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Remi-X

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Everything posted by Remi-X

  1. What does that have to do with scaling? Also, do you have an example script? I'd like to have some proof of this.
  2. I'm working on a new version. I'm not giving support for this version anymore. Sure.
  3. ModLoader is not causing this. It's your mod thats causing trouble. Please contact the author of that mod.
  4. Well, if jets actually go fast this time, it might not be that hard to travel. Also supercars should be able to go a 300KM/h, in SA you couldnt even get over 198KM/h with the Infernus. Also the Hydra didn't go any faster than 240KM/h, so if planes can go up to a realistic speed you can travel really fast.
  5. For xTravax: Make sure your filenames are correct: - Vehicles are replacing existing ones. If you want to replace the infernus, call your files infernus.txd and infernus.dff. - Entirely lowercase (infernus.dff is correct, Infernus.dff, infernus.DFF etc are NOT correct.) Also make sure that either ModLoader has permission to restartResource, or restart it manually after adding your mods.
  6. Remi-X

    what to scirpt?

    giant dick or ingame 3d modeller pls ktnxbai
  7. You'd better add an issue on the bugtracker, that's the main place for patches and reviews of it. http://bugs.mtasa.com/
  8. I shouldn't even answer you.. Oh well, got nothing better to do anyway. Read the topic. "No development". That means I'm not busy with any of this. Also, if it would be done, there would be a downloadlink.
  9. It would be good to commit patches to MTA. With that said, your idea is invalid. Anyone can contribute making MTA better. Modules are made for those who want very specific things which no other server would need. And even without modules MTA is capable to do a lot, if not everything you need. Your imagination is the limit in MTA. Also as for scripting with CPP code: Never. It would break security at its highest level, you could code any kind of clientside naughtyness. Scripting with C-alike code is not going to happen either, as it would be too much work to implement and not worth the effort. Lua is a beautiful language, just learn that better.
  10. The serverside scripts of ModLoader are only active when the resource starts and when a player joins. After that, the client will replace the models. Thats basically the only activity. The issue might be related to MTA's and GTA's model replacing system. When there are a lot of custom models, MTA sometimes gets somewhat unstable or laggy. Not sure if this is your issue though.
  11. Is there any recognizable point where the lagg starts to happen?
  12. Perhaps onClientVehicleCollision?
  13. No... Just. NO. I have wat better plans for 2.0, don't underestimate my plans.
  14. Is that even a question? What the f*ck, really.. Just unzip the resource and start it as you would do normally, thats all..
  15. You have to unzip the resource. ModLoader does not work in a zipped form. Also, ACL permission is optional, it's not required to run ModLoader. Also: Only add an entry in either the moderator or admin group, not both. Admin group is the best as that will surely work. And for the future with other resources: do NOT use .zip in the ACL, even when the resource is still a .zip. The file/folder name represents the resource name and that's what MTA searches for.
  16. Yeah I have thought about that. Got a module with a bunch of file functions, including that anyway so I'll see what I can do with that. Still, loading of custom maps is quite complex anyway as MTA only supports replacing of objects - adding new ones is tricky. Well, actually not possible at all but there are ways to simulate this, such as a streamer to replace objects. I will do what I can do for the next version. One thing is sure, it will be a hella lot better than this one
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