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  1. Good day, comrades We use hardware for a server (2 cores, 2 GB RAM, 32 GB nvme), ubuntu OS 20.04, server version 1.1. If there are more than 5 people online, other players cannot connect to the server. Their connection stops at the finishing handshake screen and then the game closes.. Are there any options to dig in which direction? Tell me please
  2. Hello! I've updated my server version to 1.1 (removed rpfencrypt, moved dlcpacks to client_resources/game_resources/dlcpacks) and when someone is trying to connect, after loading the client resources and when starting the handshake, client crashes. I made research and got few points. 1. If you have just 1-2-3 small and separated dlc (1 dlc per 1 rpf) - all works fine 2. If you have (for example) 50 small dlc's - you will get crashed. 3. If you have 1 dlcpack with 50 models inside - you will get crashed 4. And the most important one - in 037 all variations of dlcs works fine, you can use 50 separated dlc's, 1 big dlc or another one, and all stuff works fine. Tested with same dlc's in 037. So, I guess that problem maybe in 1.1 update which replaces rpfencrypt stuff.
  3. Discord | Site Information about server The largest and most popular GTA V Roleplay server opens to the English market! The Grand Role Play server opened in 2020 in Russian and to this day works flawlessly with a large number of people. The server is programmed from scratch on the RAGEMP platform. To this day, server owners are upgrading and updating the server. Grand Role Play server does not have queues to connect to the server because this server supports +1000 players at a time. Connect when you want! More than +200 people play on the English server every day. Staff Structure We could write “Server Team” in this section, but since we are a big family with people of all walks of life, then we can confidently say that we are one big project. The project team looks at the players as “their” children. With each follower of our project, we communicate sincerely and try to answer all the questions asked in as much detail as possible so that the project follower can feel that we need him and we care about his opinion. When we start writing the composition of the team, we would like to say that the people in the project are different in a way. Everyone has their work and does it with real quality because the people in the team put all their hopes and all the motivation to make the project look “from the side” to make it look like the project is high quality and a friendly community plays in it. Server systems 😲 First steps after registration 🧐 Authorization 👨‍👦 Family system 🔧 Settings 🤯 Craft system 🚗 Сustomize your car 🥼 Sell your things on the trading market 🌿 Family farming business 👕 Thousands of clothes for your character 🚗 We have more than 200 DLC cars 🏡 Estate agency 💸 Bank robbery 🎒 Inventory with 23k icons 💵 Bank system 🕹️ Main menu 🤑 Stock exchange ⚡ Electrician job 🔫 Thug graffiti system 💰 Export goods 🚕 Taxi system 🔫 Сollecting weapons Want to start playing? Visit https://gta5grand.com/
  4. Version 1.0.0

