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botanist

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Everything posted by botanist

  1. Since I'm making a script that definitely needs a queue, I need a way to do it. My idea is to output messages with onClientRender and some DX functions, but only one can be shown at a time. So if there's another message called, it has to wait till the previous message has been gone. One waiting message isn't a problem yet, but the real problem for me occurs when you know that the queue can be even 5 messages that have to wait. So, does anyone know a fine script for this?
  2. Hi, I want to finally implement save and load functions in my handlingeditor, but there's one big, big problem. I want to give users to ability to save functions on their name or account, and load handlings from other users. That last one is the big dilemma: it requires the XML with the saved stuff to be serverside to sync properly. And the client requires to retrieve the XML file to load all the stuff into a gui-gridlist. But I'm worried about the bandwith of this. If that XML file is very big, wouldn't that be an enormous amount of bytes to send to the client? Or is there some way to reduce this efficiently which does not lagg the server? My XML syntax idea was like this, but I didnt script anything yet, so feel free to suggest better ones.
  3. Use your community.multitheftauto.com account. If you don't have on, register one there.
  4. Google Code! I'm proud to announce that this project now has a Google Code page! You can watch every little update from now on, and see what have been changed. I'm only posting big updates from now on in this topic, for other updates you can watch the project. I will try to make the updates as clear as possible if needed to. A little explanation: You can just like on the MTA project review and comment on updates. I would appreciate it very much when you review the code, to optimize the script as much as possible. The trunk will contain just like the MTA project the resource which is currently being developed, but the branches will contain only files - not complete resources. These are just try-outs, or small stuff which can't be implemented to the script yet. You can always download the complete resource using TortoiseSVN or some other SVN application, and try the script by yourself on a handling build. It might not be stable the time you download it though. Stable releases might become into the downloads section. I might not comment the script. It's fine to read for me, and I do not have or need any other big developers, so there was no need in the first place to comment it. But, I will do it when I have time, just for you guys who are interested
  5. Yesterday 254/254 concurrent players on one server, isn't that some fantastic news too? That's surely a piece of MTA history written
  6. My monitor has broken, so I can't go on my PC now. Too bad, but should be fixed next month.
  7. So you say you have a very old PC, and then you want better graphics? Wtf is that kind of suggestion, your own computer can't even handle it. Besides, full means the opposite of empty. So, a good graphics have nothing to do with "full" And, you say it's not a thing to replace singleplayer stuff. Then MTA will need to do hack this with some options, which will require some loading time. So, modding the singpleplayer is faster in that way, and a lot more stable. But then every MTA player will need a better pc, and the game will get hundreds of MB to download. And you still don't get Toady. Toady wants to say that MTA only delivers the multiplayer functionality. New sounds etc are singplayer related, because everyone can install that next to MTA. MTA isn't the one to do this for you, and MTA downloads will get way too big with all those new sounds and textures.
  8. Can it be fixed? Yes, ofcourse. No one does though.
  9. That's not only San Andreas' fault. MTA has a custom object loader, which doesn't load models as good as the singleplayer does.
  10. als je... Op het spel uitgekeken bent: een kans zo groot als de lengte van biebers lul.
  11. Because that's a feature, not a fix. Features are still planned for 1.1 and not to be ported to 1.0.4/5.
  12. You know upper limit has to be HIGHER than the lower limit? Otherwise it will cause a LSOD indeed, because the suspension will do a X effect. The above limit gets under the lower limit - that's impossible. I'll try to make a block for that though. Also, fixed the Percent Submerged value. It had to be an integer instead of a float. BTW: What did you change to the freeroam resource? It takes really long to join, and /kill doesn't fix a LSOD anymore. I like the join thing though, spawning at the place you were at last
  13. No, gtfo. That would break the custom model functions since you can load every model you want now. If MTA does what SA:MP does, scripters aren't free to create whatever they want. And, get a good connection. Most servers do not have much to download, and if so, you can make an auto-installer like DKR has made.
  14. Never heard so. Though I did search their forums and Google, I'm curious if someone knows for sure too
  15. Thanx for mentioning & declaring at the IRC. Updated the script now with tables, instead of elementData And, Alpha-Testing! It's possible to connect to the test server again! Be sure to read the "Release" section of the main post. everything you need is listed in there. I would appreciate every tester! Ofcourse you can always report bugs in this topic.
  16. Nice to see a new release, though 1.0.5 is mostly 1.0.4 with the backported stuff.
  17. Little update: I think I finally reached maximum code efficiency! All interactive GUI elements have elementdata now, containing the number the are. Now the script only has to check which element-group has been clicked/hovered, the number does the rest!
  18. "There is more things" A singular, plural sentence, lol. Your English isn't even good Sorry, I just had to mention that
  19. botanist

    Help PLease!

    Tuneup utilities. This program can save stuff that are permanently deleted from you PC. Also, if you have Windows Vista or 7, you can try "Previous Versions". Right click to the folder where your MTA folder was located in, then "Properties", and select the tab "Previous Versions". If there's something in it, you are probably saved. If not, I recommend to to put that feature on right away, but your maps are screwed.
  20. A custom build is a MTA version compiled by the user itself. I'm using a custom build of the handling branch, since that is the only one with custom handling functions. You can find the source code on the Google code page of MTA. And I'm not sharing the link here in this topic to avoid any user confusion. I pmed you back
  21. I'm probably going to make my own library, since I mostly not use stuff made by others. And it works great now, I don't know how to improve it. Also, server is a lot of times up. The problem is, that you need a custom build of MTA. I can send it if you want, but you can't connect to any server except mine with that build. Also, if you are going to look at the source code, don't blame me at the utilSelection.lua file That's just ridiculously bad scripted.
  22. "WallMart" is gewoon een Amerikaanse megastore, heeft niets specifieks met South Park te maken
  23. Yes, I actually DO talk about what you want. I just didn't know the correct filename, so I used "shadow file". There's just one, so that would be automatically particle.txd. And that TXD does not interact with any DFF. It's just a bug in the game itself, not from MTA. See too, that seems to have the problem either: on the singleplayer. Yes, modded shadow. But I don't think it's modded to be bigger...
  24. Resolution = size of your screen. Default is 800*600*32, maybe you recognize that number. What you mean is Visual FX Quality, if that is low, a shadow-file will be used ONLY for cars. If it's set to high, you will get volumetric shadows, ONLY for for cars. And I'm running on a low quality too, but I do see the shadow file underneath modified cars.
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