botanist
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Everything posted by botanist
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Well, that's really the oppose of better. If I download all vehicle logs, even when the player will never look to them, I'm basically wasting bandwidth. Plus, if a vehicle handling changes, I will have to forward these changes too all players with that vehicle streamed in - instesd of just the ones who are in thr vehicle. Nope, I'll stick with my idea
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Fix it yourself! If you have so much problems with it, just look at the roadmap once and see that it has already been reported. According to Flobu's comment, it shouldn't be that hard to fix - me, and probably other developers too are/might be too lazy to do it. So, head on, try something, make a patch.
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Wait.. AWUEHWKQIOABSGDBFKSIWHDBD! Damn. Epic.
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New peakup: I've finished the GUI-Loader. And to my sursprise, it's fully stable! I created the import and export menu's in no time, and they fully work. Yes, export too! And it even includes the vehicle identifier, which is possible with this new system. And as I said before, all saving/loading functions are theoretically done so I only have to test them yet. I'm onto the vehicle log again now, the first redesign of it was synced with all players but had a really big bandwidth usafe. So my plan is now, to store the full vehicle log serverside, up to 50 lines, and when a player enfers a vehicle, he will download the log of it. This seems to be the best way at this moment, or does anyone have a better idea?
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That might be caused because MTA isn't made to handle a lot of mods at one time. I could make a timer, and let the mods load slower. But for race servers, this feature will be a hell. Besides, The_GTA is currently fixing every flaw of model loading, so high chance that you won't crash with his work. Hopefully he's done by 1.2.
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Like this, EvgeniZ kickcount is over 9000 within a few hours.
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You could buy it from some website of another country then. Even with shipping included it might be cheaper.
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2x4 GB Corsair Vengeance CL9 1600 MHz, for €42 here (roughly $50). Two pieces, way more speed, and a cool look. DDR2 isn't that expensive indeed, but the price/performance on DDR3 is higher than of DDR2. My stepbrother bought also some DDR1 kit, which was 1 or 2 GB, dont remember, but it was worth €40. Now thats insane
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CapY, you cant just use DDR2 or 3 on a PC thar uses DDR1. Your CPU and motherboard have specific requirements. Also, DDR3 is even cheaper than DDR2 nowadays. Also, why wasting your money on new DDR1 RAM, while you better can save up some money, and eventually buy a cheap dual/triple core PC with DDR3? It's cheaper as CapY said; but the most important thing is that it's MUCH faster. Clocks between 1066 and 1333 MHz are normal for DDR3, while DDR1 hardly gets 500. The price of some new DDR1 memory is higher than some simple dualcores nowadays, so I personally wouldn't reccomand buying DDR1 memory.
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I had the "WARNING: File 'vehicles/romero.dff' in resource 'modloader' is invalid." error too, but it worked just fine for me. I think MTA is messing with custom models per PC. I can't do anything about this, so the only thing I can say is, search for another mod. Sorry.
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lol'd
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Correction, 5900. We might have already reached 6000, I'm not sure though.
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Ofcourse. Could you check meta.xml, check the debug, and post what the ingame console (F8) says?
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It's the same as yours, ofcourse..
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Here's a quick handsup for y'all: I finished all utility functions yesterday, meaning the handling editor has functions to save a handling to a resource or the server. Also, the share handling function is ready to use together with export handling. I'm thinking about doing a clientside handling.cfg file importer, but this might require some more work so this is for 2.1. These utility functions are nicely listed in every lua file of them, so anyone who would like to edit some parts of hedit can lookup the functions and use them too What I have to do now is not really much. Just the click and accept handlers, handling history, and the utility menu dropdown lists. Could do most of it in 2 or 3 days, but I'm quite busy with other stuff too so I dont't know how long this will take. Also, when this is finished, I'm launching a testing period because everything might be unstable yet. All the utility functions I've created are NOT tested at a single bit yet, so we have to see hoe these all will work. I'm expecting the best of them, but everything is possible. After these are done, hedit beta will be there as the most stable and best release Expect more updates within a week!
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Hard truth EDIT: why url not linking >_>
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Here, it works for me.. So I don't really know what's wrong. I tested it with and without collision support.
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It looks all fine. Very good way to show what you're doing btw, good job Can you show me where you got the mod from? Or what the effect ingame is?
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Look, normally you have like server/deathmatch/resources/modloader.zip/meta.xml. If you unzip it, it should be like server/deathmatch/resources/modloader/meta.xml. I don't really know how to explain it better, sorry It's definitely not the problem of modloader, as I've tested it thoroughly.
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HALF FAACEEEEEE
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You have to unzip ModLoader before using it. All zipped resources with functions to modify files in it should be unzipped.
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What? You mean the TXD didnt get replaced but the other two did? Obviously a typo or capital problem.
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Funny to see how it takes almost 20 replys to know setVehicleHandling does NOT support boats, planes and helicopters yet. You can change the values, and some like suspension and steering lock will work, but planes, boats and helicopters have also special handling which are not able to get changed yet. To make a hydra faster, use setElementSpeed in onClientPreRender, or wait till MTA 1.2 where there might be suport for special handling.
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Okay, I'm home now and looked some stuff up. 428, securica, securica, car, SECURICA, SECURI, van, big, 4, 0, 3f10, -1, 0.914, 0.914, -1 That's a piece of vehicles.ide. First parameter is the vehicle ID, second and third the DFF and TXD name. As you see, your filename was incorrect. Also, I've made collision loading way more stable. It takes a lot more time to load too, unfortunately. But, this is the only fair way to successfully load vehicle collisions without crashes. Currently, it can replace 10 collisions consecutive with a delay of 300 MS. This means, if you have all 212 vehicles replaced, it will take a minute to load them all but it's almost guaranteed you won't crash. You can load more vehicles consecutive by changing "maxVehicles" in replacer_c.lua, but I do not recommend this.
