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Old 26/01/2019, 05:23 PM   #21
Pottus
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

Just going to say, you should solely focus only on weapons/vehicle mods with this plugin adding too many features could be detrimental to success in the end. It only needs to do what it does and nothing more keep it simple but effective. Every plugin like this has mostly failed with the exception of the anti-cheat plugin which we had excellent success with.
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Old 25/02/2019, 01:25 PM   #22
Igorek
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

An excellent plugin, the Russian servers will obviously find use for it, especially those projects that have their own build of the game and their own launcher.

Thank u!
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Old 30/11/2019, 04:31 PM   #23
EgorAks
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

Update for client 0.3.7 R4 will be?
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Old 10/12/2019, 12:16 AM   #24
AlieN_
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

I rarely comment on this session but I can't help but praise you. This project is very important for community (4fun servers, drift, derby, dm, dm(race), race, rp, rpg, etc....)I believe Kalcor implement this idea in future (for dont need download), but for now is sufficient.
For a long time i changed and tested new configurations of handling, Bill Henderson develop a nice phisics for Gta Sa, but it's always really cool to change it and have some fun

My sincere respect for your work, AlieN_
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Old 18/12/2019, 08:05 PM   #25
dotSILENT
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

I took a quick peek at the disassembler and updated the offsets.ini file to handle 0.3.7 R4 (at least in theory, I haven't even launched the game because I'm not playing it anymore): https://github.com/dotSILENT/chandli...3fb06bcbe408c5
It should auto-update itself when launching the game.

If anyone want's to update the offsets in the future (since I probably won't really be supporting this more) and has any basic knowledge about disassembly, here's a quick way of finding all the required offsets, because it's pretty much identical in every version:
1. Search for text preloaded or any string from the vehicle debug info 3DText (for example subtype) and go to it's xref
2. You'll see the place which formats the message for vehicle 3DText, scroll up and you'll find 3 offsets in an conditional:

3. Now search for text Stay within and jump to the xref of the second result, here you'll find the FindIDFromGtaPtr function:


That's pretty much it, just get the HEX from samp.dll+0xBABE to identify the version.
As for the OFFSET_VehiclePool_pGtaVehicles, it's pretty much the same (0x4FB4) in every version, you'll find it in FindIDFromGtaPtr or related functions around it.
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Old 21/01/2020, 06:35 AM   #26
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

It's possible, I see that MTA did it but as far as I can see it's global, which makes sense. So one modification of weapon property is applied for every player.
I'm not sure about syncing the shoots then, don't know how samp does it under the hood but it probably wouldn't require any changing.
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Old 23/03/2020, 04:20 AM   #27
Stalo
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Default Re: CHandling - Server control of handlings & per-vehicle handlings

Quote:
Originally Posted by dotSILENT View Post
I took a quick peek at the disassembler and updated the offsets.ini file to handle 0.3.7 R4 (at least in theory, I haven't even launched the game because I'm not playing it anymore): https://github.com/dotSILENT/chandli...3fb06bcbe408c5
It should auto-update itself when launching the game.
Shamely, that 0.3.7-R4 offset didn't work for me. Could you please test that offset and fix it? This is a very good plugin, but i have some serious problem with the compatibility with R4 version.
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