Samp Vs Mta

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Brandy Nauman

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Aug 5, 2024, 2:16:23 AM8/5/24
to rolindmazdmen
Perhapsit is somewhere else in the kitchen, I tried to reassure myself. Though it would be deployed for other uses during the week, we had a specific aluminium pot in which samp was cooked. It always needed to be washed until it was gleaming, twinkling. On many occasions, my gran made me rewash it until the marks were gone. The pot was big enough for the samp to boil freely and big enough to feed our family of seven for dinner on Wednesday and leftovers on Thursday afternoon.

As it requires just a handful of affordable ingredients, it is a dish that is accessible to households of varying income levels. It can be cooked on a stovetop or on an open fire. And it is so widely loved that it is a staple at community gatherings like weddings and funerals and special occasions such as Christmas or Easter.


In recent times, samp has taken on different iterations with mushrooms or carrots or peppers being added in. In some households, it is boiled with pieces of chicken or beef so that it becomes a delectable one-pot meal. Different tribes add in their regional flavours. In eSwatini, formerly known as Swaziland, for example, unsalted peanuts are added in to boil with the corn kernels and beans.


While growing up at home, my parents created a weekly menu to keep a handle on finances and culinary expectations. Mealtimes on Wednesdays, Fridays and Sundays gave me immeasurable joy. On Wednesdays I would savour samp, Fridays feast on fish and chips, and Sundays relish roast chicken.


On Wednesdays, my gran and cook-in-chief would have to orient her life around proximity to the stove. Requiring time and attention, samp calls on cooks to be devoted to the process. My gran would spend almost a day getting it ready.


I was raised in a very loving family. My gran did not lavish me with gifts or material possessions; she lavished me with her time and attention. I saw this with stark clarity the day I did not get to eat her samp. At age 19, I learned that love can be measured in time.


All those Wednesdays that she made samp, tending to the pot for about six hours, my gran loved in time. She put aside certain tasks such as church meetings, grocery shopping or tending to her garden that would have taken her away from the kitchen for more than an hour or two. Her love for me and dedication to my nourishment were evidenced by every bowl of her samp I had eaten. The hours my gran invested in feeding our family also held a lesson about spending time wisely.


The way she diligently managed time by choosing activities like ironing that would allow her to still keep an eye on the pot is one of the reasons why I am always hesitant to join in or affirm jokes about how Africans are bad at time management.


This classical timekeeping was common in many agrarian communities across the globe until the Industrial Revolution, starting in 1760, saw Europe and the United States transition to new manufacturing processes, facilitating the need for stricter control of hours. Workers could no longer rely on the natural rhythms of the day or season. Time became money and needed to be maximised.


A polychronic time system is one in which several things can be done at the same time without the need to account for every moment. Polychronic cultures are more focused on relationships than they are on tasks, and time is a fluid concept, able to be expanded or contracted as necessary. When visiting a neighbour or friend, for example, my gran took as long as she needed. On Wednesdays when she cooked samp, she could have visitors but would only visit friends on days when she had the leisure of the visit running for however long it ran.


In the working world, I need to be monochronic. In my personal life, I lean towards more polychronic living, which comes with accepting that you are not in control. This is influenced by seeing how my parents and gran managed their polychronic lifestyles. They had a fixed schedule for arrangements like work or school, and a take-it-as-it-comes approach for almost everything else like social gatherings and lazy days at home.


Every Wednesday she made samp, my gran did so under a polychronic time system, particularly because samp needs to be on the boil for so many hours, and that timeframe cannot be predetermined as an exact science.


First, the corn needs to boil until it has softened, then the beans added and boiled until soft. The pot needs to be constantly watched to make sure the water is replenished as it depletes or that it does not spill over. And the kernels and beans should never overboil so that they get mushy. Thinking of my gran making samp reminds me about the merits of polychronic time-keeping and the flexibility that comes with it.


In my family, lunch is eaten when it is ready. Nobody will purposefully delay in the kitchen, but if you think lunch means that at precisely 1pm you will have a plate in front of you, then you have probably never cooked steam bread that took longer than usual to rise because the weather took a cloudy turn or the dough was stubborn.


I try to keep a balance between flexibility and good time management. On Sundays, for example, it is important for me to make it to church on time, but I rarely make plans for after the service. Sometimes I will have many cups of tea after the service until hunger calls. Other times, I love to sneak straight out to head home for a glorious nap.