    573 downloads

    This script will work on simple implementation into your gamescript. Script was tested with ~40 players online at once. Just include the script into your gamemode and make sure to trigger the server-sided events to let a person carry another person. Please implement a check if a person is already carrying another person. (which can easily be done by checking "carry" shared variable. Report bugs? Mention me on RAGE:MP Discord or with DevGrab#0815
  5. En LEYENDAS URBANAS, estamos trabajando permanentemente para lograr que tu experiencia en el juego sea lo más placentera posible! Una parte esencial para lograrla, era el paso de la versión 0.3.7 a la 1.1 con sincronización mejorada y realizando una optimización de los sistemas para proporcionar una mayor estabilidad y mejora en el rendimiento. Conseguido esto, te detallamos algunas de las acciones llevadas a cabo últimamente y de las que ya puedes disfrutar en el servidor: - Añadido nuevo tipo de negocio: Empresas de seguridad. - Nuevos menús para hacer mas amenas ciertas situaciones, como el pago de multas o depósito. También se retira el nombre de encima de la cabeza, sustituyéndolo por una ID. - Hemos añadido dos comandos para poder recordar nuestros mejores momentos, en un modo más “cinematográfico”. - Hemos añadido una animación al recoger objetos del suelo. - Sistema de radares. - Hemos añadido nuevas velocidades al sistema limitador de velocidad para facilitar el uso del mismo. - Piloto automático. - Nuevo sistema de heridas con posibilidad de consultarlas en cualquier momento. - Ahora las licencias son con la foto de nuestro personaje. - Añadido un modo de disparo a las armas, con posibilidad de modo automático, semiautomático, ráfagas y seguro. - Hemos incorporado nuevos peinados personalizables - Nuevos estilos al caminar para que elijas el que más se adapta a tu personaje. - Se implementa la galería de tiro con estadísticas para que puedas competir con tus amigos en los Ammu Nation de PillBox Hill y Cypress Flats. - Hemos añadido un nuevo mapeado en la Ruta 68! - Ahora podrás personalizar la visión de tu mapa, pudiendo definir los blips que puedan salir activos. ¡Adiós a los iconos innecesarios! Como puedes ver, estas son algunas de las implementaciones que hemos llevado a cabo últimamente en #LURP, para que tu jugabilidad en #GTAV, se vea mejorada. Nuestro equipo de programadores, continúa trabajando permanentemente para ofrecerte nuevas posibilidades en el juego! Si quieres estar al día de todas las novedades, también puedes seguirnos en nuestro canal de Discord o en alguna de nuestras redes sociales: - Instagram - Twitch - Facebook - Twitter - Youtube Te dejamos estas novedades, resumidas en un video de 1' 30"
  6. Hello everyone! noticed an interesting bug (mb is not a bug, but a feature). Two players. The first player has ID 0, the second player has ID 1. In the main world (with dimension = 0), both players take damage when hitting with a fist. If these players are moved to dimension = 5, then the player with ID 0 does not take damage from a punch. Moreover, if you shoot at him with a weapon, then everything is ok. P.s. incomingDamage is an empty event (there is nothing in it and nothing is canceled in it). How can this thing be cured? Are there any workarounds? Server & client side in JS
  7. Version 1.1.0

