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ryden

Retired Staff
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Everything posted by ryden

  1. Moved to the scripting forum.
  2. You can implement server-side resources using Java if you do a wrapper module for MTA (I did this to support server-side resources written in PHP, and arc_ did it for Pawn). But you will need to use Lua for client-side resources, as you don't have support for client-side modules.
  3. Gracias por responder a la duda, diegofkda. Cierro el hilo.
  4. You can find lots of maps and cool stuff at https://community.multitheftauto.com
  5. Unless you compiled that MTA client, you'll have it hard to analyze it. Ask ccw for the debugging symbols, if he's sharing. Specify the version and revision of your client.
  6. ryden

    build the sorce

    Moved to the support forum.
  7. Okay, I just reversed this for you. You are right in that the offset 0xCC contains the current antialiasing value, but it contains the value for the menu frontend. You must change this value and also the value at offset 0xC8, which is the actual offset containing the currently set and accepted antialiasing value. By the way, both the values at 0xCC and 0xC8 are DWORDs, not BYTEs. After changing both values (I think that changing the value at 0xC8 is enough though), you need to call the function at 0x7F8A90 and call the function at 0x57D16E passing the setting at offset 0xD4 (dwVideoMode) as parameter. Remember to clear this parameter from the stack after the call. For more information, refer to the code that is updating the antialiasing value at 0x57D149.
  8. First, you should get IDA Pro Advanced. It's an application to dissasemble a binary file that lets you rename all the symbols found, as well as making all kinds of annotations. All these annotations and changes that you do will be saved to a file with the idb extension. You could try to find some gtasa.idb in google, there are some that have a lot of reversed stuff. Now, let's say that you want to detect what piece of code is changing your vehicle health to, for example, find what's the memory address of the code processing the bullet hits. You should first take your vehicle memory address, which you can find placing a breakpoint at the vehicles class constructor (you can find this address in the game_sa module). Now, as GTASA is compiled using Visual studio and its ABI for thiscall is passing the this pointer into ecx, the pointer to your vehicle will probably be at the ecx register. Annotate it and continue with the application. Now that you got the base address of the vehicle, you can also get the address of the vehicle memory field containing its health (you can get the offset from game_sa module as well). Place a hardware memory breakpoint for Write at that address and you will get what instructions are changing it. The fun just began: guess what the heck is every of those pieces of code doing. This was just an example. There are lots of other methods to find memory addresses.
  9. ryden

    Season Greetings

    Why would the element limit be increased? Anyway, the answer is: no. Raising the player limit to 65535 was done because with the previous network code MTA couldn't support any player count bigger than 255. With these changes, you can set a new limit ranging from 1 to 65535. It doesn't mean that the player limit will be 65535 anytime. So, even if you raise the element limit, the network code that syncs the player counts will stay the same, keeping it to the current "limit".
  10. ryden

    Season Greetings

    64536, but if you get to fill a server with more than 1000 players, then you deserve a medal.
  11. ryden

    Season Greetings

    The MTA team should run such test to find the weak points of MTA and make it support even more than 1000 concurrent players.
  12. As easy way would be to do a stress test. If your server can handle that many without lag, go for it. Not just the server, also the clients connected to it.
  13. The problem was that the MTA netcode didn't support having player counts higher than 255, so I changed it to support a new limit of 65535 players. This is totally unreal, and should be normalized before a release (maybe after performing some public test) to what MTA is actually capable of. Or... even using this new possibility to see where are the less efficient parts of the server and improve them.
  14. ryden

    Max player ....

    Nevermind. If someone needs a 1.0.4 server with 250 player slots, just send me a PM.
  15. ryden

    Max player ....

    1.1 hasn't been released yet.
  16. ryden

    Max player ....

    I can make you a hacked server that supports up to 255 concurrent players. Here's an example: http://www.game-monitor.com/mta_GameSer ... _plus.html
  17. I guess that he's asking for how to change the main "lobby". It it is that, then check if the game is ready for map editor, and just change the location on it. Else, it will probably be on some data file of the script. In any other case, you will need to change the source code.
  18. Weird, can zombies have kids? Or did it have the kid before becoming a zombie?
  19. In my opinion, moving from SVN to Git was like moving from coding for hobby to coding for work. I vote for SVN.
  20. ryden

    255 slots? what the :O

    I made them that server to test how would MTA deal with a raised limit. The server is meant to support 255 players, but it needs hack in the server-side source, so I didn't release it yet until we get a proper fix. But such fix would require to outdate all previous versions, 1.0.3 and backwards. If you want to know how to make a 255 player slots server, let me know and I will post here the required changes.
  21. Roleplayers would say exactly that for deathmatch beta tests.
  22. Good work there. You should join our IRC at irc.gtanet.com, channel #mta and stay tunned with the other MTA developers and community. Cheers.
  23. Because there whas a new bug: You can't start the map editor or a server Which has already been fixed.
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