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Xierra

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Everything posted by Xierra

  1. Hmm, I seem to get a kind of error. I was trying to launch MTA SA 1.1 nightly (unstable-2625-20110428-net41A5), with all resources, data included. But while the logo appears, it just stay like that. The gta_sa.exe process froze. But when I play with 1.0.5, it worked nicely. I seem to not know this kind of problem, but why? I just mod a little bit on my gta3.img, just vehicle fixes and some weapon skins.
  2. Yes, and even pothole studio's Sakina and most custom maps has this problem too. There's no way around for now. We're really sorry to say this.
  3. No, there's no such ghost driver that works in DM maps, it's for race (with checkpoints). Because, there's no finish line (instead, hunter pickup), so no toptimes are recorded.
  4. Before you go to the editor, make sure no other gamemodes are loaded (play is the most obvious if you host a server). When that is turned off, I seem to not see any problems with the map editor. Give it a try.
  5. Someone who made programs that is compatible with both MTA SA and SA-MP is very kind. You just did a brilliant work making it compatible with both of them, it's more than we could ask for! Both SA-MP & MTA SA players will smile of your brilliancy. Keep up the good work! This will be one of the most respected work ever created for the GTA SA multiplayer mods. One question, what does the player gallery do? And here, use video code (Example: https://www.youtube.com/watch?v=CE5EHy2zaKE) if you want youtube videos to be shown in this forum. Result (with center):
  6. Good question, MTA team hasn't respond on this topic yet though. But if they can, they should make the stream fix built-in.
  7. Well, that's exactly what I'm talking about. That bug exists everytime I mod it. But if I use the stream fix, it will be just fine even with lots of loaded mods. Stream glitches can happen by both MTA SA's TXD & DFF loader or modifying directly from gta3.img, if you mod or load lots of models.
  8. Wow, now you feel like you're a robot or using a gadget! I was impressed with your work dre, amazing.
  9. Hmm, COD4 maps look really good even with SA textures! But, you're making this for SA-MP in the past did you? Why don't edit or make a new gamemode here in MTA SA? I'm sure it's a good idea with better quality, though COD2 gamemode was there already.
  10. Hmm, you must have meant about the background image. It can be done, but there's no such setting yet. Let's just see what the MTA team tells.
  11. I agree. The results that were outputted on screen are not saved into GUIeditor_output.txt unless you unzip it. Put a warning, like qaisjp said.
  12. Wow! It worked! Thanks SolidSnake14. What was changed here? I can't see lots of differences on the script.
  13. Ding dong, fortune arrives, gungneer. It's the roulette resource that FFS-Racing told you. Never forget that there's minor bugs. Ohh, I was meaning that roulette at the first post. Means I was right. venom, did that resource actually work? I never thought that would be possible!
  14. Same goes to me. Many complain about my FPS, even though the game is just slightly modified. MTA SA is just multiplayer mod, it doesn't include singleplayer modifications for the multiplayer mod. That's what lil_toady meant. I agree. But, it's better to include some fixes on some interiors and fix some bad textures for example. Fixes are a good idea as it doesn't affect much.
  15. Xierra

    MTA - SA:MP

    Actually there's some DM gamemodes. Tactics, Basemode, Stealth, Deathmatch, TDM (Team Death Match), CTF (Capture The Flag), cod4mod (COD style DM), Interstate69 (A car DM) is what I can find. But I'm sure there's more of it. The most crowded one is Basemode right now, though most were arabians, but surely you can play there without problems. The max amount of players in 1.0 is 128, but in the future version of MTA SA (1.1), you can place much more players, around >500 players if I was right. I agree to Arran, that MTA SA's syncronization is much better than in SA-MP, at the cost of having less players in 1.0.
  16. I ever had both SA-MP and MTA SA a while ago, and it doesn't interfere with the multiplayer mods if you use either of them. So, no worries.
  17. Well, the right way is simply posting a link: viewtopic.php?f=91&t=26541
  18. Ohh, so he meant race dice roll? (1-6 by random right?) I guess I was wrong anyways.
  19. I have been trying to make something, to respawn players on hospitals when that player is dead. I'm using part of varez's code which was made in 2010. I wanted to post this once, so I tried to copy, and then tweak and improve it a little. The script(Server-side): hospitalsTable = { { 1177.7994384766, -1323.0667724609, 14.088536262512 }, { -2656.2421875, 635.99420166016, 14.453125 }, { 1607.1225585938, 1817.8732910156, 10.8203125 }, } function findNearestHostpital(thePlayer) local nearest = nil local min = 999999 for key,val in pairs(hospitalsTable) do local xx,yy,zz=getElementPosition(thePlayer) local x1=val[1] local y1=val[2] local z1=val[3] local dist = getDistanceBetweenPoints2D(xx,yy,x1,y1) if distthen nearest = val min = dist end end return nearest[1],nearest[2],nearest[3] end function spawn(player) local xx,yy,zz = findNearestHostpital(source) spawnPlayer( player, xx,yy,zz) fadeCamera(player,true,3.0) end addEventHandler("onPlayerWasted", root, function() fadeCamera(source,false,6.0,0,0,0) setTimer(spawn, 8000, 1, source) end ) Errors that came out: hospital-respawns\server.lua:11: Bad Argument @ 'getElementPosition' hospital-respawns\server.lua:15: Bad Argument @ 'getDistanceBetweenPoints2D hospital-respawns\server.lua:16: Attempt to compare bollean with number There's a problem though, I can't seem to find a way to fix this problem as I was not so experienced in scripting yet (As it was my first try at server-side script). But I did successfully made the fade in and out part. Now, how can I fix those? Any help is appreciated.
  20. Wow, that could be hard to make. AFAIK I didn't see anyone ever wanting to make Roulette before, so small chance for that.
  21. *sigh* To change the format of the document, click tools, then press "Folder Options". After you open it, go to the "view" tab. Find the "Hide extension for known file types", then untick that box. After that, you can find the extensions for each file. Now you can easily change txt. to xml. by simply renaming it. meta.txt --> meta.xml (Windows XP, may be different in future versions)
  22. Just a note, that speedometer is one of the GTA IV speedo. I ever managed to put the png. files in a GTA SA CLEO speedometer script, and it worked nicely. What they edited is just the health bar. I need to learn how to edit such png professionally. I would like to get one too.
  23. I'm probably sure that news script was stolen. It was from here: https://community.multitheftauto.com/index.php?p= ... ls&id=1000 It even had the same long name...
  24. Like Amelor, some does play both of them too. They go Stunting, RP, and Clan War in SA-MP. But they do sometimes go race, DM gamemodes like Stealth / Basemode, and using the map editor in MTA SA. @diegofdka: We know all about that. SA-MP is famous of its players because of the name itself. Most people think SA-MP is the only multiplayer mod around. The menu... You're blaming Rockstar, it's the usual GTA SA menu anyways. The custom GUI in SA-MP is not as extensive as the ones used in MTA SA. SA-MP is full of cheaters because of its ability to use mods (like handling) and CLEO scripts in the game. MTA SA, in the other hand, doesn't. @eAi: Hmm, you're right. But if they're supportive of MTA, why didn't they do anything to MTA SA other than that response?
  25. The thing I want to ask is: What did he mean by wanting to stop the battle? What battle?
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