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DazzaJay

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Everything posted by DazzaJay

  1. Sorry i dont have any descriptions..... Well... Some of them would be caused by the Pingkicker script, which if its recource is stopped, it will crash the server, but that should only be one or two of them... as for the rest, i have a whapping total of 35 Dumps from Pothole Studios Server 1 and 21 dumps from pothole Studios Server 2. Be Prepared for fun....
  2. Agreed, Bycicles are Funked at the moment, and also, headshost of players In cars would also be cool.
  3. At the moment, i would suggest using SA Cam Hack for filming.... But you do need another app to make it work.
  4. Basically, i have been working on a Modification of Brophy's Capture the Vehicle Game Mode. (I hope you dont mind Brophy.... well, the file said "Capture the Vehicle by BrophY©, if you wish to modify, keep copyright notice and credits in the file" And i have Done So) This is a beta release, and its on Hold because of Problems with MTA itself (Mainly Verry Bad Trailer Sync) I would also strongly reccomend not using it on an open server, because of its glitchyness at the moment, im mainly just showing what i have planned. Ok, Basically... GamePlay: Spawn as 1 of 4 teams, and each team has to get thier trucks to the "Cargo Trailer" and get it back to thier base at all costs.... Hell you could almost call the gametype "Tanker Commander" After the SinglePlayer Mission. I have seperated the "Known Bugs" section into 3 parts. and Here they are... But Still, i hope to get these bugs ironed out, but it will be on hold till the Trailer Sync issues in MTA are fixed. (Expected wait.... Never) Here are a coupple of Testing Screenshots. Ballas Base: Airport Trailer Spawn: Towing the Cargo: And if you really want to have a look: GameMode: http://files.potholestudios.com/dazzajay/ctc/ctc.zip Map: http://files.potholestudios.com/dazzajay/ctc/ctc-ls.zip
  5. Here is the odd thing, if i put the cars into my gta3.img file, and play the game, Of course i can see the cars on My side, and the seats work correctly. So if what i am thinking is correct. then car mods should only need to be Client Side. My Guess is (From what i have witnessed with MTA and custom cars) is that it Seems like its not loading the collision, and ceatian markers correctly. like the Shell Tanker Trailer, its entire front section seems to have no collision, and also, no marker that connects to the truck. but i know from playing in singleplayer, that it has Full Collision, and a working tow marker. So it seems that MTA isnt loading the entire .dff file correctly, only partially.
  6. Laying the script out like this worked. function replaceModel() dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) txd = engineLoadTXD("data/infernus.txd", 411 ) engineImportTXD(txd, 411) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/petrotr.txd", 584 ) engineImportTXD(txd, 584) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/buffalo.txd", 402 ) engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceModel) Altho, the seats are still all screwed up (Waits for DP3)
  7. my bad, i musnt have worded my self correctly (i do that a lot) i mean "sports car class" cars that the mafia would use. but i have it all solved Thanks for helping anyway guys!
  8. So you mean like this..... txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402)
  9. So you mean like this..... dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) txd = engineLoadTXD("data/infernus.txd") engineImportTXD(txd, 411) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/petrotr.txd") engineImportTXD(txd, 584) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) as i have tried this.... in an old test i did, with the same results, but that was DP1 when i tested it like that
  10. No idea whats wrong with this. Basically, server side custom cars arent working as they should on my server.... so lets jump straight to the info. Here is screenshots from what its like in game: NOTE: I HAVE TESTED ALL THESE CARS IN A SEPERATE INSTALL OF GTA AND THEY ALL WORK NORMALLY. The first one is showing the DFT30 im using.. (All it is is a Fixed model that has the missing wheel) But as you can see, the Driver sits on the back, and the Headlight effect is coming from the crotch..... kind of brings new meaning to the saying "Where the sun dont shine"... lol. This second image shows the Passenger sits in the exact same spot. This third image shows that when the passenger exits, the character and the door still exibit a normal behaviour, even tho the character is miles away from it. This image shows the "Buffalo D1" as being completley textureless And the Driver sits in the Dead Center... now ive heard that some girls like Gearsticks.... Same again, different angle. Infernus D1, also textureless, with driver in dead center. Same again, Different angle No textures, both fdriver and passenger in the middle. Shell Tanker Trailer Textureless. Same again, diff angle. Altho the trailer exibits another odd affect that the other vehicles dont. It seems to have No collision near the front, and also, cannot latch on to a Truck head, as if its connecter dosent exist. And as i said before, all of these vehicles work fine in GTA SA SinglePlayer when they are put into the gta3.img file. And here are the scripts... Ignore the DFT30 not having a texture line, as its model is supposed to use the original game textures, as it was just a simple wheel fix. i will also link to the cars i was using in this, In order of how they appear in the file. (And dont worry about responding to the White cars issue in this thread, as i will be making another thread for that reason. DFT30 Bugfix: http://gta-worldmods.planet-multiplayer ... themeid=53 Infernus D1: http://gta-worldmods.planet-multiplayer ... themeid=12 Shell Tanker Trailer: http://gta-worldmods.planet-multiplayer ... themeid=53 Buffalo D1: http://gta-worldmods.planet-multiplayer ... themeid=12 dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/infernus.txd") engineImportTXD(txd, 411) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/petrotr.txd") engineImportTXD(txd, 584) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) and the meta.xml <meta> <info author="DazzaJay" name="carpack" version="1" type="script" /> <script src="carpack.lua" type="client" /> <file src="data/dft30.dff" /> <file src="data/infernus.dff" /> <file src="data/infernus.txd" /> <file src="data/petrotr.dff" /> <file src="data/petrotr.txd" /> <file src="data/buffalo.dff" /> <file src="data/buffalo.txd" /> </meta> As you can see, there is nothing wrong with the code. (or none that i can see, concidering i copy'd it from the Wiki.)
