Jump to content

Towncivilian

Retired Staff
  • Posts

    4,704
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Towncivilian

  1. Towncivilian

    Error?

    My friends' netbooks have 10.1" screens @ 1366x768.
  2. Towncivilian

    Error?

    It's a fairly low res. A couple of my friends have netbooks and they run at that res.
  3. Towncivilian

    Error?

    It would appear you're trying to play on a netbook, correct? What's the video card? Check in Control Panel -> Device Manager -> expand "Display adapters". Try updating your DirectX runtimes.
  4. Not only that, but what version of MTA are you talking about?
  5. Towncivilian

    Server ...

    What is the model number of your router/modem?
  6. You don't need to extract the file at all. Just copy Grapple.zip into the /server/mods/deathmatch/resources in your MTASA folder, then type start in the console. There is a section on the Wiki about this process.
  7. Towncivilian

    IE 9 Beta

    And Google is apparently fighting back with a 60x faster version of Chrome 7.
  8. Towncivilian

    I miss this

    That's the point of the mute button in the YouTube player. And you're probably correct about most MTAVC videos having that song for music... guess it was popular back then or something. Zarkolix, I've been working on an update to portions of MTA 0.5 for the past three years but unfortunately have no method of releasing it. Since the server browser died a few years ago, the game has been mostly dead, but you probably already know this. However, I've released a repack of the installer which includes an external server browser application and a few minor tweaks/fixes, so the game is playable "out of the box". See links in my signature.
  9. Try extracting this archive into your GTA San Andreas\data folder.
  10. I think Talidan and robhol explained why porting to Mac would be impractical already. While it's definitely possible, I also agree it's not worth the effort.
  11. Please refrain from Mac vs. PC discussion in this thread, it has nothing to do with the topic. SugarD, please stop being a backseat mod (or at least bumping topics after 6 days just to say "get back on topic").
  12. Gameraap, why did you remove your earlier posts' contents? Please don't do that in the future. Somebody else may have the same issue in the future and wouldn't be able to search for it.
  13. I have an example of "free look" through SCM (in VC, but same code more or less will work in SA, too). It's not smooth 360º rotation, though I think it'd be possible to do so. This SCM is trx's work back in February 2005. Here is a YouTube video: I've no idea how to achieve the same thing in LUA/MTASA, though.
  14. Thanks for your continued interest, Z3RB1AN. I'm wondering whether reverse engineering the various no-CRC EXEs will provide any hints about substituting the CRC values in MTAClient with those of updated files instead of disabling the CRC protection outright. If such a loader could be created then it would be possible to release an updated version of MTA 0.5 on the forums, after asking the team of course. While it'd be very hackish, it's not like the rest of MTA 0.x isn't. I have very little experience with reverse engineering though, so hopefully Stoku will be able to help me out here. I have sent an email to [DRuG]NikT asking whether he's got any of the no-CRC loader's sources, and I'm hoping for an answer. It turns out that some of the memory addresses Stoku found for GTA3 have undesirable side effects. We'll try to track down some that will work fine. Since both my SCM and our ASI file modify memory addresses, I've had to do some digging in IDA to find the proper memory addresses for VC 1.1. Supposedly, the offset between the 1.0 and 1.1 EXEs is 8 bytes according to GTAForums, but in my experience it wasn't. I don't think there is a constant offset as some 1.0 memory addresses worked fine with 1.1. For VC, we found memory addresses to disable time advancement after the player is wasted (to prevent a minor visual glitch where it's dark (or bright, depends on when you died) for a second or so in the spawn menu after respawning, then bright (or dark) as time resyncs). The source to our asi file is available here (sorry for really messy changelog, we had some issues with SVN). I will throw up the SCM sources for both games sometime, but I don't think anybody will want to wade through the 39912-line (not counting blank lines) block of text that is MTA:VC's DM SCM with no labels and variable names as I've been doing. GTA3:MTA would be more tolerable as it has label names, variable names, and comments by trx and myself, but still, is there much point to making the sources available? Who else is going to do any SCM work for MTA besides myself? SCM does not lend itself to multiple people working on the same file at once. MTA:VC's SCMs are easily decompiled and compiled without issue (in fact that is how I still work on them; no comments, variable, or label names), but GTA3:MTA requires use of GTAMA and the original GSR source files. Maybe I'll just put GTA3:MTA's GSRs up for posterity.
  15. GTA3:MTA's SCMs are approaching completion. Stoku and I have created an .asi file that will do the following in MTA:VC: And for GTA3:MTA: Still need to find a few more memory addresses for both games and add detection for MTAClient so that it doesn't interfere with single-player. SCM changes: Will probably add code to display the closest Ammunation when you use the car scanner.
  16. Updates: Seems to be nearing completion for the three original SCMs. All that remains is a bunch of tedious work (fixing vehicle positions, removing useless car color settings for emergency vehicles and textured vehicles (if any exist in GTA3; does anybody know?), remove most of the useless single-player related text in american.gxt, and a bit of memory address work). Changelog on first post updated. EDIT: Carcols and memory address work done. Replays, $25 earned from entering taxi vehicles, and money earned upon hitting other vehicles disabled through SCM for all 3 islands. Disabling trains will require a bit of MTAClient work (it seems that trains are loaded before the SCM begins executing, so the address must be set before pressing "start game" ingame). Perhaps the most important bit of memory address work: enabled execution of SCM in the pause menu. This will likely solve many, many desync issues and players can no longer pause to avoid damage!
  17. Towncivilian

