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December 02, 2020, 06:40:14 AM

Author Topic: xMovie 2  (Read 9835 times)


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xMovie 2
« on: October 28, 2017, 01:45:03 PM »
xMovie 2

If you've connected in the last day or so you might notice that things look a bit different ingame. We're running the new version of our gamemode, rescripted from the ground up. Here's a quick post to outline some of the big changes. You can expect more detailed posts to follow on specific systems in the following weeks.

Lower player slots & beta phase

Just temporary! We're keeping the player slots lower than the usual 50 to ensure stability. If you're online, thanks! You're helping beta test the new gamemode, which until now hasn't been tested at this scale. You may also find that the server restarts a little more than usual, and sometimes the server might be locked whilst we investigate things privately. Do bear with us.

What's new?

Well the answer to this depends on who you ask. Regular players - a decent amount. Me and other admins - everything. xMovie has been completely rescripted from the ground up. We're now in full control of the codebase and frankly it's a joy to maintain. What this translates to is regular, ongoing updates from now on, and finally a fix for all our database problems. One of the main goals of this project was to keep the 'xMovie core', so for the most part you will be able to connect and play on xMovie just as you used to without having to learn lots of new commands and tools.


Mapping is a huge part of xMovie and this system has been redesigned from the ground up. We've added long-overdue material support, object labels, object comments, and object groups, which allow you to edit objects in batch. We've wrapped all this stuff in a neat dialog interface, which is a fantastic way to manage your objects. We have added support for SA-MP's actor features, and added vehicles as a new entity you can create and load in your maps. You can now create elaborate scenes made of objects, actors, and vehicles, and easily load and unload them with a simple command.


Internally, maps work totally differently and require converting before you can use them. Don't panic if you can't load them ingame - they are there, you just need to convert them to the new format first:

/mapconvert [name] [password]

Doing this will link the map to your account, and you will be able to see it in /maps. You will no longer need the password to load the map, if you're the owner.

Actors and vehicles

Long overdue, actors are essentially 'dumb' versions of NPCs. They are quite basic but are perfect for relatively 'static' roles when filming or taking screenshots, such as crowds and spectators. These have been integrated into the mapping system, so you can spawn and interact with them in a similar manner to objects. Normal players can have up to 5, and 10 for VIPs.

xMovie has of course always allowed you to spawn vehicles, but vehicles play a role in movie making too. Vehicles have been integrated into the mapping system in a similar fashion to actors. Normal players can have up to 5, and 10 for VIPs.

The addition of actors and vehicles will let you create all kinds of scenes, perfect for your movies and screenshots. Use /mcmds to get a full list of all the mapping commands. Typically, the actor commands are prefixed with /a and vehicle commands with /v.

Object textures

Long overdue, you can now texture your objects.

Every object in the game has up to 16 material indexes, starting from 0, that you can modify. You can change the textures of these indices to make the default objects look radically different.

Use /tbrowse and /tsearch to search for textures, which will give you a texture ID. You can then edit your current object's material indexes with: /mattexture [material index] [texture ID]. So, to replace the first material index with a grass texture you would use /mattexture 0 1.

Animation and sound browser

Previously, finding animations and sounds was a little tedious and involved a lot of trial-and-error. We've added a fully featured animation and sound dialog that allows you to search and browse through these game assets with ease: check out /animbrowse and /animsearch [search]. If you're a luddite and hate change, that's cool too. All the old commands - the /a and /sa prefixed commands - will work just fine.

For sounds, take a look at /soundsearch [search]. Use /sound [sound ID] to play a sound.

Osticks and POsticks

Osticks and POsticks, the xMovie terms for attached objects and attached player objects, are now persistent. You can create and edit your objects and all your changes will be saved for later loading. See /oscmds and /pscmds for the full command list.


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Re: xMovie 2
« Reply #1 on: October 28, 2017, 03:51:58 PM »
That's amazing!
Enjoy the new copchase cities, the new mapping possibilities, and many news features and bug fixes. xMovie is still a very good server, and this new release start a new great adventure! :)


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Re: xMovie 2
« Reply #2 on: October 28, 2017, 08:26:13 PM »
in oven for many year now finally bake and sweet goodness !
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im not actually good at dm


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Re: xMovie 2
« Reply #3 on: October 28, 2017, 09:21:27 PM »
Oh my God! It's awesome! :O Great job!
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Re: xMovie 2
« Reply #4 on: October 29, 2017, 12:07:50 PM »

click on photo to zoom ^-^


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Re: xMovie 2
« Reply #5 on: October 29, 2017, 08:00:49 PM »
Great job!


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Re: xMovie 2
« Reply #6 on: October 30, 2017, 06:09:00 AM »
Finally, great job spacemud wish I could test it soon.


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Re: xMovie 2
« Reply #7 on: November 01, 2017, 02:12:57 AM »
Good job! Good to be back!


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Re: xMovie 2
« Reply #8 on: November 10, 2017, 06:28:55 AM »
It's good to be back!  ;D