    300 downloads

    Description: This resources provides the ability to create/control sound in 3D via custom API. A slightly redesigned version of the Sound API, with real synced 3d effect. API: // Client-side mp.game.audio.playSound3D(veh_id, url, range, volume, track_length) /* * veh_id: int(Required) [Vehicle RemoteID] * url: string (Required) [Links and local package:// protocol are supported] * range: int (Optional, Default: 60) * volume: int (Optional, Default: 1) [Range: 0 to 1] * track_length: int (Optional, Default: 180) [Current track length in seconds] */ /// EVENTS: // (Client) /* * EventName: audioFinish * params: soundID (Vehicle's RemoteID that is finished Playing) */ /* * EventName: audioError * params: soundID (Vehicle's RemoteID that had error), errorObject {code: 'error code', error: 'error description'} */ // (Server) /* * EventName: sound:create * params: id, (Vehicle's RemoteID) url, range, volume, track_length */ /* * EventName: sound:destroy * params: id (Vehicle's RemoteID) */ /* * EventName: sound:pause * params: id (Vehicle's RemoteID) */ /* * EventName: sound:resume * params: id (Vehicle's RemoteID) */ /* * EventName: sound:setVolume * params: id (Vehicle's RemoteID), volume */ // Example let vehicleId = mp.players.local.vehicle.remoteId; mp.game.audio.playSound3D(vehicleId, 'http://rfcmedia.streamguys1.com/MusicPulse.mp3', 20, 1, 60); mp.events.callRemote('sound:pause', vehicleId); mp.events.callRemote('sound:resume', vehicleId); mp.events.callRemote('sound:destroy', vehicleId); If you have any issues or suggestions, you know the usual routine. Credits: - Thanks to Captien for his 3D sound API. Media:
  8. There are two problem with 1.1. First one is the start button (red circle) on controllers do not pause the game. The second problem is with full screening the game using alt+enter to switch between fullscreen and windowed mode. It takes like 10 seconds compare to 0.3.7 which is almost instant. Both issues are recorded and explained in the video. https://streamable.com/jz2721
  9. Hi! If i connect to my server from localhost / 127.0.0.1 my game will load RageMP 1.1, and I can connect, but if I connect from 192.168.xx.xx or an external IP adress, It'll load 0.3.7, then the sever kicks me due client version mismatch. I even tried with another server, from another PC, but nothing worked. If I start the 1.1 Rage, then connect from an external IP adress It'll start to load the server files, but I get this error and the game crashes, and the server writes this to the console: [N] Incoming connection from 192.168.1.1 [N] 192.168.1.1:61028 has been disconnected. My conf.json: { "maxplayers" : 100, "name" : "RAGE:MP Unofficial server", "gamemode" : "freeroam", "stream-distance" : 500.0, "announce" : false, "csharp" : "enable", "enable-http-security" : false, "port": 22005 }
  10. Greetings, it seems like Rage MP doesn't want to start latest 1.1 when I try to connect to my dev 1.1 server, launching 0.3.7 all the time. So far this is only my PC concern as other developers didn't experience this issue running client in almost identical runtime. To avoid trivial questions: Yes I did clean install it to verify integrity. Launcher reports that it has 1.1-DP1 version. Yes, I'm running 1.1 server. This is "how do I know it" reference: (MasterList: 1.1-DP1 BETA build couldn't be announced to the masterlist) I've read the registry data, and found out that "rage-type" is switching between regular and stable and always goes legacy when I try to join 1.1 server. No I didn't verify my GTAV files, not sure it's related. Just a question is there any chance rage client has some command line to force it into 1.1? Because I'm desperate. P.S If it's made with .NET I blame it. I hate how .NET products work. Thanks
  11. Hi, I hereby a RageMP Roleplay Script, which was written in NodeJS. The script is ready to play! The following features are worth mentioning: If you have any questions, you can contact me privately in the forum.
  12. Idle