    MTA problem

    You're using MTA:SA 1.0, not 1.0.4? Update to MTA:SA 1.0.4 (click).
  18. It may take several hours to show up on Game-Monitor. Wait a while; if it's not listed within 24 hours, then post here and we'll try to figure the issue out.
  19. Turns out the color bug was a ridiculously simple fix: forcing weather to be 0 (sunny). I'm not sure whether this will have any repercussions in MTA as server admins can set weather (and time, which may be related) through the Admin Panel, but weather in MTA3 has not been synced since <0.4, so it may be a moot point. While the color bug still may occur if a server admin changes the time and/or weather, it will most likely not occur nearly as frequently in general gameplay. Of course, this conclusion came from about 30-45 minutes of testing in single player just driving around and testing gamemodes trying to trigger the color bug and about 10 minutes of futzing around in MTA3 with another player and changing things in the Admin Panel. This may just be a bandaid solution to fix most instances of the bug, and syncing time and weather properly will likely fix the issue. I know I'm saying a lot of "maybes" and "perhaps" but I haven't tested this thoroughly yet, only reporting initial findings. I suppose I can do some quick testing in Portland and Staunton and see if changing weather/time through Admin Panel triggers the color bug and if so, apply the fix, or just apply the fix regardless. There is one gamemode in SSV (internally it's called fight club, I don't remember what it's actually called ingame) that changes weather to foggy and back once you die or the gamemode ends, so I'll have to see if that will trigger the issue in SSV. Other than that, fixed several issues with the Van Heist gamemode (Cop garage's marker appearing on top of the garage instead of inside, Cop having a bomb timer go off despite the Securicar not exploding once timer hits 0 [i chose to remove the timer and instead just display "objective complete" and reward the player, and have the player leave the car and walk out of the garage automatically while the car is being respawned out of the player's sight]) Still haven't fixed that issue with dying in Ammunation buy screen/gamemode selection screen, or fixed Portland/Staunton race start sync, but there's no rush. EDIT: Fixed an issue in Ransack ("fight club") where when dying due to lack of oxygen or from standing in fire, you would see negative HP in the HUD. Also changed "weather" to "force_weather" opcodes to possibly prevent instances of the color bug. Also updated changelog on first post.
  20. What others? Other islands? Portand and Staunton need a more reliable method of gamemode sync (other players don't see a race beginning usually) and vehicle position fixes, and I need to figure out what's up with Staunton disliking MTA:VC's car scanning code. SSV has had the most issues to fix since it's the most complex out of the three islands. I'm trying to fix a bug where if you somehow die while in the Ammunation buying screen or gamemode selection screen then you're trapped in a hybrid menu of the buying/selection screen and the spawn menu. I'm having difficulty exiting the menu after death (text still shows up for Ammunation). Other than that, I'm wondering whether the GTA gamemode where you steal the Securicar is supposed to have the car explode for Cops (it didn't, despite saying there was a bomb timer) or whether it just explodes for every other gang. From the code it appears it should only explode for the other gangs, but I'll need to do some ingame testing. And this was just weird.
  21. Towncivilian

    about MTA

    MTA:SA 1.0.4 from the front page. The two you listed are outdated.
  22. You can try installing this driver.
  23. I don't see that model listed here. Where are you from? I can check the localized support pages for driver downloads.
×
×
  • Create New...