Beiträge von gatno

    Für Team-Suche:

    • Es ist nur gestattet Teammitglieder für deutschsprachige RAGE-MP Server Projekte zu suchen
    • Ein Thread darf nur alle 48 Stunden gepusht werden
    • Verbesserungsvorschläge zur Suche oder Fragen sind am besten direkt per PN an die entsprechende Person zu stellen

    Für Projekt Suche:

    • Es ist nur gestattet nach deutschsprachige RAGE-MP Server Projekten zu suchen
    • Ein Thread darf nur alle 48 Stunden gepusht werden
    • Verbesserungsvorschläge zur Suche oder Fragen sind am besten direkt per PN an die entsprechende Person zu stellen

    28.02.2018

    Discord-Server Verbindung hinzugefügt

    01.03.2018
    BBCode - Code -> Syntax Higlighting für Typescript und C# hinzugefügt


    11.03.2018
    Discord-Server Verbindung nur in "Forum"

    Clientseitig würde ich sowieso mit Typescript (Webpack) arbeiten, dort kannst du die RageMP Types importieren (Link).

    Dann noch TS-Lint in den Editor deiner Wahl (ich benutze VS Code) und du kannst schon recht ordentlich scripten.

    Da einige Einträge aus dem RAGE-MP Wiki (Link) veraltet sind habe ich diese mit einer Schleife ausgelesen.

    Folgender Code wurde verwendet:


    Hier das Ergebnis:
    https://gist.github.com/gatno/ed837411aa8eed320028e3d8664f33c8

    Unser oberstes Ziel ist es RAGE-Multiplayer im deutschsprachigem Raum bekannter zu machen. Mit unserer Community wollen wir eine Anlaufstelle für Scripter, Server-Besitzer und Spieler zum Thema RAGE-Multiplayer bieten.

    In Zukunft werden wir sehr viel Fokus auf unseren Marktplatz legen bei dem Ihr eure Kreationen mit anderen Teilen könnt, damit auch Anfänger einfacher in die Materie finden, oder schlichtweg wir alle von uns gegenseitig profitieren und Zeit sparen können.

    Natürlich wollen wir stets trotz eigenen Projekten komplett neutral und unabhängig von irgendwelchen Servern agieren.

    Guten Tag,


    unser Team besteht derzeit aus 3 Personen, wir stellen uns hier mal kurz vor:


    gatno
    Meine Wenigkeit, ich komme wie wir alle aus der MTA-SA Szene, betreibe gemeinsam mit meinem Team dort seit einigen Jahren, einen der größten deutschen RP/RL Server. Auf RAGE-MP bin ich durch Bonus gestoßen. Aktiv dabei bin ich in der RAGE-Community seit Dezember 2017.
    Meine Stärken reichen von PHP, JS, Lua bis hin zu durch RageMP rudimentärer Kentnisse in C#.

    Bonus

    Bonus kommt auch aus der MTA Szene, wo er nebenbei einen Deathmatch-Server laufen lässt. Er ist Student (Wirtschaftsinformatik) und arbeitet nebenbei als SHK in der C++ Programmierung. Zu seinen Kenntnissen gehören C#, Java, C++, JS & TS und Lua.

    In RAGE-MP ist er seit November 2017 aktiv.


    StiviK
    StiviK ist wie ich seit Ende des letzten Jahres in Rage aktiv. Er ist ebenfalls Student, allerdings in Informatik mit dem Schwerpunkt Software Engineering, er kommt auch aus der MTA-Szene und hat auch Erfahrung in der Java-Programierung sowie Lua,
    Python, JavaScript, Typescript und C/C++ sowie rudimentäre Kenntnisse in C#.

    Hello gamers and developers! We were mainly working on refactoring and the future updates, but that doesn't mean there wouldn't be updated in between! So, here's what 0.3.5 is adding, fixing and improving (and porting!) in the platform:


    GENERAL

    • Linux build of C# API has been released!
    • Added: player.removeDecoration(decoration, collection)
    • Added: mp.world.time.set(hour, minute, second) as an alternative of mp.world.time.hour/minute/second
    • Fixed: bullet synchronization issues introduced with former game patches
    • Fixed: passenger synchronization issues
    • Fixed: entityDataChange event
    • Fixed: global colshapes
    • Fixed: s2w and arguments in click event
    • Fixed: inactive CEF windows are visible after opening and hiding multiplayer menu
    • Improved: streamer reliability
    • Fixed: attached objects being streamed out when it shouldn't
    • Fixed: trailer events
    • Fixed: hidden CEF windows receiving mouse click events
    • Miscellaneous fixes, optimizations and improvements


