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Showing content with the highest reputation on 13/06/23 in all areas
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What an opportunity for me to join the rant! I feel your pain. I'm another person who's tired of how you "have" to buy newer and newer and more powerful stuff so that you could continue doing the same thing you have been doing all along with no problems. My most powerful computer is a laptop that I bought 10 years ago, plus I still have my Pentium 4 that I got in 2005. I could easily buy a new computer, much more powerful and all, but what's the point? I've had lots of fun on these two, and the possibilities are far from exhausted, therefore there is nothing wrong with them, and I absolutely refuse to believe otherwise. Not powerful enough to run some software? Guess what, it is software that is wrong. I'm not going to change my opinion about hardware just because someone developed some piece of bloatware. Funnily enough, the people who expect me to accept someone's arbitrary requirements as objective facts without questioning, are the same kind of people who would try to tell me how to stand up for myself and not be a pushover. Hahaha. What a bunch of nonsense. But MTA has hardly ever been a part of this problem for me, so it looks like I'm better off than you in this regard. I'd say it's more Microsoft's fault for making more and more demanding Windows. As for MTA, it just supports the versions of Windows that are supported by Microsoft, which makes sense - although it depends on how you look at it, which I guess is the point of this topic. But I wonder what's wrong with your graphics drivers on Linux. Does MTA not work at all or does it just run poorly? Yesterday I managed to start MTA SA 1.5.9 on that Pentium 4 under Arch Linux 32. It supports OpenGL 1.4 using Mesa i915 driver (or OpenGL 2.1 with some non-default settings, but it may be bad for performance). It was far from playable and had some visual glitches, but it ran. Perhaps could be improved with some settings, because I think I had GTA SA in general run faster in 2011-2013 than it does now - not sure if I can trust my memories, but it doesn't look believable that I could develop the NPC traffic resource and record some MTA videos while lagging that much. As for my laptop, it has Intel HD 2000 (supports OpenGL 3.3) and runs well enough. So it would be surprising to me if your Intel HD from 2010 couldn't run MTA on Linux at all. Without knowing the details, I would expect it to run and be playable at least. Or almost playable, depending on your threshold of "playable" and the server. That said, I do like the idea of MTA keeping support for systems it currently supports, or even supporting XP again. It sounds attractive to be able to run MTA under the same configuration I did in 2008. But as far as OS is concerned, this wouldn't make a practical difference for me because I switched to Linux long ago. So while I do more or less support your position on this matter, I can't personally request the same thing from MTA developers. I mean it doesn't make much sense for me to ask for something that I know I'm very unlikely to make use of. I agree with your notion of universal code that just does what it's supposed to do regardless of environment where it's running. When I write code, I try to make it do its own thing correctly, and depend as little as possible on platform or library specific stuff. But I can't speak for MTA because MTA is not a standalone program, it inherently depends on GTA. Meaning there's lots interaction with some particular executable, in ways defined by Windows and inherently less room for just doing its own thing. In the end, it's nice to know I'm not the only one dissatisfied with this trend of more and more demanding software and thinks there needs to be some resistance. I've just kept MTA out of this because it has been "good enough" for me.1 point
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Em caso de mapas que utilizam muitos objetos para substituir, é mais recomendado que você coloque-os em IDs vazios em vez de usar os IDs de objetos nativos. Você pode alocar os IDs vazios para usar nos objetos novos com engineRequestModel. -- Tabela com todas as posições dos objetos. local locations = { -- [Index] = {px, py, pz, rx, ry, rz} [1] = {2830.4, -2006.87, 23.431, 0, 0, 90}, [2] = {2627.66, -2162.95, 23.63, 0, 0, 0}, } -- Tabela com os nomes dos arquivos .col, .txd e .dff, precisa estar na mesma ordem das locations. local models = { [1] = "models/station", -- Cada objeto precisa ter seu .col, .txd e .dff com o mesmo nome. [2] = "models/track01", -- Neste exemplo, os arquivos estão dentro de uma pasta chamada "models" dentro do resource. } local allocatedIDs = {} -- Tabela onde os IDs gerados vão ficar. Pois você precisa deletá-los ao desligar este resource. addEventHandler ("onClientResourceStart", resourceRoot, function () -- Ativa essa função quando este resource for iniciado. for i, item in ipairs (locations) do -- Para cada posição de objeto, faça: local x, y, z, rx, ry, rz = unpack(item) local ID = engineRequestModel ("object") -- Gera um ID válido para objetos. local col = engineLoadCOL (models[i]..".col") local txd = engineLoadTXD (models[i]..".txd") local dff = engineLoadDFF (models[i]..".dff") engineReplaceCOL (col, ID) engineImportTXD (txd, ID) engineReplaceModel (dff, ID) engineSetModelLODDistance(ID, 170) -- Visível até 300 metros de distância. Não adianta colocar mais do que isso. createObject(ID, x, y, z, rx, ry, rz) -- Cria o objeto com o ID gerado. table.insert(allocatedIDs, ID) -- Insere o ID gerado na tabela de IDs gerados. end end) addEventHandler ("onClientResourceStop", resourceRoot, function () -- Ativa essa função quando este resource for desligado. for i,v in pairs(allocatedIDs) do -- Para cada ID gerado. engineFreeModel (v) -- Libera este ID da memória. end end) Se você quer que um objeto seja visível por mais do que 300 metros, será necessário criar um objeto LOD e vincular ele no seu objeto. Obviamente o objeto LOD terá um ID diferente do seu objeto vinculado. -- Cria um objeto normal. objNormal = createObject (3620, x, y, z, rx, ry, rz) -- Cria um objeto Low LOD. objLowLOD = createObject (5154, x, y, z, rx, ry, rz, true) -- O true desativa a colisão deste objeto e libera sua distância máxima para até 1000 metros. (Low LOD object) -- Vincula esse objeto Low LOD ao objeto normal. setLowLODElement (objNormal, objLowLOD) -- Define a distância de visão deste objeto Low LOD para o máximo. engineSetModelLODDistance (5154, 300) -- O 300 faz com que a distância do objeto seja máxima mesmo se o jogador configurar sua draw distance para o mínimo possível. -- Definir para 170 faz com que a distância do objeto seja máxima somente se o jogador definir sua draw distance para 100%. -- 170 evita que jogadores com PCs fracos tenham lag, permitindo que eles abaixem a distância dos objetos caso queiram, enquanto que 300 força todo mundo na distância máxima.1 point
