ragempdev

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  1. devblog RAGE Multiplayer 0.3.2 RC-2

    You had to ask it in scripting topic, however the issue is: "ShowTemphMenu" : (player, id, price, owner, locked) => { it should be: "ShowTemphMenu" : (id, price, owner, locked) => {
  2. devblog RAGE Multiplayer 0.3.2 RC-2

    0.3.2 RC-2-2 Changelog: [C#] Hotfixed TriggerEvent issue introduced in 0.3.2 RC-2 [C# / C++] Fixed entity dimensions not applying on creation [C#] Fixed client.Address [C#] Fixed client.VehicleSeat [C#] Fixed seat id in vehicle events [C#] Fixed large 32-bit unsigned integers not casting in triggers [C# / C++] Fixed transferred entities being null clientside [C#] Fixed NetHandle.Equals for different entities with same ids [C#] Added alpha param to CreateObject [JS] Fixed entities in shared data issue Hotfixed synchronization issues on unstable internet connections introduced in 0.3.2 RC-2, however better fix is coming Fixed mp.game.graphics.drawText
  3. devblog RAGE Multiplayer 0.3.2 RC-2

    Linux build has been reuploaded.
  4. Hello gamers! It has been a year since the previous announcement was posted, and we're glad releasing the first 2018 update today improving all aspects of the multiplayer including all APIs, so please consider reading changelogs of JS and C# API. Synchronization In this update we did some work improving existing synchronization code, and we've got some results. Feel free to post a report at our bug tracker if it was better previously, however we don't except regressions thanks to major amount of the time spent testing those updates: Experimental ragdoll synchronization introduced in 0.3.2 update was replaced with improved pre-0.3.2 implementation. However we'll keep working on the newer ragdoll synchronization implementation futher to re-introduce it soon. Vehicle synchronization prediction was reimplemented Added some tweaks to general onfoot synchronization Fixed desync caused by streaming optimizations API Fixed: text label/marker/checkpoint constructor color issue Fixed: vehicle rotation Added: vehicle.quaternion Added: vehicle.heading (same value as vehicle.rotation.z, but less overheaded) Updated: player.seat starts from -1 now (used to be 0) Added: "this" to events. It includes "cancel" and "handler" properties. Setting "this.cancel = true" would stop triggering futher events this call. Fixed: added fool-proof checks to client-side functions that return strings (some of those crashed the client in case of invalid usage) Added: remote triggers now support Vector3, objects and arrays Fixed: entities transferring wrong Fixed: GiveWeapon gives ammo to every other weapon of the same type (js) Fixed: get/setExtra (js) Fixed: shared data Fixed: markers-related crash Added: invoke now suppots Vector3 (would be pushed as 3 separate floats) and checkpoints Lots of miscellaneous client-side and server-side API fixes Bridge Since the bridge was released, lots of bugs were found. To sort all of them out, we've picked a few experienced C# developers from the community and invited them to QA team. As the result, stability enhancement was great. https://wiki.gtanet.work/index.php?title=Changelog#Version_0.3.1.0 https://wiki.gtanet.work/index.php?title=Changelog#Version_0.3.0.13 https://wiki.gtanet.work/index.php?title=Changelog#Version_0.3.0.12 https://wiki.gtanet.work/index.php?title=Changelog#Version_0.3.0.11 Miscellaneous Server optimizations of world loading having a flood of connecting players Added config parameter to specity client packages path (`client-packages-folder`) Anticheat false-positive detections were reduced Serials are unique now Clientside resource scanning is being done after initial scripts execution now Special Santa Claus magic has peen pushed DOWNLOADS Client download Bridge download Linux server download
  5. Hello folks! RC-1-4 is another stability update for RAGE Multiplayer 0.3.2 RC-1, which is going to be last before RC-2 gets released. RC-1-4 changelog: Fixed all known 1.42-related issues Fixed cyrillic symbols in the Bridge Fixed #195 Fixed #177 Fixed #166 (added NAPI.Task) Fixed #190 Miscellaneous fixes and improvements You need to launch the updater to download RAGE Multiplayer 0.3.2 RC-1-4 update.
  6. Unsynchronized Vehicles

    That's a known issue introduced with 1.42 support patch. Wait.
  7. Today, shortly after the release of Grand Theft Auto V's Doomsday Heists update, we're rolling out an update "RAGE Multiplayer 0.3.2 RC-1-3" with the latest game patch support, including (bug)fixes and new features. Changes: Added support of GTA V 1.42 patch (1.41 is also supported as an alternative in case of "unexpected" issues related to the update) Fixed incorrect nametag scaling Implemented Delorean "Deluxo" synchronisation Fixed vehicles floating Fixed networking issues that caused aiming animation to be inaccurate Fixed #160 Fixed #161 Fixed #150 Fixed #155 Fixed #156 General platform stability improvements You should run the updater to download RAGE Multiplayer RC-1-3. Server update is necessary.
  8. Topic updated: added RC-1-2 changelog.
  9. script for blips players in map visible?