    Lucky wheel

    Version 1.1.0

    257 downloads

    Lucky wheel is synced. Coords: 1110.8710, 228.8737, -49.6358 resource on my github: https://github.com/Sokol123456/luckywheel Added support for 0.3.7, check github
  13. Hey, I hope this is read by George among others, we are a server that is currently running with some players on 1.1, but we have the problem that sometimes the players are invisible, the vehicles are invisible, or players suddenly out of the vehicle climb and the car is teleported away, but the vehicles are not only bugged outside the streaming range, but also if a user spawns the vehicle via the garage system (approx. 3 meters away from him) I hope this will be fixed soon, otherwise we have to rewrite all of our scripts to 0.3.7 and are therefore forced to downgrade our version.
  14. Nothing happens, the value changes but does not apply. When you exit and then enter the stream of the vehicle, the handling value that I set before is reset to default. public void SetVehicleHandling(object[] args) { string key = args[0].ToString(); float val = Convert.ToSingle(args[1]); Chat.Output($"OLD: {RAGE.Elements.Player.LocalPlayer.Vehicle.GetHandlingFloat(key)}; NEW: {val}; ({key})"); RAGE.Elements.Player.LocalPlayer.Vehicle.SetHandling(key, val); } If someone maked it work i will be appriciate for answer. Thanks
  15. Nothing happens, the value changes but does not apply. When you exit and then enter the stream of the vehicle, the handling value that I set before is reset to default. public void SetVehicleHandling(object[] args) { string key = args[0].ToString(); float val = Convert.ToSingle(args[1]); Chat.Output($"OLD: {RAGE.Elements.Player.LocalPlayer.Vehicle.GetHandlingFloat(key)}; NEW: {val}; ({key})"); RAGE.Elements.Player.LocalPlayer.Vehicle.SetHandling(key, val); } If someone maked it work i will be appriciate for answer. Thanks
  16. German: Wenn ihr bei der Rage Version 1.1 das Problem habt, dass ihr starke FPS drops bekommt, sobald ihr eine Taste auf der Tastatur drückt, schaut in euren Prozessen, ob ihr NahimicSvc findet. Beendet den Task und schaut obs wieder funktioniert. Wenn ja, deinstalliert ASUS Audio Software und Treiber und installiert euren Audio Treiber Munuell von der Hersteller Seite z.B. Realtek HD Audio. English: If you have trouble in Version 1.1 of RageMP that u have FPS drops when you using your Keyboard open your taskmanager and search vor NahimicSvc and close the task. If that helped und you dont want to close it every time you restart your computer you have to uninstall audio software of ASUS and compability drivers. reinstall your audio driver from the original manufacturer and you should be fine.
  17. Hi! I tried to change the player's position and got an error. What am I doing wrong? (api ver. 1.1) Code: [Command("tp")] public void Teleport(Player player, float x, float y, float z) { NAPI.Chat.SendChatMessageToPlayer(player, $"Teleporting to x:{x} y:{y} z:{z}"); player.Position = new Vector3(x, y, z); } Console output result: Exception has been thrown by the target of an invocation. UNHANDLED EXCEPTION IN COMMAND tp FOR RESOURCE MyServer/MyServer System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: Method not found: 'Void GTANetworkAPI.Entity.set_Position(GTANetworkAPI.Vector3)'. at void MyServer.Utils.Teleport(Player player, float x, float y, float z) --- End of inner exception stack trace --- at object RuntimeMethodHandle.InvokeMethod(object target, object[] arguments, Signature sig, bool constructor, bool wrapExceptions) at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture) at bool GTANetworkInternals.CommandParser.Parse(Player sender, string cmdRaw, string ourcmd, string[] args)
  18. Hi, I've downloaded the C# 1.1 Attachment Sync but it doesn't work for me as I don't see the object on myself nor on other players when I/they try the /soda command. mapObject returns the correct .Model number, but on using .Exists it returns false. Console logs server: [COMMAND] Machiavelli: /soda current attachments: 337428855 Clientside Changes: private void EntityStreamIn(RAGE.Elements.Entity entity) { var attachments = entity.GetData<List<uint>>("Attachments"); if (attachments != null) { foreach (var key in attachments) { AttachObject(entity, key); } } } private void AttachObject(RAGE.Elements.Entity entity, uint key) { var entityObjects = entity.GetData<Dictionary<uint, MapObject>>("Objects"); if (AttachmentDictionary.ContainsKey(key) && !entityObjects.ContainsKey(key)) { var entityAttachment = AttachmentDictionary[key]; var mapObject = new MapObject(entityAttachment.Model, new Vector3(0, 0, 0), new Vector3(0, 0, 0)) { Dimension = uint.MaxValue }; mapObject.NotifyStreaming = true; // <----------------------------------------- added Chat.Output("attach model: " + entityAttachment.Model); //result: attach model: 114933932 --> (same result for mapObject.Model) var gameEntity = entity.GetGameEntity(); Entity.AttachEntityToEntity(mapObject.Handle, gameEntity.Handle, RAGE.Game.Ped.GetPedBoneIndex(gameEntity.Handle, entityAttachment.BoneId), entityAttachment.Offset.X, entityAttachment.Offset.Y, entityAttachment.Offset.Z, entityAttachment.Rotation.X, entityAttachment.Rotation.Y, entityAttachment.Rotation.Z, false, false, false, false, 2, true); if (Entity.IsEntityAttachedToEntity(mapObject.Handle, gameEntity.Handle)) { OnEntityAttachedEvent?.Invoke(gameEntity, entityAttachment.AttachmentEvent); } entityObjects.Add(key, mapObject); entity.SetData("Objects", entityObjects); } } Can anybody tell me what exactly I need to change and where I have to change it? Like, how do you check if it's streamed/loaded in or not? Might have to change more code in the other files too.
  19. Hi community, I am trying to install a larger map mod that weights around 6GBs. I individually downloaded the encrypted files, had to do it through a VPN located at the VPS hosting country for faster speed because if I wanted to download everything at once, Rage launcher would crash after approximately 10 minutes into the downloading resources progress. I was told it was a known issue and had to find a way around it. After I placed all of the encrypted files into the local client resources folder and join the server, it seems that my game is "stuck" in a "Loading Rage Multiplayer" screen after GTA V opens up. Has anyone encountered this issue before? Does RAGE support mods of these sizes? Any help is appreciated and I am even down to compensate the person that would get it to work for me. Thanks in advance.
  20. Version 0.3.0

