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  1. I need your help! After long time, long discussion with other contributors what initial release should containi spent a lot of time polishing, fixing bullet physics feature people first would see almost 3 years ago. Meanwhile API got limited to bere usable minimum to limit points of failure, all cool features i was showing got moved to different branch as a reference for future updates. Whole logic got moved to "shared" section to let you use all of it's feature both client and server side! Core devs are busy, pull request is HUGE and nice to give them tested, cleaned up code they can review and because it is not a trivial task testing even limited amount of feature i need your help If you have some free time, and minimum lua/mta experience you can download latest build of mta, client and server and test it yourself, maybe you find an issue i was unable to spot? Download newest custom build of mta with bullet physics at https://github.com/multitheftauto/mtasa-blue/suites/6176759056/artifacts/216790429 Download test resource ( if you want ), v1: https://github.com/multitheftauto/mtasa-blue/files/8459389/tests.v1.zip it should yield a result the same as on the video below. Documentation: All availiable both client and server side except "physicsDrawDebug" Bullet physics functions: physics-shape-box physicsCreateBoxShape( float xyzSize ) -- creates cube of given dimensions, 1 means 1x1x1. physics-shape-box physicsCreateBoxShape( float x, float y, float y ) -- creates box of given dimensions. physics-rigid-body physicsCreateRigidBody(physics-shape, float x, float y, float z [, float rx, float ry, float rz [, table options ] ] ) -- spawns rigid body from given shape at given position and rotation with options: -- "mass" - float between 1.0 to 1000000.0, default: 1.0 -- "localIntertia" - vector, default: 0,0,0 -- "centerOfMass" - vector, default: 0,0,0 physics-static-collision physicsCreateStaticCollision(physics-shape, float x, float y, float z [, float rx, float ry, float rz ]) -- spawns static collision at given position and rotation. table physicsGetDebugLines( float x, float y, float z, float radius ) -- returns table of lines in format { fromX, fromY, fromZ, toX, toY, toZ, color } of all collisions in given radius - mostly used to debug server side physics. bool physicsDrawDebug() -- draws debug collision in 500 meters radius, availiable only client side, use in onClientRender event. bool isPhysicsElement( physics-element physicsElement ) -- isElement equivalent for physics elements Extended functionality: setElementPosition, setElementRotation, getElementPosition, getElementRotation -- accepting physics-world-element as first parameter setElementVelocity, setElementAngularVelocity, getElementVelocity, getElementAngularVelocity -- accepting physics-rigid-body as first parameter destroyElement -- accepting physics-element Bullet physics introduces new user-data / element types ( they are not acctual elements like vehicle, player ). Used lighter version of elements to increate overall performance, simillar to how "setTimer" return timer handle, functions above return simillar handle. New user-data/elements types and it's hierarchy: Default, current physics settings: Gravity: 0.0, 0.0, -10.0 Simulation step: fps independent, 10 substeps Fixed time step: 1.0 / 60.0 Other useful informations: 1. One shape can ( should ) be used in many rigid bodies, static collisions ( in future as a part of compound shape ) 2. Spawning many rigid bodies at one position will lead to high memory usage. 3. If you destroy shape, all referenced rigid bodies and static collision will be removed as well - removing static collision or rigid body never removes shape 4. Physics is frame indendent and not perfectly deterministic. 5. Yellow/White wireframe indicate active rigid body, blue are "about to sleep", green are sleeping. Sleeping rigid body behave like static collision until get hit, reactivated ( changing position, applying forces activates body, in future i have a plan to introduce function to wake up them on demand ) 6. Physics elements created server or client side are not synced at all. You have to do this manually but in plan is to add build in customizable synchronization. Pull request: https://github.com/multitheftauto/mtasa-blue/pull/1246 Read more about bullet physics: https://github.com/bulletphysics/bullet3 https://pybullet.org/wordpress/ More at mta dev discord: https://discord.gg/GNN6PRtTnu Do you have any idea of physics applications in mta? Let us know in the comment down below! Thanks in advance for help! Patch 19.04.2022 - "getUserdataType" now returns exact shape type not only general shape type - clientside draw debug no longer render debug when game minimalized. Download newest custom build of mta with bullet physics at https://github.com/multitheftauto/mtasa-blue/suites/6176759056/artifacts/216790429
