eAi
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Everything posted by eAi
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My guess is because SA-MP doesn't allow you to download your own models, so they have to include them built-in to the client. I've never played SA-MP though, so I don't know if that's the case.
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That's basically the same reason that it's not built in. The MTA server doesn't know anything about the collision data for the vehicles or the world, so it can't do server-side collision detection (as most other real-time multiplayer games would do). To implement server-side physics we'd have to extract all of the collision data from GTA and make our own perfect copy of the physics engine. Even if we could do this technically (it would be very hard) it would infringe R*'s copyright to include the GTA collision meshes with the MTA installer.
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It doesn't appear that GTA V has affected MTA at all, we've still got record numbers of players. The number of players playing varies massively at different times of the day - with 5x more players playing at the peak compared to the trough each day. We've never had 26k simultaneous players.
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It's preferable to the current situation though, isn't it? It's certainly no worse.
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getTeamFromName returns a team object (i.e. your COP or CR variables) not a string.
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Not that it matters, but GTA:SA was never intended to have multiplayer.
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That should be more efficient. Sending clients data they don't need is a waste of bandwidth. If you genuinely need to send all the clients the same data, then triggering on the root would be somewhat more optimal (the data shouldn't need to be mcodes multiple times for example).
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See https://wiki.multitheftauto.com/wiki/Resource_Web_Access and more specifically https://wiki.multitheftauto.com/wiki/PHP_SDK. Bear in mind that the pages you see in webadmin and the other web-based resources are written in lua, not PHP.
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My friends MTA lags a lot now, might be the drivers?
eAi replied to blurryshadow1's question in Client
The content of the 'weird errors' might be more meaningful than the dxdiag log - post those here. -
This sounds very interesting (though a bit hard to read and rather cryptic). I look forward to seeing the patches!
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https://wiki.multitheftauto.com/wiki/PHP_SDK
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What would these be useful for (except for admin tools?)
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https://wiki.multitheftauto.com/wiki/GetResourceInfo
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You should use the MTA functions to change the handling. The Map Editor is running on a server too - it's a local one.
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If you look at the source code: http://code.google.com/searchframe#KdIe ... .com&l=210 You'll see that the first two arguments are used for the position of the colshape - the x and y values returned from getElementPosition. This position would ideally be the centre of the polygon (I'm not sure why we don't calculate that automatically?), as the only real purpose is so that we can do a cheap collision check to see if you're near the colshape, before we do a more expensive check against each side of the polygon.
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Maps are much better compressed than LUA, and should be a fair bit faster to load.
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I believe the only real way to mitigate against DDOS attacks is to make sure you've got a lot of bandwidth, that your router can handle as much data as the DDOSer can throw at it and that it can detect and throw away DDOS packets. This isn't easy, and I doubt any home systems are able to do a good job at this. Even the best professional hosting finds it hard - it has to be taught which packets are part of the DDOS (e.g. filtering by country, or some other fingerprint).
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This isn't the place for these kind of arguments.
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If you can, please report it to https://analysis.avira.com/en/submit so they can fix it.
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What GTA version do you have?
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You've written theplayer rather than thePlayer on the giveWeapon line.
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It's not saved anywhere, unless you use saveMap.
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Why does it need admin access?
