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Showing content with the highest reputation on 08/12/17 in all areas
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I deleted them, but also all of your other resources, and in addition banned your Community account for mass-sharing resources that weren't made by you, but copied/stolen (also see how this topic is full of reports against your uploads..)2 points
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Hello everyone Today I've finished my new script : GCSS Details about this script : This is a system which allows you to chatting with other players on another server So when you open the panel, you will see on the left : The players on your current server On the right it's the Messages box, You will receive the messages from the players on your server and the players on the second server And in : Manage GCSS Tab which is for admins you will see a place to update admin message & Check new updates of the script Also you've a smiles in the script : Emoji window Note : Minimum MTA:SA Version to run all features is : 1.5.4 . _________________________________________________________________________________________________ Other Features : You can customize your messages color, All players will see the new color on each servers ( Default color is White ). You can press on "Do Not Disturb[ Silent Mode ]" checkBox to mute the alerts of the system and chatBox messages. _________________________________________________________________________________________________ Tutorial about how to use the script : Note : Do not edit the resource name, to avoid issues. 1- Write this code in a blank space in the ACL file for each servers : <group name="OutRPCGroup"> <acl name="OutRPC" /> <object name="resource.GCSS_Professional" /> </group> <acl name="OutRPC"> <right name="function.callRemote" access="true" /> </acl> <group name="InRPCGroup"> <acl name="InRPC" /> <object name="user.http_guest" /> </group> <acl name="InRPC"> <right name="resource.GCSS_Professional.http" access="true" /> </acl> 2- Go to "Settings.lua" file and edit the following : adminGroup_Permissions = 'Admin'; -- ***Edit this group name to your Admins group to give full permissions / leave if it's the same name. ManageGCSS_AccessTable = { 'Console', 'Admin', 'GCSS_Manager' }; -- ***Edit : This is the groups which can access "Manage GCSS" tab. local server_ip = '127.000.0.000:22005'; -- ***Put the server ip & port for each server you want to communicate with. -- Do not edit the codes below. addEvent( 'onServerSendMessage', true ) addEventHandler( 'onServerSendMessage', root, function( message ) local name = getPlayerName( source ) local data = getElementData( source, 'GCSS:MessageColor' ) local message = '[onPort:'..getServerPort( )..'][ '..name..' ] : '..message callRemote( server_ip, 'default', 10, 10000, getResourceName( getThisResource( ) ), 'SendGlobalMessage', callBack, message, data[1], data[2], data[3] ) triggerClientEvent( root, 'onClientReceiveMessage', source, message, data[1], data[2], data[3] ) end ) Note : You need to install the resource on each servers by use the following : On the first server : Write the ip & port of the second server & Run the resource On the second server : Write the ip & port of the first server & Run the resource _________________________________________________________________________________________________ Note : You can found the key to open the script in : "OpenKey.lua" file. _________________________________________________________________________________________________ Some pictures : Main panel & Customize panel & Emoji panel __________ Manage GCSS Tab _________________________________________________________________________________________________ Note : All shared GCSS Scripts are Demo, To Purchase full open source script or get a special edits : Contact the programmer[Me] on E-mail : [email protected] or [email protected] . *Purchase Price : $5 *Current version is : 1.0.0 *Download : Press on me :). Note : If you have any issues, please write a comment. If you have a new ideas to develop the script, please write a comment on the topic Do not forget to rate the script by percentage% in a comment Thanks.1 point
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We got new update version. see detail: http://angel.mtaip.cn:233/dgsUpdate1 point
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وعليكم السلام ورحمة الله وبركاته الحمد لله طيبين .. وإنت ؟ ماإذكرك للإسف حياك الله ماحد يمانع ترجع إشوف كلام ذا غير منطقي إنا مستمر سنتين ولا إحد شجعني ووصلت هالمستوى .. المفروض تستمر لو ماشجعوك او شجعوك .. ( وإذكر بعد كان في ناس تحطمني )1 point
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Follow the instructions listed at https://forum.multitheftauto.com/topic/101301-servers-do-not-appear-in-the-list/?do=findComment&comment=887725 and also; Please download, extract and run MTADiag and follow the instructions. Press 'n' when asked. Post any Pastebin URL MTADiag gives you @xyair121 point
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اقسم يالله كفوووو زبط مشكوووور كان افتتاح سيرفري حياة واقعية بطرريقة جديدة على ذي ضض مشكور اقين1 point
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شوف اخي في لحلين عندي يمكن مشكلة من لوحة التسجيل حقتك الي مركبها على السيرفر او في ملفين في الاستضافة اسمهم internal registry موجوودات عند الأسل روح لهم واحذفهم وروح على لعبتك وروح على الاسل حقها وانسخهمم وحطهم بالاستضافة وسوي ريستارت للسيرفر أذا غير هيك مشكلة من سيررفرك بكون مودااتك يعني وان شاء الله تنحل مشكلتك1 point