  11. Sorry if this has been asked, i looked around, and didnt see it. But basically, the way the game is at the moment, is seems that when you join a server, it recives the recources completley uncompressed. But this can be relativly annoying for some people, as the entire world is not on 8meg+ internet, i myself have only a 512k connection. But anyway, back to it. Why not, when a player joins, the files they need are compressed in a similar method to a zip, sent across, and uncompressed by the clients PC, it would save a lot of time for people to join a lot of servers that have Car Mods. For example, If aserver had my "Australian Police Car Textures" set for copcarsf, copcarls, and copcarlv, (plus the required .dff files to go with it, Uncompressed that alone is a 13.9MB download. But compressed into a zip is only 5MB Which would cut the transfer time in half. Now i am Not saying "Transfer the entier recource.zip file, as i know some creators want to protect thier Server Side scripts from theft. What i am saying, is get the server to Compress only the files that the client would recive from the server anyway, Thus to use less bandwidth, and a lot shorter download time for those of us who dont have fast connections.
  12. First of all, i am not the only person suffering the White Texture issue, i have seen lots of threads about it, apparently its just an MTA bug. Same as the driver seat being for some unknown reason in the dead center of the car, and the headlight and break light sources coming from the drivers crotch. Ignore the DFT30 not having a texture line, as its model is supposed to use the original game textures, as it was just a simple wheel fix. i will also link to the cars i was using in this, In order of how they appear in the file. (And dont worry about responding to the White cars issue in this thread, As i have made a thread in the correct section for that. viewtopic.php?f=91&t=21779 DFT30 Bugfix: http://gta-worldmods.planet-multiplayer ... themeid=53 Infernus D1: http://gta-worldmods.planet-multiplayer ... themeid=12 Shell Tanker Trailer: http://gta-worldmods.planet-multiplayer ... themeid=53 Buffalo D1: http://gta-worldmods.planet-multiplayer ... themeid=12 dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/infernus.txd") engineImportTXD(txd, 411) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/petrotr.txd") engineImportTXD(txd, 584) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) and the meta.xml <meta> <info author="DazzaJay" name="carpack" version="1" type="script" /> <script src="carpack.lua" type="client" /> <file src="data/dft30.dff" /> <file src="data/infernus.dff" /> <file src="data/infernus.txd" /> <file src="data/petrotr.dff" /> <file src="data/petrotr.txd" /> <file src="data/buffalo.dff" /> <file src="data/buffalo.txd" /> </meta> As you can see, there is nothing wrong with the code. (or none that i can see, concidering i copy'd it from the Wiki.) And as for the sentinel, that would just gimp the team even more, as it is not a car that can keep up with any sports cars. but anyway, i have solved this issue with Comet's. as apparently some mafia boss in real life has a lot of porsche's, so its fitting.
  13. Thanks for all your input. (Should be a cool Toyota Jester and a Nissan Elegy comming out soon. just havent decided what to base them off. (And NO the Toyota wont be from FnF)
  14. All custom cars = white texture. But what a friend told me is to use Comet's, so i guess i will.
  15. Its not a bad car, but its too slow, Basicaly im looking for somthing to compete with Zr350's and stuff.
  16. I have a small Question about MTA Cars. Basically, Me and a Mate are making a CTV Map, and one of the 4 teams (Mafia) Is severly Outclassed Mainly because they only have Slow cars. So what im basically asking, is what type of cars the mafia would use. I have the Huntley, Stretch and Elegant. but they are all retelivly slow. So what is a Fast car i could add to the pack that you could see the Mafia driving in real life?
  17. Here is what my server looks like with my join logo... Basically, i just copyed what the front page of my site looks like. http://www.potholestudios.com (click to see full size)
  18. You would have to ask him about that.
  19. The wiki examples are either incomplete, fucked, or just plain broken.
  20. http://www.fileden.com/files/2006/10/16 ... /tryme.rar That one there is the first i used, it worked fine, altho you have to get all the files out of the .rar and put them in a .zip. it worked fine for me, but now im using one made by AlienX.
  21. the one im using works in every game mode.
  22. ive been reading the LUA handbook for weeks, and it still makes no sence.
  23. i figured a new ver would be needed, because when people join and quit IRC, this stuff happens in the IRC window... ok... say if Mahadeva left the IRC channel.... IRC <> OY*)F*)&^^$%R#eva Left IRC and the same happens on people join.
  24. THAT IS AWESOME! Quick question, do you plan to get TransFender working aswell?
  25. Hay is still randomly killing people, no idea why, but i dont think its cos of mabako services anymore.... as i set up a fresh server with all clean recources and it was doing it on that too But CTO Works Perfectly now! so thanks for that fix!
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