    Then he has to increate stream range.
  10. script for blips players in map visible?

    That's nice, but you had to use "player.createBlip" client-side.
  11. Crash server

    There's a problem in your script. Try without server-side scripts.
  12. Hello everyone! Thanks for joining us in another release announcement for RAGE Multiplayer. We are aware of prolonged radio silence on our end and we once again apologize for it. However, we come with good news. We've been hard at work behind the scenes implementing new features, improving existing ones and getting rid of bugs. Furthermore, we've also been hard at work getting our first stable build of our highly anticipated bridge out! With this announcement, we'd like to formally introduce RAGE Multiplayer 0.3.2 and reveal the C# API bridge. We'd like to thank everyone for their support that keeps us developing! We would also like to thank the people that have been contributing to our Wiki and our translations. A big shout out to you guys! C# API aka "Bridge 2.0" reveal RAGE Multiplayer is now officially powered with GTA Network's API. We've essentially recreated GTA Network's server environment and reformed it into RAGE Multiplayer's server environment to allow for a seamless transition of resources. As a bonus, cross-platform capability is still on board thanks to open-source .NET Core 2.0. Most of GTA Network's API has already been implemented, you can follow and check out the changelog at the wiki via https://wiki.gtanet.work/index.php?title=Changelog JS API Key changes: Vehicle customization API has been enhanced Event system has been reimplemented introducing new APIs to manage events Entity constructors are much more friendly and functional now TextLabels were implemented A bunch of new events has been added Added synchronized data Streamer API Player API has been seriously improved by added weapon management, additional customization features, and more functions Per-entity events Some syntax sugar based on ES6 features NodeJS updated to 9.2.0 (the latest release at the moment) For the more detailed changelog please visit: https://wiki.rage.mp/index.php?title=Changelog Client-side (and server-side) API updates Added client-side entity creation for all entity types. Constructors are same as serverside ones. Vehicle handling customization API CEF debugging introduced Fixed some clientside API functions not working Added possibility to manage vehicle entering Some more miscellaneous APIs Stability Fixed a CEF bug when player had non-latin symbols in multiplayer path Improved networking reliability Fixed some entity types in server<-> triggers not sending Fixed Object.rotation setter Fixed vehicles reseting some information after changing its model Synchronization Traffic lights synchronization Melee synchronization has been reimplemented Animals: Ragdoll synchronization has been reimplemented (that also "fixes" ragdoll sync being buggy in special cases in DP1 - DP1P1) Climb ladder sync has been reimplemented Improved bullet sync reliability. Should be really notable for drive-by shooting, but for general shooting sync also. Improved vehicle synchronization accuracy and smoothness Fixed an aiming issue introduced in GTA V's 1.41 patch Fixed miscellaneous synchronization issues introduced with 1.41 patch Optimization Experimental: major netcode implementation/enhancements that reduce CPU usage and bandwidth usage. Entity information sending and receiving performance was increased Networking was improved Server-side threading model was improved Server-side streamer was reimplemented Common client/server code optimizations Gameplay New translation mechanism was introduced. Check wiki for details. Threaded model loading was improved Added globally visible -1 dimension (works for all entities except players and vehicles) Reimplemented vehicle entering mechanism. Now it's same as GTA Online, but also controllable by clientside scripting Vehicle engine management improved UI is not rendered at main menu anymore Discord Rich Presence Fixed lots of bugs you've reported to Bug Tracker. Thank you! Release date It's near! We're still working on making this changelog even richer by finishing unannounced features, but we proudly announce that public testing of 0.3.2 will begin within a week of this announcement being posted!
  13. devblog RAGE Multiplayer 0.3 DP1p2

    That's expected text.
  14. Activation needed.

    Try launching single player then launching the multiplayer.
  15. Server List

    It's being updated every time you load it also at least it works on phones unlike others.