    322 downloads

    League [work in progress] 0.3.0-alpha unstable version The classic tdm gamemode, with opensource code in the github repository. Available systems: 1. Configurable (The most settings you are allowed to edit in ./packages/league/assets/config.json) 2. Saving statistics (And yes, you dont need to install any additional libraries, just ctrl+c, ctrl+v folders) 3. Multi-language (You can easily add a new language just by creating a new json file in lang directory) 4. Groups (user, moderator, admin, root) 5. Notify system based on CEF (notifystack) 6. Voting for maps 7. Support json maps (See an example in assets/maps.json) 8. Some information huds (nametags, voting, team selecting, round info) 9. Chat information (kick, mute) 10. Gamemenu (F2) 11. Deathlog (Killlist) when round is running 12. Control huds Available commands: 1. /rs [map_id_or_code] or /roundstart [map_id_or_code] - Start a new round (In the future will be admin command) Now has admin/root access 2. /re or /roundend - Ends the round (In the future will be admin command) Now has admin/root access 3. /votemap [map_id_or_code] - nominate a map to the start 4. /cl [lang] or /changelang [lang] - change the language 5. group commands: /g rcon [password] - grant super privileges /g login [password] - login as admin or moderator /g addadm [id] [password] - (root only) add a new admin by id /g addmod [id] [password] - (root and admin) add a new moderator by id /g pwd [password] - change a password for login /g user [id] - set a user group for player by id 6. /kick [idOrName] [reason] - (root and admin and moderator only) Kick player by reason 7. /mute [idOrName] [minutes] [reason] - (root and admin and moderator only) Mute player by reason 8. /unmute [idOrName] - (root and admin and moderator only) Unmute player 9. /ct [id|nickname] [att|def|spec] - Change a team by player id/nickname, alias /changeteam 10. /add [id|nickname] - Add a player to the round 11. /remove [id|nickname] - Remove a player from the round 12. /pause - Pause a round when the round is running 13. /unpause - Unpause a round when the round is running Some screenshots: Ver. 0.3.0 download league 0.3.0 from github Gamemode discord for any questions.
  21. League [work in progress] 0.5.0-alpha unstable version The classic tdm gamemode, with opensource code in the github repository. Requirements: MongoDB Community server v4.4.0 or above Setup the connection config.json (./packages/league/assets/config.json), for example: { "DB": { "HOSTNAME": "localhost", "PORT": "27017", "USERNAME": "root", "PASSWORD": "root", "DATABASE": "league" } } Available systems: 1. Configurable (The most settings you are allowed to edit in ./packages/league/assets/config.json) 2. Saving statistics to database 3. Multi-language (You can easily add a new language just by creating a new json file in lang directory) 4. Groups (user, moderator, admin, root) 5. Notify system based on CEF (notifystack) 6. Voting for maps 7. Support json maps (See an example in assets/maps.json) 8. Some information huds (nametags, voting, team selecting, round info) 9. Chat information (kick, mute) 10. Gamemenu (F2) 11. Deathlog (Killlist) when round is running 12. Control huds 13. Configurable damage (You can describe which weapon should deal configurable damage) 14. Effects (Round start, round end, death, damage) 15. Autologin option 16. Spectating mode 17. Map editor 18. Calculating experience, MMR points, leveling calculating 19. Starting scenery camera Available commands: 1. /rs [map_id_or_code] or /roundstart [map_id_or_code] - Start a new round (In the future will be admin command) Now has admin/root access 2. /re or /roundend - Ends the round (In the future will be admin command) Now has admin/root access 3. /votemap [map_id_or_code] - nominate a map to the start 4. /cl [lang] or /changelang [lang] - change the language 5. group commands: /g rcon [password] - grant super privileges /g login [password] - login as admin or moderator /g addadm [id] [password] - (root only) add a new admin by id /g addmod [id] [password] - (root and admin) add a new moderator by id /g pwd [password] - change a password for login /g user [id] - set a user group for player by id 6. /kick [idOrName] [reason] - (root and admin and moderator only) Kick player by reason 7. /mute [idOrName] [minutes] [reason] - (root and admin and moderator only) Mute player by reason 8. /unmute [idOrName] - (root and admin and moderator only) Unmute player 9. /ct [id|nickname] [att|def|spec] - Change a team by player id/nickname, alias /changeteam 10. /add [id|nickname] - Add a player to the round 11. /remove [id|nickname] - Remove a player from the round 12. /pause - Pause a round when the round is running 13. /unpause - Unpause a round when the round is running 14. /spec (or /spectate) [id|name|off] - toggle spectate Works: while round is running and local player is not in the round 15. /me (or /mapeditor) [on|off] - toggle map editor Access: Admin or Root Works: while round is not running Some screenshots: 0.5.0 Screenshots: 0.5.0 Videos: 0.4.0 Screenshots: Previous versions screenshots: Ver. 0.5.0 download league 0.5.0-alpha from github Gamemode discord for any questions. Changelog (previous versions): Current changelog:
  22. Version 1.0.0