- Over 500 new object IDs added, including stunt objects and land objects.

- Interface font size changing.

- Some new variations of the San Andreas cop skins.

- Server control of the car doors and windows.

- The ability to add sirens for unmarked cop cars.

- A simple static actor system to more easily create actor NPCs for shops.

- Many bug fixes and new scripting features.




SA-MP 0.3z is mainly a security update for the SA-MP 0.3 branch. We've managed to include a few features and fixes too.

- An optional lag compensation mode improves sync accuracy.

- New server callbacks allow greater control over the game.

- Network statistics functions will make it easier to admin servers.

- Fixes range check errors in the server browser.

- Fixes problems with mouse control in the game menu.

- Many minor security updates for both the client and server.




- A new model preview system makes it easier to find player skins, vehicle types, and object models in-game.

- The draw distance of objects can be set to any distance, which reduces the pop-in on custom areas.


- Improvements to object and material colour changing.

- A better synced animation for players carrying objects.

- Vehicle friendly fire system for servers that use teams.

- Some new hat and hair objects added.

- Many important changes to SA-MP's networking system which reduces network overhead and improves security for server owners.




- Many minor bug fixes including security updates.

- Loads of new objects for mapping, including walls and houses.


- Servers can now change the textures and colours of objects.

- New scripting features for greater control over the game's camera.

- New tools make it easier to edit attached objects.

- New animation and model for being cuffed/arrested.

- Text functions for creating custom signs.

- Servers have the ability to enable the mouse cursor so you can click on images/text.


- Support for Shoutcast/Icecast audio streams.

- Major performance improvements and smoother game-play.

- Improvements to sync, including vehicle passengering and motorbikes.


- New models, including a replacement mall, hot air balloon, fireman hats.


- You can surf on objects attached to moving objects and objects attached to vehicles.

- Servers can remove static buildings from the map.

- Moving objects can now rotate smoothly.

- Many new scripting functions and callbacks for SA-MP servers.




- A redesigned car license plate system

- Particle objects for effects like fire

- Includes new and re-worked models like hats and glasses which can be worn

- Includes new stunting objects and buildings


- Improved vehicle/object surfing

- The vehicle engines and lights can now be controlled by the server

- You can now passenger drive-by with almost any weapon


- Font colour changing in the chat and dialog boxes

- Quite a few server scripting improvements and bug fixes also


- Important client security updates

- Updates and fixes to the SA-MP server browser, including host name lookups for your favorites and samp:// URL handling

- Improved player and animation syncing


- Chat logging and time-stamping

- Files, including screenshots, now save to the GTA San Andreas User Files folder


- No restrictions on screen resolution size

- Several crash fixes and more

Updates for servers


- New vehicle velocity and rotation functions


- Ability to track all player animations

- Players can be scripted to hold objects

- A threaded HTTP client for pawn (beta)

- New object limit of 400 and the ability to change object draw distance


- Many bug fixes and more

As always, we hope you enjoy this update. Please check back again for more.


SA-MP 0.3a is released! As usual, the new update is available on the Download Page. This is the first major SA-MP update since SA-MP 0.2 and there are more features and fixes than can be listed on this page.


Here is a short summary of some of the new features in SA-MP 0.3a:

- Up to 500 players per server and up to 2000 vehicles.

- New mouse driven scoreboard, chat and other UIs.

- Visible vehicle damage and vehicle repairing.

- NPC bots that can drive trains, planes and more.

- Completely server controlled game play.

- Improved sync including vehicle surfing.

- Many new scripting features.

- Many bug and crash fixes - SA-MP 0.3a is the most stable version yet!


This update includes fixes from 0.2.2 R3 client/server as well as the following:

- Fixed insecure handling of private messages.

- Fixed packet fragmentation/MTU issue.

- Various security updates to the netcode and connection logic.

- Security updates to the client binaries.

- Removed compression from the aiming vectors to improve accuracy.

- Added seconds to server logs and also shows raw incoming UDP connections.

- OnVehicleMod/OnVehiclePaintjob/OnVehicleRespray includes the origin playerid.

- Added OnPlayerUpdate, a callback fired for every player network update. This will help server-side anti-cheat.

- Limited filterscripts to 16.

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