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d0c

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  1. d0c

    Serious graphics bug

    Yeah, I suspected XP x64 as well (noticed the bold?), but I didn't try 32bit yet as I didn't feel like repartitioning my harddrive. Perhaps I'll try when I find time for it. But I think it should be possible to fix this issue, I would gladly help on nailing it down
  2. d0c

    Serious graphics bug

    Hi, I'm experiencing severe graphical errors in MTA (Deathmatch and Race, all versions). Just take a look at the screenshot: Kinda hard to explain, it's like the game view is colorfully fading from normal view to a white screen randomly in-game, with just the HUD and MTA overlays staying intact. Please notice that the map is gone while the black mapview background is still visible, whereas the health/time/money HUD is perfectly intact. When dismissing a menu (like F9), the contents will quickly fade to white with fonts appearing blurry for a short time instead of just disappearing. Here are my observations: Seems to be dependant on view direction, pressing Q/E while in a car restores the normal view, while when releasing the key it immediatly fades white again In Race, this was perfectly reproducable and depended on the current position in the map, when driving over a certain point, the screen went white In addition to the screen distortion, collision detection seemed to get turned off, as I fell through the floor and drowned In Race, it happended esp. on custom-made maps, in DM I see no relation It only happens on my PC (config see below), not on my NB Window mode on or off has no influence No problems in single-player or SA*P This it not a crash, when the screen is restored I can continue playing normally Heres my system config, as I said, I've seen this error solely on this system: Windows XP x64 Intel Core2Duo 6400 ATI Radeon X1950XT 512MB 4GB RAM Latest ATI drivers, but it happended with many different versions I would appreciate any help on this, as it's really annoying to drown 10 times at the same spot until I finally manage to get over it by holding Q/E sideview . And please no comments like "Get rid of XP x64" or "Get a real graphics card", I have no similar issues in any other game so this error is definitely MTA-related.
  3. d0c

    GUI buttons

    Because you're assigning your onClientGUIClick event handlers to the root element, not the button you want them to react to. That means the handler will be executed whenever any GUI element has been clicked, so the GUI will first be hidden and then you get the "test" output for both buttons. To fix this, use the button you want the handler to react to in addEventHandler: addEventHandler ( "onClientGUIClick", closeButton, bClose ) addEventHandler ( "onClientGUIClick", button, test ) BTW, you should not name function arguments like global variables or the globals will be inaccessible in the function.
  4. I wonder why noone has reported this yet, as it seems even the devs of the included scripts had to struggle with this. When using relative coords, it's not consistent. Tested on 1280x1024 and 800x600 and y position was different. However the absolute size seems to be fixed to 19. That's not what I meant. If you have a deeply nested GUI and want to convert absoluteX/absoluteY from a click event to pixel coords relative to the upper-left corner of the control, that currently involves quite some calculation. Easy to reproduce. Start broph, enter a banshee and call "setpos 0 0 100". Setting velocity/spin didn't seem to avoid this. I know about collision loading. However, when the data is loaded and call getWaterLevel(x, y, 50.0) it will return false even when the water level is 0 at (x, y). Perhaps testLineAgainstWater is the way to go, didn't test this.
  5. I liked the idea, so I quickly coded a script that does exaclty that It's a client-only script that is invoked by the command "radarteleport". It displays the map inside a window and teleports you (or the car you're in) to the clicked position on the ground. A check allows to toggle if you want to go on the water or below. Works best if you bind a key to the command, like "bind n radarteleport". The script is missing any sort of protection, all players can use it. This is my first MTA script so don't be too hard Download Radar Teleport v1.0 (300kb, sorry for the additional copy of the map) @Devs: Bugs I stumbled over while writing this, and suggestions: - Relative GUI positioning seems a bit broken, placing the image at 0, 0, 1, 1 inside the window showed it cut-off at the top - I'm really missing a function to convert absolute screen coords to control-relative coords and vice-versa - Window alpha is only applied correctly if set after all controls are created - When teleporting, the car gets quite a spin, which sometimes makes you fall off your bike - getWaterLevel is a bit strange, as you basically need to know the water level before the call to get correct results
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