server-beta
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open.mp server beta releases
I just got this idea, I don't know if it is possible or not. but it's kinda cool. ### Foreground ```c #define RESET "\033[0m" #define FORE_GREEN "\033[32m" printf(""FORE_GREEN"This is green"RESET"");...
**Describe the bug** Setting chatlogging 0 in server.cfg does not disable death logging (in SA-MP it does) **Expected behavior** In SA-MP, setting this server.cfg option disables the death logging as...
This way even badly handled tick count will take a lot longer to overflow
This way launchers will be able to store hashed passwords instead of having them as plain text
Other players can't see the correct player's skin if SetPlayerSkin is used right after SpawnPlayer
**Describe the bug** I noticed that if you set the skin of a player (let's call it Player_A) with `SetPlayerSkin`right after using `SpawnPlayer`, Player_A sees its PG with the skin...
Would be great to add a native like `IsPlayerUsingGamepad` or `IsPlayerUsingJoypad` as built-in native to detect if player keys have anything than 0 or |128| in up/down and left/right states...
Someone raised that point and I think we all agree it's valid ; just making sure we don't forget, it would be a neat feature. There's still a few points...
- [ ] execute(const command[], saveoutput=0, index=0) - [x] ffind(const pattern[], filename[], len, &idx) - [ ] frename(const oldname[], const newname[]) - [x] dfind(const pattern[], filename[], len, &idx) - [...
@Y-Less proposed some changes in his PR in #377 most of them are accepted, but I reverted a few before merging, so we can discuss about them and not be...
Rather than sending updates to entities instantly, some would be better with a `markorUpdate` method that sends all the updates at once next tick. This is to combine them in...