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In my experience, a server can still be at 20% CPU usage (on the server process) with about 130 players connected, and because you're at 60% with just 50 players, something is terribly wrong; your scripts, even when it's not mods or alot of peds to sync (the zombies you mentioned) can be the problem, when it's inefficiently coded. For more on that, refer to: https://forum.multitheftauto.com/topic/100452-tips-to-reduce-lag-on-a-crowded-server/?do=findComment&comment=883432 There's even ways for a simple script to instantly use 70% server CPU or totally freeze it up, by just one line of code written by someone not thinking too much, or habitual choices at several places in the script where it routinely performs a very performance-inefficient procedure. For example if you are keeping track of data from all those 50 players at once and constantly, or looping all of them with a short interval, no doubt it will be resource-intensive. I would advise you to take a look at performancebrowser in webadmin or the ingame official resource ''ipb'' (ingame performance browser) when it starts lagging, so you can see if some resources are using up performance intensively, and pin down any possible culprit. Also you mentioned having ''350-500 zombies'' on the server, you might want to see if you can optimize their sync, and play around with the sync intervals in mtaserver.conf, Ped sync interval shouldn't be too low when you gotta sync this amount of zombies, as you can imagine what'll happen then. IPB will also provide more information about syncing expenses and how other factors account for a share of the server load. If you're not already using 64-bit MTA server, this is a good moment to switch, as it will leverage all server cores and memory. (get it from https://nightly.multitheftauto.com/) @MadnessReloaded1 point
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Processor at 50% Usage is very high. Some VPS providers even suspend the VPS for more than 20% Constant CPU Usage. Two cores are very less for a game server with many players. I used to run my old game server, that is 3 years ago on just one core with 512 MB RAM. Heavy weight server, could get up to 20-25 players without lag. The lag would mostly start after 25 players.1 point
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It's not only about elementdata, the case you describe can be a sign that your gamemode/scripts were just coded inefficiently, maybe not by very skilled scripters. You can achieve functionality of the desired script in several ways, using different kind of techniques, and one can be more well-thought out than the other approach. A good scripter won't start writing immediately, but will draw a plan or design an efficient core which he'll work from in that moment to add all functionality. Sometimes it's said; development is 60% planning/thinking it out and 40% actively writing. If you first brainstorm about effective approaches and then pick the most performance friendly one, you'll not easily end up with the problem you are encountering now. @Axel to resolve this I advise looking in performancebrowser (or ingame ''ipb'' default resource) to see which resource is peaking in usage with that amount of players, or just regularly, so you can make a list of culprits. Then take a look at each of those resources and identify the structural problems, so you can improve its code efficiency (you can call this ''duct taping'' already doomed resources, or just rewrite chunks using different and optimized techniques, then re-check on IPB/performance browser with the updated version if those rewritten parts were at the heart of the performance problem.. for some stuff you see in the code you can just know it plays a role in the slowdowns though)1 point
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Always a solution: Reduce elementdata updates. Every time you call setElementData(without disabling synchronization), it will send data. (even if the value is the same) I often see people do this: (clientside) addEventHandler("onClientRender", root, function () local data = "random data" setElementData(localPlayer, "key", data) end) He, Frame 1: please update (16 ms later) Frame 2: please update (16 ms later) Frame 3: please update (16 ms later) Etc. Not even a second has past and you almost requested 62 UPDATES! (not sure if there is elementdata reduction clientside, but I don't think so) Which is IDIOTIC! (for the ones who do this, please go in your microwave) Which should/could be done like this: addEventHandler("onClientRender", root, function () local data = "random data" if data ~= getElementData(localPlayer, "key") then setElementData(localPlayer, "key", data) end end) Or this: (serverside) -- element could be a team for key, data in ipairs(example) do setElementData(element, "score", getElementData(element, "score") + 1) end Updating the score to 20? = Tell all clients/players 20x > "I have grown 1 more!" Which is stupid. Should/could be done like this. local score = getElementData(element, "score") or 0 for key, data in ipairs(example) do score = score + 1 end setElementData(element, "score", score)1 point
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Rage Gaming Society is a multi-roam server that was and still underdevelopment since 2016. It was never published or officially launched yet but It will as soon as it is ready. The development team consists of only me currently but the process has not stopped and will continue in a stable pace. HOPEFULLY The server currently includes all of the main scripts needed in addition to some other secondary scripts that improve the game playing. But, It is yet - as I mentioned before - not ready to be launched because I am looking to launch it with high quality and with the least number of bugs and glitches so everyone can enjoy it from the beginning. - Resources -1 point