That occurs in the game too, and is not related to the server list at all.
Well, when i was on the server list, and minimized the game, i couldnt comeback, wasnt a interface like samp better? just a independ window for multiplayer and start the game when u enter on some server?that's fairly low-priority, never can get bothered to do it as it's horribly boring
Can u make it to save ur Social Club login?This is referring to an UGC API for server scripts to use - it could for instance typically allow every player to bring one car model into the server to spawn (as a separate vehicle identity); even giving an extreme 'reasonable' maximum of 3 MB combined the assets'd still fit in virtual memory easily for 32 players.
Could you elaborate a bit more on the car mods in MP? I'm guessing if everyone will see the same car models, then we won't have the irritating SMPA60 and SMPA50 errors. However, how will all this be executed? Will all the car mods be added as a new car in game? Because let's be honest, if I have one car mod on say the police, and some1 else has a different car mod on police1, the game couldn't decide which one to show. If we add 9 billion new cars to the game, the game will just stop loading the textures at some point, if it won't crash. What you wrote down sounds really nice, but sounds quite impossible to me.
The option for servers to load their own models is completely separate from that, at least.
and something new, I've been working on some stuff related to the game radio system; at this point I've gotten a slightly-buggy libav audio player to replace the default Windows Media SDK audio player used for user tracks, and the next steps after fixing that up is to add the capability for both servers and clients to add additional radio stations to the game, both from live internet streams as well as from normal audio files/prerecorded HTTP stream files
if I ever bother to get off my lazy ass, I will make some more radios for this