eAi
Retired Staff-
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Everything posted by eAi
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Respect other people's work. Just because they've released it, it doesn't make it yours - attribute scripts to their authors at the very least. Also, don't paste huge scripts here with pointless reqests.
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It'd be interesting to see what it looks like without your gamemode running... To me the low FPS looks a bit more worrying than the CPU usage. I'd expect the CPU usage to be somewhat exponential, which is (roughly) what you're seeing there. If you can do any more to diagnose what might be causing it, we'd like to hear it - it's hard for developers to test with that many players!
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It would be possible to script it to make it weaker... I think MTA should keep as close to the natural GTA as possible.
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Make sure you have the right project selected in the top right corner of the page.
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I reckon someone could make a resource that backed up what you're working on in the editor pretty easily - it's probably only a few lines of code with 'copyResource'. The issue would be you'd get a lot of clutter if it kept lots of backups...
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Sounds like having a backup option in the editor would be useful!
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'raw' just means it won't be parsed for <* lua script here *> tags. This is generally required for binary files etc, but can be used for any kind of file that doesn't have those tags in - they'll be somewhat faster to load. You can give access to a single resource from http using the ACL right 'resource.[name].http' I think...
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Can people avoid telling other people to 'code it themselves'. It's not helpful, and it puts people off. We're happy to take suggestions, obviously if you code it yourself, it's more likely to be accepted into MTA!
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Saved games are in your My Documents folder, I believe, so MTA shouldn't ever touch them, as MTA never uses My Documents.
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Thank you But i really need to do this rcg more stable, but its really hard, because map editor's developers did not count this kind of plugin, where you can create, and delete a lot of elements, and move a hundreds of objects, at the same time. I dont blame them. And of course, there are some unidentified bugs in rcg too If you'd like to help out on the editor, it would be much appreciated - I know Talidan finds it hard being the only person who does. The same applies to anyone else - the code is publicly available, feel free to make patches for it.
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<* and *> are for MTA's web-based resources. They work as <? ?> in php and <% and %> in asp, they let you embed code in an html (or any other kind of) document. I wouldn't expect them to validate as XML, but they aren't intended to, the resulting files generated by the server from such files could be valid XML (or HTML, or XHTML or anything). See https://wiki.multitheftauto.com/index.php?title=R ... Web_Access for more.
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Type 'info amx' in the console and tell us what it says.
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I'd check that the files aren't really UTF-16...
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MTA won't support UTF-16, nor will it support UTF-8 properly (ASCII is a subset of UTF-8, but not a subset of UTF-16).
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But you can't render your website in-game, so what use is TCP/IP for that? We couldn't securely allow sockets client-side to access anything other than the server that the player is connected to, this is the same restriction that Java, Flash and AJAX have. If you could access arbitrary sockets, you could steal or delete data from the player's network, hack their router, DDOS people, etc, etc. You may have perfectly innocent uses for it (and I agree it'd be nice), but it's not practical.
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If you'd seen the code for 0.5 you'd know exactly why blue was invented to replace it. 0.5 used many highly unstable methods to operate. Nobody that is now on the team has the experience or interest in going back to a 5 year old version. We'd be more interested in back-porting blue to vc, but we'd probably need a larger dev team to make that practical.
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And why would you want that? It's a significant security risk giving clients access to sockets, the same with DLLs. Other client-side technologies (e.g. websites, Flash, Java) have the same restrictions for the same reasons. Frustrating as it may be...
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Well, they aren't going to know if you don't tell them. Tell your friends, tell other forums you're members of etc, use twitter, facebook, myspace(!), whatever...
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I thought about that, but I think I'll add this in the future release. BTW, new screenshot added. Go to the first post. If you do do that, keep it generic - don't assume the groups are called 'admin' and 'moderator' as there's no reason they need to be! Look at how the webadmin does it (and try to simplify it).
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What about an option to disable output in the chatbox entirely? Or maybe only show nearby messages in the chatbox (so you can see messages sent by people behind you for example)?
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Try adding a command handler function that uses executeCommandHandler to trigger the chatbox command handler... If that works, how about adding it as an example on that wiki page?
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It should work exactly as normal. Make sure both computers are connected ok, then run the server on one and connect to it's IP address from the other. I've not used crossover cables for many years, so I'm not sure if you have to fiddle with Windows settings to get them to have usable IP addresses - you can google for that. MTA itself should have no issues that I can think of, it doesn't need the internet for anything except registering itself with the server list - it shouldn't matter if that doesn't work.
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Although it is useful not to limit yourself to just your own resource - that allows other people to extend your code easily.
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Of course, scripts shouldn't be able to crash the server, but as 50p says, it's likely an issue with removing command handlers from within a command handler.