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Strepto

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Everything posted by Strepto

  1. I've seen worse... but true, lag and ping are very different things. There's a guy that plays at my favorite server with a ping of over 100, without lagging. While some guys with below 40 "jump around" like crazy...
  2. First of all, is checkpoint order in race, the same as the order as they appear in the .map file? If so, then it should be quite easy to reverse the checkpoint order... You still need to move the spawnpoints tho
  3. Strepto

    VIdeo Oppening

    Step 1: RTFM but if you don't want to do that, you can always use this little step by step list: 1. Start fraps 2. If the fraps window does not open automatically, right-click the fraps icon to the bottom right of your screen, next to the clock. Choose settings. 3. Click on the Movies tab 4. Click the "Video Capture Hotkey" field (this will select everything in the field) 5. Press the key you want to use for starting/stopping recording in-game 6. Start the game, press the key you chose. And off you go! (The fps monitor color changes when you start recording) Note: Demo version only lets you record about 30 seconds of video at a time.
  4. Great description There's actually a lot of tactics involved when you have a server full of experienced players that know the map. And since the checkpoints are placed at locations that are easily identified (i.e The Four Dragons, Baseball Stadium, Girlfriends house (the kinky one)) it makes it much easier to inform other police units of a suspects progress. Let me explain what I mean when I say tactics. The usual course of action when we played this as police, is to rush to The Four Dragons casino, and set up a roadblock around the entrance. This is fairly simple, since three skilled players kan block of one of the three available angles of approach. And if you're a suspect and can't take the first checkpoint fast enough, chances are the Sea Sparrow will come kill you. But you have a choice! There are many suspects, and the police tend to break up the roadblock in order to pursue a suspect that has taken the checkpoint. And if you time it just right, you can elude the remaining police and get some distance on the police. And since you maintain your speed when taking the checkpoints, it will be easier to outrun the sea sparrow. At any rate, this map is best enjoyed on lan's, or when using programs like teamspeak and ventrilo. Even if the players that are suspects can hear what the police are planning, it won't help him much when they catch up, spin him off the road and box him in. Only to await the final crushing blow from the sea sparrow.
  5. Link broken? It just sends me back here...
  6. Yeah, please post it here, I can't possibly have even half of the useful objects for DD maps.
  7. Take a peek inside the .map file. Maps are written in clean XML, and is really easy to understand. Just find a and change the XXX where XXX is a number that represents a vehicle. You might not know which spawnpoint is which, so renaming the spawnpoints in the editor will help alot.
  8. I had a bit too much free time on my hands, and I thought that I wanted to speed up my mapmaking. Especially since I like to make Destruction Derby style maps. So I made a my own folder with a few select models that could be used on DD maps, ramps, barrels, houses, and most importantly bridges!. It's not everything that you might be looking for, but it will let you put together a DD map without all the hassle of finding suitable objects. Download: http://www.uploading.com/get.php?get=OYPSC95Y Unzip in: ..\MTA San Andreas\mods\map_editor Edit: Drop a line if you like it, and if you have tips for other good objects that should be in there, please post the ID here.
  9. Thankfully, this is a feature that can be completely clientside. Provided of course you can't change your appearence while connected. This will give it a low "problem factor", since it can be a once only transmission, and requires no update during game. You just send a few packets with appearence data when connecting. Your client recieves this data, and stores it for use when you see that player. If the transfer should fail you can always have our lovable skinny CJ as default as is now in MTA: SA. However good this idea is, I still believe that the MTA team will turn their focus to function, before thinking about the aesthetics.
  10. I've been wondering, what ways have you guys found to circumvent the limitations of the map editor. I figured out pretty early that you can change spawned vehicle individually by editing the .map file. But what's really bothering me is, if there's a attribute for checkpoints, can't it be applied to spawnpoints as well? I've tried, but the game strips tags that are misplaced. Also, can anything be achieved by usign IPL, instead of .map when editing? So, if you have any tips for doing stuff that the map editor can't do, then please post them here!
  11. Check out the addon forum, it's interesting what can be done with scripting...
  12. Thankfully talking trash is punishable by ban on the server i play on... My experience is that you can get out any situation without someone being able to fuck things up for you. Besides, most people who want to mess up racing for others usually don't know how to drive anyway. Anyone who can't play without making life miserable for others on the server doesn't deserve to be there. That's my opinion...
