Suchergebnisse

Suchergebnisse 1-20 von insgesamt 38.

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    1.47 Compatibility Patch Testing

    gtaRL - - RageMP Updates

    Beitrag

    This morning we've announced public beta testing of 1.47 compatibility patch in the Discord, but as far as we realized later a lot of players still didn't join our Discord server (or just got banned for rules violation) so we've decided to inform everyone about the testing here as well. If you wish to participate in the testing, please open config.xml in RAGE Multiplayer root folder and change "prerelease" to "03_undefined". Bugs are possible since it's a testing release but issues are being ra…

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    gtaRL Stellenanzeigen

    gtaRL - - Ankündigungen und Informationen

    Beitrag

    In diesem Thread informieren wir euch über freie Stellen in unserem Team. (Bei Interesse bitte eine PN an den gtaRL Bot schreiben)

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    0.3.7 Stable Release / "Arena War" DLC

    gtaRL - - RageMP Updates

    Beitrag

    RAGE Multiplayer 0.3.7 introduces client-side C# scripting. Thanks to an incoming game update announcement today it goes into the stable branch with client updates that make it easier (you will have to back up your game files that are going to update still) to stay on the latest supported version until a compatibility update is done (previous time it has been made in a day, we can't give ETA though as the amount of changes is not known yet). STABLE RELEASE CHANGELOG (changes done from 0.3.7 Tes…

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    RAGE Multiplayer 0.3.5 Public Release

    gtaRL - - RageMP Updates

    Beitrag

    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 form…

  • Benutzer-Avatarbild

    2nd May, 2018: 0.4 Announcement

    gtaRL - - RageMP Updates

    Beitrag

    2nd of May, 2016. This was the day that RAGE Multiplayer started development. For many, this was a leap into the unknown and no one knew what to expect from a project with such great potential. Having that said, we can't stress enough how proud we are after two years of hard work to announce the 0.4 of RAGE Multiplayer on the occasion of its BIRTHDAY! Here's a summary of what to expect from the much awaited 0.4: A complete new synchronization During the process of our continuous reworking of th…

  • Benutzer-Avatarbild

    14th July, 2018: Preparing for the 0.4

    gtaRL - - RageMP Updates

    Beitrag

    Hello everyone! It's been 2 months and a number of _not that big_ updates released since our major RAGE Multiplayer 0.4 update was announced (with which we've enjoyed a major increase in the amount of concurrent players online, thanks for that! ), so today, the development team is happy to share another 0.4 development update! Before starting: the 0.4 testing versioning: 0.4a - basic 0.4 update, including multiplayer core improvements such as new streamer and most of C#/JS scripting enhancement…

  • Benutzer-Avatarbild

    27th August: Recent Development Progress

    gtaRL - - RageMP Updates

    Beitrag

    It has been a month since the previous 0.4 development announcement, this time we used to post some random development progress (such as 1.44 support or 3D CEF experiments, for example), but isn't this day (by the way, first 0.3 Developer Preview has been released exactly a year ago!) nice enough to share a recent updates list? Anti-Cheat Essentials, Part I RAGE Multiplayer 0.3 did not have an actual anti-cheat code, but basic checks and some game code parts being protected, it prevented most o…

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    3rd September: Progress of the Week

    gtaRL - - RageMP Updates

    Beitrag

    Hello there, Usually, we don't post weekly announcements but thought that it would be a good idea to keep the community up to date with the latest updates made before the next major release goes public. Scripting Client-side JS debugging support has been implemented, source maps compatibility is still in the process of being implemented. Added: property bool object.isWeak [client-side]. Added: event "connectionScreenFadeOut" (cancellable to let you spawn the player gracefully) [client-side]. Up…

  • Benutzer-Avatarbild

    16.09: Development Report

    gtaRL - - RageMP Updates

    Beitrag

    Hi there! It has been mentioned that it is important for us to keep the community in touch with the latest changes we make. Here's a small peek of what has been implemented since the previous announcement! PedsShared peds have been added. This implementation lets you make your client-sided peds globally visible (as long as players can see the owner of the ped) and will be synchronised without any additional work. Being a basic version, this feature got a few limitations such as a lack of contro…

  • Benutzer-Avatarbild

    RAGE Multiplayer 0.3.6 Stable Release

    gtaRL - - RageMP Updates

    Beitrag

    Even though a major update is under development still, it has been decided to push an update containing new features alongside with 1.45 game patch compatibility update. Today, nearly a week after public beta started, RAGE Multiplayer 0.3.6 goes into the stable branch! General changes Added: server-based voice chat (server config option to enable: `voice-chat`: true) Updated: Scripting stability improvements ("undefined" errors should be fixed now, needs to be confirmed) Updated: V8 (a separate…