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  2. OVERVIEW: Our team comes from a huge and well established Roleplay Community from San Andreas Multiplayer, which has been languishing in the past months/years and is on its way to end soon. As Roleplay lovers and with a vast community of fans, we decided to invest in a platform more prone to putting our dreams and plans into operation, something that was impossible to do in the previous one due to several limitations and because it stopped developing years ago. We started the development of a Game Mode from scratch months ago with our team of developers, mappers, modelers and engineers. In a new universe, we will put the impossible and the never idealized into practice, ideas never thought before to enrich Roleplay. In the spoiler below I will attach some pictures of a map we did as an example of what we do to enrich our Roleplay environment and innovate: POSITION SUMMARY: We are looking for people with or without experience as Mappers/Modelers in GTA San Andreas universe, we would be willing to assess anyone coming from any platform to contribute in our project as the work tools for 3D Modelling and Mapping are very similar and we already developed our own converter for the tools used in other platforms; for instance, a texture studio converter. As mentioned before, we have a large and united team working on this project for months now, so, like any other serious project, we are looking for people willing to work as a team, respecting the harmonious environment we live in, in addition to contributing to further unity. LANGUAGES WE SPEAK: • English (writing/reading required) • Portuguese • French • Spanish SKILLS & EXPERIENCE: • Excellent verbal and written communication skills • Knowledge/interest to learn in the use of 3D software • Knowledge/interest to learn how to setup collision, i.e., done by hand as well • Knowledge/interest to learn in making textures from scratch • Modeling • Mapping • Knowledge/interest to learn topology to assess flaws in 3D mesh • Knowledge/interest to learn Prelight/Vertex Paint, preferably using tools similar to radiosity RESPONSABILITIES: • Be able to receive mentorship from senior modelers/mappers on best practices, design patterns, etc • Collaborate with management and others members to get the job done efficiently • Be able to listen and contribute to a harmonic environment • Contributes to team effort by accomplishing related results as needed INTERNSHIP OPPORTUNITIES: Reiterating the summary of the positions we offer, we offer the opportunity for beginners, or even those who want to learn to use 3D modeling software, the opportunity to learn with us and, consequently, contribute to the project. Don't be shy about it, the will to learn is what is necessary to achieve our goals and objectives Contact us at our private discord if possible: Klis#0001 @Klis and Nando#7736 @FernandoMTA Feel free to reach out through PM, but be aware there will be a significant delay in response compared to our discord contact.
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  3. We are still looking for developers to contribute to our project! Make sure you read the topic before contacting us to understand our goals and objectives as well as what we expect. We also appreciate all the support and messages you guys are sending us lately. As of now we are also looking for Mappers and Modelers, if you are interested in one of those, make sure to read the following topic: Feel free to reach out in our private discord: Klis#0001 @Klis and Nando#7736 @FernandoMTA
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  4. This guy is the real MVP. I love you for this Nando, thank you for being a credit to the community!
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  5. Играл в некст рп нормально,после чего скачал енб и заменил худ,пишет AC #4 Trainer кикнул вас,переустановил виндовс все равно та же ошибка вот мой серийный номер - 2FD34800068BD12311E59817017DD483 вот сама ошибка- https://yapx.ru/u/RuwQf
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  6. It should be working now. @ozulus I have added the large update for the airplane resource. NOTE: Both resources must be updated to the latest version. As promised, high performance after initializing and nearly zero latency. - Added a last minute fix for an unexpected error. 1.1.0 > 1.1.1 Note: Not all bugs have been fixed. Like for example, aircraft can still fly through mountains. But you can adjust that by adding the aircraft manually.
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