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eAi

Retired Staff
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Everything posted by eAi

  1. You should be doing it on the server surely?
  2. It seems like an odd thing to include built-in doesn't it? MTA is generally engineered on the principle that as little as possible is built in to the client/server, allowing you as much flexibility as possible. Of course, the downside of this is you have to work a little harder and read the wiki
  3. Probably to avoid spam from bots as well as users. Your signature I'd say is already pushing it in terms of size. Link to a forum post or your own website if you want more links.
  4. Why not use the ACL on your server? Just disable start/stop/restart etc for everyone, it's a couple of lines of XML.
  5. Your ISP may be de-prioritising your UDP traffic, which might cause this... Your ping for google is quite high, but then that's maybe just because of where you live.
  6. One alternative would be to write a module that had it's own thread for dealing with this and scheduling audio. I'm sure there's some way we could support this better, but it's a fairly niche use! Good work though - with this and all your other resources.
  7. I'd report it, and even better, fix it. The code is open source and I reckon this would be an easyish thing to fix.
  8. eAi

    MTA Languages

    We've considered this ourself, and of course, it's possible, we just haven't done it. Of course, MTA being open source means that anyone who can code can do it. It's probably not even that hard as MTA doesn't have that many strings.
  9. You'd be much better off doing it using onClientRender, which is called every frame. Timers aren't really designed (or able) to be terribly accurate. Of course, bear in mind that with onClientRender frames can be a long time apart. Usually they're going to be 1/20s to 1/30s apart, but if the player pauses the game it could be minutes 168ms and 135ms are exactly 33ms apart, so for the 135ms timer is only going to be guaranteed to occur on a different frame to the 168ms timer if the game is running at over 30 FPS. So the precision is basically the frame time. All the timers are triggered at the same point each frame. Generally, in games, the audio runs on a separate thread with a high priority to avoid such timing issues (though they're generally having to do more than just trigger sounds). I've added some more explanation on the wiki.
  10. It could be the bottom of the image repeating, or it could be a compression artifact caused by the DXT compression we use (if any). One way to check would be to use PIX - if you can work out how. You can find out about PIX here: http://msdn.microsoft.com/en-us/library ... 62(v=VS.85).aspx and download it in the DirectX SDK.
  11. Glad you're having a good time with it. Let us know in the scripting forum if you've got any problems with lua - you'll find it very easy to learn if you know any other programming language. It's about as simple as they come.
  12. It was really cool, but I don't think it was necessary or that it has a place now. I think there's much much more important things that anyone who is capable of programming can do.
  13. eAi

    Client problem

    You should be using a map file.
  14. The solution is to play Multi Theft Auto. It has supported any dff/txd file you like since 1.0. There's no reason we'd help you play a competing mod, that, as you say, we have a certain justified animosity towards. Multi Theft Auto does everything that SAMP does and far more - and it has better sync. Plus we're open source and far more friendly. More and more players are playing MTA every week - join them.
  15. Even if off by default with a warning? What's the point in putting so much effort into a menu that we have to turn off by default? Why not aim for something that's practical and shiny, that everyone can see? Exactly. It was nice when we had it before, but it caused more trouble than it's worth. Loading straight into game makes far more sense.
  16. I think an in-game main menu would make more sense to me. And we need news on the main menu too.
  17. eAi

    MTA Limits

    The maximum elements you can have actually streamed in (visible) at any time is: Vehicles: 110 Peds: 140 Objects: 350 Fires: 60 Pickups: 620 Radar blips: 175 3D markers: 32 Coronas: 64 As has been said, the maximum element count is 65535 loaded at any time. This is quite a lot. Most element types are streamed in and out as necessary, so the hard limits should rarely affect you. Perhaps the only limit that is a significant issue is the object limit, and that may be increased in the future. Bandwidth is much much harder to measure and will depend on how people play on your server, and the game mode, as well as the raw player count. Objects aren't synced currently, so they have no real bandwidth impact, beyond the initial map load on join (which is very fast). You can use the 'netstat' command in the console in-game to see lots of bandwidth and network related stats.
  18. Providing an idea of what you're willing to pay would probably help you. If you expect someone to code you an RPG server for $20, you're not going to get anything
  19. Grass is procedurally generated I believe.
  20. It takes time though, and adds another option for people to have to decide if they want. Why can't they just turn down their graphical settings until the grass goes that way?
  21. I believe SAMP may have turned off grass to get around a graphics bug. Of course MTA could add an option for this, but I really can't see why...
  22. It's a bit pointless checking it's a player. The local player is always a player.
  23. I worked out why it's not working, but I'm on holiday now. I'll fix it when I get back in a few days.
  24. It's on the wiki: https://wiki.multitheftauto.com/wiki/Rol ... _Generator If that page is missing anything that you've said, feel free to edit it.
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