    376 downloads

    Source code : https://github.com/J4YT/RAGE-Multiplayer-Attachment-Sync C# Attachment sync for RAGE Multiplayer Server and Client. Equivalent for the Efficient Attachment System made by ragempdev and rootcause https://rage.mp/files/file/144-efficient-attachment-sync Credits to DasNiels for the server-side Efficient Attachment Sync C# https://github.com/DasNiels/EfficientAttachmentSyncCSharp It has only been tested on RAGE Multiplayer 1.1
  23. The print.ts snippet Information Problem Disadvantages Examples Sources 1. Information: Since 1.0 we have an object mp.console which helps us to send any information to the console (F11) There it's an interface interface ConsoleMp { logInfo(message: string, save?: boolean, saveAsync?: boolean): void; logWarning(message: string, save?: boolean, saveAsync?: boolean): void; logError(message: string, save?: boolean, saveAsync?: boolean): void; logFatal(message: string, save?: boolean, saveAsync?: boolean): void; clear(): void; reset(): void; verbosity: RageEnums.ConsoleVerbosity | string; } 2. Problem: We couldn't pass two or more params into the log functions and the first argument is waiting the string type. Snippet is extending usage of that interface by passing params like the function console.log. 3. Disadvantages: Disadvantage 1: this snippet is skipping two params: [save, saveAsync] which allows you to save logdata to ragemp folder. Disadvantage 2: snippet requires npm package: [util] $ npm i --save util // or $ yarn add util 4. Examples: Lets look to usage of the snippet print.ts index.ts import { print } from './print' // print helps you to send message for log information in way like this // and also you can pass any type to this function instead of logInfo which is waiting string argument print.info(mp.players.local, "any", "parameter", "you", ...["want", "just", "simple", { foo: 'Bar' }]) // instead of usaging the mp.console mp.console.logInfo(JSON.stringify(mp.players.local)) mp.console.logInfo("any") mp.console.logInfo("parameter") mp.console.logInfo("you") mp.console.logInfo(["want", "just", "simple"].join("\n")) 5. Sources: Snippet print.ts (typescript) Snippet print.js (javascript) In-game screenshot:
  24. There was a problem with the server. As soon as RAGE MP is updated, does not see the resource folder, what should I do?
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