  • Benutzer-Avatarbild

    RAGE Multiplayer 0.3.7 Public Testing

    gtaRL - - RageMP Updates

    Beitrag

    RAGE Multiplayer 0.3.7 is another iteration of the 0.4 major features testing backport, this update is to assure the smoothest transition to 0.4. 0.3.7 introduces backports of major client-side scripting subsystem improvements, such as C# implementation (.NET Core, just like server-side) bringing new possibilities for C# game mode developers, but enhancements for the JavaScript runtime as well. C# C# scripts are stored in the /client_packages/cs_packages/ folder. Once a player connects, it coll…

  • Benutzer-Avatarbild

    RAGE Multiplayer 0.3.5 Public Release

    gtaRL - - RageMP Updates

    Beitrag

    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 form…

  • Benutzer-Avatarbild

    2nd May, 2018: 0.4 Announcement

    gtaRL - - RageMP Updates

    Beitrag

    2nd of May, 2016. This was the day that RAGE Multiplayer started development. For many, this was a leap into the unknown and no one knew what to expect from a project with such great potential. Having that said, we can't stress enough how proud we are after two years of hard work to announce the 0.4 of RAGE Multiplayer on the occasion of its BIRTHDAY! Here's a summary of what to expect from the much awaited 0.4: A complete new synchronization During the process of our continuous reworking of th…

  • Benutzer-Avatarbild

    14th July, 2018: Preparing for the 0.4

    gtaRL - - RageMP Updates

    Beitrag

    Hello everyone! It's been 2 months and a number of _not that big_ updates released since our major RAGE Multiplayer 0.4 update was announced (with which we've enjoyed a major increase in the amount of concurrent players online, thanks for that! ), so today, the development team is happy to share another 0.4 development update! Before starting: the 0.4 testing versioning: 0.4a - basic 0.4 update, including multiplayer core improvements such as new streamer and most of C#/JS scripting enhancement…

  • Benutzer-Avatarbild

    27th August: Recent Development Progress

    gtaRL - - RageMP Updates

    Beitrag

    It has been a month since the previous 0.4 development announcement, this time we used to post some random development progress (such as 1.44 support or 3D CEF experiments, for example), but isn't this day (by the way, first 0.3 Developer Preview has been released exactly a year ago!) nice enough to share a recent updates list? Anti-Cheat Essentials, Part I RAGE Multiplayer 0.3 did not have an actual anti-cheat code, but basic checks and some game code parts being protected, it prevented most o…

  • Benutzer-Avatarbild

    3rd September: Progress of the Week

    gtaRL - - RageMP Updates

    Beitrag

    Hello there, Usually, we don't post weekly announcements but thought that it would be a good idea to keep the community up to date with the latest updates made before the next major release goes public. Scripting Client-side JS debugging support has been implemented, source maps compatibility is still in the process of being implemented. Added: property bool object.isWeak [client-side]. Added: event "connectionScreenFadeOut" (cancellable to let you spawn the player gracefully) [client-side]. Up…

  • Benutzer-Avatarbild

    16.09: Development Report

    gtaRL - - RageMP Updates

    Beitrag

    Hi there! It has been mentioned that it is important for us to keep the community in touch with the latest changes we make. Here's a small peek of what has been implemented since the previous announcement! PedsShared peds have been added. This implementation lets you make your client-sided peds globally visible (as long as players can see the owner of the ped) and will be synchronised without any additional work. Being a basic version, this feature got a few limitations such as a lack of contro…

  • Benutzer-Avatarbild

    RAGE Multiplayer 0.3.6 Stable Release

    gtaRL - - RageMP Updates

    Beitrag

    Even though a major update is under development still, it has been decided to push an update containing new features alongside with 1.45 game patch compatibility update. Today, nearly a week after public beta started, RAGE Multiplayer 0.3.6 goes into the stable branch! General changes Added: server-based voice chat (server config option to enable: `voice-chat`: true) Updated: Scripting stability improvements ("undefined" errors should be fixed now, needs to be confirmed) Updated: V8 (a separate…

  • Benutzer-Avatarbild

    RAGE Multiplayer 0.3.7 Public Testing

    gtaRL - - RageMP Updates

    Beitrag

    RAGE Multiplayer 0.3.7 is another iteration of the 0.4 major features testing backport, this update is to assure the smoothest transition to 0.4. 0.3.7 introduces backports of major client-side scripting subsystem improvements, such as C# implementation (.NET Core, just like server-side) bringing new possibilities for C# game mode developers, but enhancements for the JavaScript runtime as well. C# C# scripts are stored in the /client_packages/cs_packages/ folder. Once a player connects, it coll…

  • Benutzer-Avatarbild

    RAGE Multiplayer 0.3.5 Public Release

    gtaRL - - RageMP Updates

    Beitrag

    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 form…