    BRIDGE

    • Important: A new .NET hosting method for the bridge which means an obnoxiously screamingly loud "LINUX SUPPORT!" for the bridge, so you can now use your cheap a$$ virtual private servers.
    • Updated: Performance improvements of events, remote events and commands.. it's basically the stuff that programmers love seeing, if you're not impressed.. get out of here!!
    • Added: SetEntitySharedData overload with Dictionary as a param, this should help you a lot to avoid overhead and increase efficiency, as well as SetSharedData OOP method for entities
    • Added: SetPlayerCustomization
    • Added: SetPlayerDecoration (incl. an overload with an array as param)
    • Added: RemovePlayerDecoration
    • Added: SetPlayerDecoration
    • Added: SetPlayerClothes overload with dictionary as param
    • Added: Missing Client customization OOP methods and properties including the ones mentioned above
    • Added: FirstChanceException Event that should catch all the exceptions thrown before being handled.
    • Added: UnhandledException Event that should catch all the unhandled exceptions thrown.
    • Added: DeathReason enum that can be obviously used to determine the death reason in the Death event (as well as the WeaponHash)
    • Fixed: StackOverflow exception due to events when no resources are loaded.
    • Fixed: Deleted props should now be synced on player connection.
    • Updated: The old-fashioned way of events was completely replaced with a new efficient and performant system that relies on attributes while looking quite clean and fancy. (Here's an example)
    • NOTE: Make sure your event method modifier is set to public!!!
    • Removed: For the sake of the events overhaul, CancelEventArgs had to be deprecated, worry not though, there's a replacement as following:
    • Added: NAPI.Server.<a href="https://wiki.gtanet.work/index.php?title=SetAutoRespawnAfterDeath&action=edit&redlink=1">SetAutoRespawnAfterDeath</a>(bool value) -- disables the default auto respawning after death, default value: true.
    • Added: NAPI.Server.<a href="https://wiki.gtanet.work/index.php?title=SetAutoSpawnOnConnect&action=edit&redlink=1">SetAutoSpawnOnConnect</a>(bool value) -- disables the default auto spawn on player connection, default value: true.
    • Added: NAPI.Server.<a href="https://wiki.gtanet.work/index.php?title=SetGlobalServerChat&action=edit&redlink=1">SetGlobalServerChat</a>(bool value) -- disables the default server chat, default value: true.
    • Updated: Remote events have been enhanced (as requested by many) and should now be very straightforward to use like commands (Here's an example of possible usages)
    • Updated: Additionally, We've also made it possible to use Entity objects (Client, Vehicle, Object, etc..) in Remote events, so you wont have to do the additional work (Here's an example)
    • Updated: Commands have been optimized and should now be much more performant than ever
    • Added: Non thread-safe methods will no longer cause a server crash when called outside of main thread, will simply print a warning on console.
    • Added: Added (NetHandle).Entity<T>() method for the sake of OOP fanciness, this has the same usage as NAPI.Entity.<a href="https://wiki.gtanet.work/index.php?title=GetEntityFromHandle">GetEntityFromHandle</a>
    • Fixed: CreateVehicle should now spawn with desired colors set in the parameters.
    • Added: Exceptions are now logged into their own file (server_exceptions.txt), so now you can worry not about the console crashing without you having a look at the thrown exception.
    • Added: Additionally, we've added Ben.Dymestifier which should make exception (stack traces) logs more productive.
    • Added: Optionally, NAPI.Log class was added which includes a <a href="https://wiki.gtanet.work/index.php?title=Exception&action=edit&redlink=1">Exception</a>(string exceptionText) method
    • Added: FromJson<T>(string json) and FromJson<T>(object json) to NAPI.Util
    • Updated: Weather methods now use Weather enum instead
    • Added: SetPlayerSkin/(Client)SetSkin method overloads were added with a uint param
    • Fixed: Custom vehicle colors were not working as expected (Issue #66 and #59)
    • Added: VehicleSeats, DisconnectionType, CheckpointType and MarkerType enums were added
    • Fixed: ConstantVehicleData was not functional thus not reading from vehicleData.json correctly, a lot of vehicle related methods were not functional.
    • Fixed: (Client).Vehicle crashes server if player is not in a vehicle (Issue #58)
    • Fixed: Explosions should no longer crash the server.
    • Added: NAPI.Vehicle.<a href="https://wiki.gtanet.work/index.php?title=GetVehicleMaxPassengers&action=edit&redlink=1">GetVehicleMaxPassengers</a>
    • Added: NAPI.Server.<a href="https://wiki.gtanet.work/index.php?title=SetGlobalDefaultCommandMessages&action=edit&redlink=1">SetGlobalDefaultCommandMessages</a>(bool value) -- disables the default messages thrown out by commands (as per request from some lazy dude that didn't want to use the Hide attribute param)

    Link zum Original Forum Beitrag auf rage.mp