and from R* Editor sessions. Added client-side cancellable event replayEditorRequest, allowing to delay player replay editor transition for the server to generate and save a return token for when player is coming back into game session. Added client-side method mp.game.replay.continueTransition() Client-side mp.storage.sessionData is now persistent between reconnections to the same server during a single session (R* Editor included) Additionally, server developers may need to implement replay recording start, stop, and save logic using the existing client-side game API. Extended Video Export Extended Video Export is a GTA V single-player plugin that enhances the base game video exporter with customizable encoding presets, advanced motion blur, higher FPS, and higher resolution support. We’ve made this compatible with RAGE Multiplayer through a custom version integrated with both the client and the anti-cheat. Click here to download. Note: the Voukoder Classic 13.3+ dependency is required. We can't wait to see the incredible movies you'll create with R* Editor in RAGE Multiplayer. Thanks for being a part of our community!
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Hello Everyone, You might have noticed our recent website makeover. This update is part of our ongoing effort to revamp the platform's user interface. Exciting news - our new web-server list is now live! We've introduced several functional tweaks, which are yet to appear in the game's user interface. We'd like to share more about these updates in detail: * Server administrators now have the ability to create and upload custom server icons and cover images. * Server descriptions were introduced. * The server list has been enhanced with "servers in your language" and a global navigation feature. This aims to streamline community navigation, and we're keen to make further improvements, particularly with the upcoming client launcher UI update. * We've also organised servers operated by same communities into folders, simplifying navigation for players from both small and large communities. An update for the game server is in the pipeline, along with a streamlined process for submitting icons and cover images. This will integrate seamlessly with the updated server list. Here's what you need to know before its launch: * Server folder names and descriptions are currently generated from existing server names in the formats "Folder | Server Name | Description" and "Server Name | Description". Following the game server update, these can be set up separately. * Post-launch of the submission process, server icons and cover images will undergo a review before public use. * The required dimensions for server icons and cover images are 160x160 and 1600x900 pixels, respectively. However, these may change as we continue to develop the game client UI update. Please don't hesistate to share your thoughts - we're looking forward to your feedback to bring more updates to the server list! The game server update is scheduled to come among more broad core platform updates later. Stay tuned for more!
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