  13. I've played MTA:SA practically since it came out, I've made maps, I've been admin on a server. So naturally I've come up with a few suggestions. Map editor suggestions: Spawnpointcolor (minimap blip) - Since this is implemented for checkpoints, I don't see why applying the same feature to player blips would be too hard. Also, it would be a great addition to any teambased map/script. Spawnpoint Vehicle - You can edit the .map file (plain text xml) to change the vehicle spawned at each spawnpoint (as long as you know it's ID). So why not add it to the map editor? Spawnpoint Team - This is just an idea for an addition that would help scripters when producing teambased addons. Also it could help control friendly fire. Friendly Fire / Weapon disabler (on/off) - For those hydra races, if you're running a pure racing server. And don't want people shooting down each other all the time (I've had to kick a lot of players for this reason. This could be defined in the map editor, to be saved in .map. Laps (map editor) - Lapped races aren't the most popular race type, but still widely used. So a way of making people take the checkpoints X times. Where X is the number of laps. Map editor mouse control - This is something that isn't necessary, but i personally would like to be able to control rotation of an object on all axis by mousebutton combinations + mouse movement. Client/Server admin suggestions: Player notice/alert - In the form of something like a javascript alert, or a text that cannot be missed in chat/on screen. If you post the rules of your server in the chat, they will quickly be scrolled away. And players most likely won't bother opening the console to view them. So wouldn't it be better if admins could give players an in-your-face notice about stuff, rules/warnings. Player Kill - Admin command, "rcon kill ". Freezing a player in order to get him to look at what you're trying to tell him about i.e rules etc. doesn't work too well. And it leaves the player unmovable by other players, and a hindrance in races. Also, you could avoid those who just love to make life miserable for other by doing everything they can to stop people from winning. Chatwindow Config - Let's say i have a server with 32 players online, and everyone chatting frequently. And I'm trying to talk to someone, but I can't keep up with what he's writing. I can't go into the console, cuz it scrolls down everytime there's a new message. So how about configurable chatwindow, size, position, color? Console changes - The above mentioned autoscrolling should be relatively easy to change. i.e it only autoscrolls if scrollbar is at bottom. Also, there is some bug (at least for me), which is, when i type a in console, it sometimes clears the field. I've found that if I use ctrl+c ctrl+v it elliviates the issue for some time. Net graph - FPS, Choke, Loss etc. (Yes i know fps is locked to 25, with frame limiter) Edit: These are suggestions that shouldn't effect whatever type of map type you are running. These are suggestions for functions, that would be universal for every map/game type. Critique is welcome, however not in the form of "that would suck" etc. If you have an idea of a better way of solving a problem, it would be nice to hear it.
  14. It's difficult to say if this was a cheater or not. Since as far as I can see it the client calculates trajectories based on vectors and position at time of jump. And you get this date, your client calculates it. But due to the lag you don't see him control the car in the air... If he indeed was cheating, start with replicating the jump/crash. Especially since if he cheated, it's reasonable to assume he had some sort of speedhack as well.
  15. It's difficult to say if this was a cheater or not. Since as far as I can see it the client calculates trajectories based on vectors and position at time of jump. And you get this date, your client calculates it. But due to the lag you don't see him control the car in the air... If he indeed was cheating, start with replicating the jump/crash. Especially since if he cheated, it's reasonable to assume he had some sort of speedhack as well.
  16. there shouldn't be a limit, not that i'm aware of anyway just ctrl+F9 to clone on top, and it shouldn't produce any error i found that problems are most common with spawnpoints deleting all spawnpoints but one will help you narrow it down
  17. there shouldn't be a limit, not that i'm aware of anyway just ctrl+F9 to clone on top, and it shouldn't produce any error i found that problems are most common with spawnpoints deleting all spawnpoints but one will help you narrow it down
  18. I wanted to make a Haybreak grid, so I used the only programming language I knew... Those familiar with coding should be able to convert this code to any language they are familiar with. It will run on any php enabled server, and you need to copy paste the source, since web browsers strip away xml tags <?php $width = 1; $length = 300; $positionX = 1510; $positionYstart = 3287; $id = 0; for($i=0;$i<$width;$i++){ $positionX = $positionX + 4; $positionY = $positionYstart; for($j=0;$j<$length;$j++){ $positionY = $positionY - 4; $id++; echo ''; echo "\n"; echo ''.$positionX.'.655029 '; echo '-'.$positionY.'.685303 26.005787'; echo "\n"; echo '0.000000 0.000000 0.000000'; echo "\n"; echo '3374'; echo "\n"; echo ''; echo "\n"; echo "\n"; } } ?>
  19. I wanted to make a Haybreak grid, so I used the only programming language I knew... Those familiar with coding should be able to convert this code to any language they are familiar with. It will run on any php enabled server, and you need to copy paste the source, since web browsers strip away xml tags <?php $width = 1; $length = 300; $positionX = 1510; $positionYstart = 3287; $id = 0; for($i=0;$i<$width;$i++){ $positionX = $positionX + 4; $positionY = $positionYstart; for($j=0;$j<$length;$j++){ $positionY = $positionY - 4; $id++; echo ''; echo "\n"; echo ''.$positionX.'.655029 '; echo '-'.$positionY.'.685303 26.005787'; echo "\n"; echo '0.000000 0.000000 0.000000'; echo "\n"; echo '3374'; echo "\n"; echo ''; echo "\n"; echo "\n"; } } ?>
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