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Posts
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Everything posted by Callum
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Clients do not record chat logs.
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You need to show your server-side code that uses triggerClientEvent, as it will be triggering for the root element.
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Just a minor note, it would be "Skins" not "Skin's".
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This is a question for the people that have a degree in mathematics or computer science; The following is based on Valve's Navigation Mesh system; In my gamemode I plan on including smart AI bots. Before the AI bots can be used, a navigation mesh needs to be generated. Does anybody have any ideas of what algorithm would be used to split the map into rectangles (collisions) that the bots can walk around on? It needs to involve virtually walking around the map, and linking together sections that can be walked on. The second half of the problem is calculating when the bots should carry on, and when they should turn to go down another path. In certain circumstances, the bots will have a target (a capture point or a flag), and in most cases, they will have no target, and be expected to simply roam around the map looking for non-allied players to kill.
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Still need any possible translations from people who are either Chinese, Hindi, or Italian.
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SVN Checkout the mtasa-resources Google Code repo, and you can use votemanager to allow your LAN users to select a gamemode.
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There are so many translations to add, and adding a translation to the system takes a while, and some manual checking. While I greatly appreciate your translations, I cannot independantly reply to you saying your translations have been added. Though be assured, I (and other volunteers) are working hard on making sure all translations are included.
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Hindi and Italian have also been added to the list of supported languages.
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Well, luckily, there aren't any multi-line GUI/DX elements or text. I don't think there ever will be, either. On another note, Italian and Hindi have also been added to the list of supported languages.
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Polish has been added as the 11th supported language (translations have already been provided above - thanks).
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I take it you're trying to play MTA SA 1.3, and not 1.4?
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I don't get it, why is writing proper Arabic a problem? If English was right to left, it would be as simple as writing "olleH"? Anyway, thank you all for your translations so far. I'm considering replacing Chinese for a more common language such as Polish.
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Why download XAMPP just to install MySQL? That's like downloading GTADownloadManager just to install MTA.
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I would recommend using DirectX functions, rather than CEGUI. It's a lot smoother, for dynamic stuff such as nametags.
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As some of you may know, I am working on a resource based on Team Fortress 2. I plan on making this the first resource to have full multi-lingual support. Now, I only know English and some Spanish, so I need some assistance in translating. The resource will support the top ten languages in the world (including all six Official Languages of the United Nations). The languages are: Arabic, Chinese, Dutch, English, French, German, Portuguese, Russian, Spanish, Turkish. Please don't be offended if your language isn't listed, it was a matter of picking the most generic and world-known languages. Okay, so, the following phrases need translating; If you would like to translate them, please leave the list as it is, but add a hyphen ('-') after each item, and then the translated version (this makes it easier to implant them into the translations table). Changing language ingame is as simple as clicking your localized flag, as shown in this screenshot. When you click a flag, all text is automatically translated into that language.
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I see nobody has a solution.
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I knew somebody would ask that. I guess it would have been better if I made this gamemode before TF2 was free, but nonetheless, there are hundreds of players (especially in MTA) that either don't have Steam, don't want to install Steam, cannot download TF2, have computers that cannot handle TF2, and many more reasons. I've already had a few people saying they'd love to use the gamemode once it's stable, and try it out. Remember, as the GTA engine has it's limitations (due to how weapons work, being third person, etc) it will invoke some modifications that give it a twist, and make it GTA-like, whilst being based on TF2. So, it won't be an exact replica of TF2, there will be a few GTA SA features mixed with it.
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Use onClientClick (see the last param for detecting when the ped was clicked).
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I am currently working on a gamemode for MTA...when it is in a stable state, I want to make it free to distribute. However, I want it to remain closed source. So, this will involve protecting both client and server side code, with people having full access to it. Are there any methods of making a compiled Lua script irreversible? Is there any other ways of making it impossible to get the raw code?
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Look at this function.
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There's a simple fomula; FPSCount = PCQuality In this case, your 510 MB RAM and 256 MB VRAM aren't going to help. With every version of MTA, more and more features will be included, and thus your computer will forevermore get slower, unless you look into upgrading certain hardware.
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That is why almost every server makes use of an anti-spam script.