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Hello, All global bans have been removed, everyone is unbanned * Legend: "global ban" = Manual ban for bad activity or AntiCheat "Banned by MTA" MTA wishes everyone a happy new year. To show our good intentions and willingness to forgive those in which we previously lost faith, everyone that received a global ban in the past 15 years has been given a final chance to be a normal player, and redeem themselves. This is not a joke, we removed all bans (except for a handful of the worst cases, up to 20 users), and will only happen once in MTA's lifetime. Everyone that used paid hacks, or was a cheat developer, can play again. We are extra confident in this because we recently patched (detected, blocked) the major paid hacks on MTA, unbanning paid hack users in this scenario was our traditional approach which we however shifted away from. Everyone that did basic malicious activity against MTA, its users or a server, can play again. Of course, except for the absolute worst of cases, which is unlikely to include you. So for a bit of context, besides giving everyone a chance to redeem themselves (if they had previously insisted they realized their mistakes and wouldn't repeat.. but got rejected as we have different experiences with such users), we realized that the system used was prone to false positive bans that accumulate during periods of lowered AC Team manpower. Even when manpower went up, it was a huge leap to catch up with the growing so-called technical debt to fix up on false positives, leading to, as I must admit, a bunch of unfairly banned people with appeals that wouldn't be attended to. This is the compassionate move. - Those that know what they did to get banned, should know that this is their final chance, and that should you draw AC team's attention again you are done for. You are certainly one of those that fully realize the strength of our anti-ban evade measures to which point you can't do anything to evade bans, as when you get such a manual ban not even spoofers will work to evade.. so, don't make the same mistake again, don't put yourself in the same situation of being defeated, AC team will really come after you if you repeat. You can consider the ban amnesty as a peace offering, as long you are willing to be a normal user from now on. Not a toxic cheat developer, hacker, DDoS attacker or so on, whatever behavior got you banned. Redeem yourself, learn from your past mistakes, and make a fresh start. - Those that know they are innocent and were caught in the crossfire of their appeals not being handled in a timely manner or at all, we extend our deepest apologies to you, and reassure you that 99% of all measures (intended for other banned users) which could lead to such a false positive ban are now removed along with the Ban Amnesty. You are cleared and very much welcome back to play MTA: San Andreas. I am well aware how many dreams of past players were ruined by unfortunate mistakes. Disclaimer: Anyone that notices they are still banned after today, is one of the up to 20 people in the list of exceptions, and shouldn't bother to appeal. It has been double checked that only intended remaining bans still exist, there is no such thing as a 'mistake' to be reconsidered. Community bans (Discord/Forums) are also not included other than on a case by case basis such as through the use of our Discord Ban Appeals board, unless otherwise stated in the near future. At last, if you have any friends that are permanently banned, please inform them about the good news, but caution them to behave this time, because like I wrote at the top, this is an extremely rare event that won't occur in MTA's future, as it has never done so in the past 15 years.1 point
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it's a really good decision, now MTA players understand that they should never do anything malicious again,it's a gift to them, happy new year everyone..1 point
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I've always trusted the AC and this announcement makes me believe even more that everyone is safe. I really appreciate all the hardwork you've putting on it and giving people the opportunity to redeem themselves is a good thing to do in the New Year.1 point
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Thank you so much for such a gift! I promise that I personally will not let you down)1 point
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Thanks, and it's one of the reasons i have additional faith in those that we unban. Because they are the people that experienced how strong our systems are, and in how much trouble they have found themselves after getting banned. I know how many of them have spent weeks to months trying to bypass the ban, because they were sure that if they succeeded, they wouldn't repeat their mistakes as they dont want to go there again. Many of them like the cheat developers, also found how easily it was to get such a harsh ban for a complete failure of being able to write a cheat for MTA (due to the general state of AC), so its not even a good risk-reward ratio for them. The fear that we have embedded in many cheaters, cheat devs and badly behaved people throughout the years, pays off and now is a deterrent to those that were forgiven. I also hope that they will spread the word about what happens if someone does what they did in the past.1 point
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cheers to MTA's AC that is one of the main reasons this platform is very popular today1 point
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The flying Dutchman shows mercy! Happy New Years all and to all of you the best wishes.1 point
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