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Everything posted by Woovie
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Welcome to the news, I'll be your host today! Today's news concerns a few topics. First up, 1.3.2 release is today! To download, just visit the front page. Here's the highlight changes for 1.3.2: Scripting changes: New client function: get/setObjectMass() New client function: get/setCursorAlpha() New client function: setFPSLimit() New client function: fetchRemote() New client function: get/setSoundPan() (for 2D sounds) New functions: Bitwise operators Added target position as alternative to setCameraTarget() Added clothing component textures to engineImportTXD() Added car number plates, road sign text, CJ body parts and unnamed textures to engineApplyShaderToWorldTexture() Enhance quality on usage of non-power of two image sizes for dxDrawImage() Added use of player element in sound functions to control player voice. Scripting bug fixes: Fixed: ignoredElement in processLineOfSight() broken. Fixed: guiGetSelectedTab() crashes after removing a tab. Fixed: xmlFindChild() after xmlSetNodeValue() can cause a crash. Fixed: Client freeze when deleting of 1000's of peds or vehicles. Game changes: Client setting: Turn off selected sounds when minimized. Client setting: Added aim vertical sensitivity setting. Client setting: Added process priority setting. Added glitch 'hitanim' to allow 'being hit by bullet' animation when aiming certain weapons. Added 'sinfo' command to client to output server info. Added 'showframegraph' command for displaying frame timings. Added server multiple IP support. Reduced stutter on big maps. Game bug fixes: Fixed vehicles losing velocity on race respawn . Fixed a server browser crash. Fixed smoothness when using server setting 'latency_reduction'. Fixed PNG files with alpha channel sometimes being all black. Fixed a cause of train desync. Fixed depth buffer shaders not working right with mirrors. For a more complete changelog, see Wiki: Changes in 1.3.2. Up next, we have some information about the versioning of MTA. The MTA team is working on changing the release schedule for version numbers. Currently, MTA gets a .1 increment maybe once every 3-6 months. From now on, MTA releases will be more frequent. What does this mean exactly? You'll see features introduced more quickly, but in smaller quantities. You may see a new feature every month, instead of 5 new features every 6 months for example. The purpose of this is to simplify the MTA versioning for the developers and community. This will also help get patches out quicker, instead of having to rely on nightly builds for the latest features. This is not promising quicker releases for new features, just that patches will come out more often, which will help with client and server stability. With this new release system, testing will be more important than ever! MTA is a huge project, so changes in one area of the game can have unintended consequences in other areas - so every release needs a lot of testing. This is where you come in! We would like to get some people who have a good understanding of Lua (C++ is a plus) to help test new features for upcoming releases. If you lack Lua knowledge, don't apply, as you will be provided perhaps just a function name/list to test, and you will need to script your own testing functions to ensure it works as intended. This will help us get the patches out the door much, much faster. Of course, this is purely on a voluntary basis - you can do it on your own time (and we won't pay you ), but your efforts will help ensure we release new features as bug-free as possible - for the greater good! We may be implementing a QA testing team again soon, but currently is still in discussion with the team. More information will come when it's ready to be discussed. As for now, using the bug tracker to post bugs will help a lot.
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You didn't read the rules. Simple as that. Please just try to read the rules.
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I guess you're one of those humans without Google Chrome? Alright then, a new download link should pop up any moment. Download works for me on Chrome, IE, and FF. Perhaps he's just an idiot.
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This has nothing to do with spammers. Everyone gets it right now. If you open more than 5-8 URLs in a row, it times out for a little while. I'll bug the admins about it but I doubt they know the problem nor know a solution.
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Okay? We can't do anything about it. That's YOUR problem. The devs can't tell some host to shut down. How about you contact their server provider and tell them to take it down per copyright. But even then I doubt you oculd do that because your scripts are probably 99.9% community.
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It sounds possible. But you'll probably need to modify the scripts to work together.
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So I tested this script the other day... I don't know if it had interference with another script I had running, but I literally couldn't see anything. It was just a big black wall right on top of my character.
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His EXE is fine. You can see that from the MD5 found in his pastebin URL. MD5sum for C:\Users\USER\Desktop\GTA-SA\gta_sa.exe: 170b3a9108687b26da2d8901c6948a18 Value should be: 170b3a9108687b26da2d8901c6948a18 (HOODLUM 1.0) Ah, Yes i just download the driver that Twon give me and work's fine but there's much people have the same problem i don't know what should i told them ? Did you try this?
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To be honest, it could be a million things. Variants in hardware configurations lead to variations in results.
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His EXE is fine. You can see that from the MD5 found in his pastebin URL. MD5sum for C:\Users\USER\Desktop\GTA-SA\gta_sa.exe: 170b3a9108687b26da2d8901c6948a18 Value should be: 170b3a9108687b26da2d8901c6948a18 (HOODLUM 1.0)
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Yea, I wasn't supposed to release this because I'm working on my own DayZ Gamemode for MTA (You can find more information about it on my portfolio website http://jsiau.site11.com/). But I decided to release this because the effect fx file would get stolen anyway. Makes sense. Nice release!
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Holy fuck that looks great.
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It takes a while ( Few hours maybe? ) for it to appear on the server list as far as I know. So just give it some time.
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dxDrawImageSection can be used to draw part of the image. For a 0-100% progress bar, to show a certain percent, math.floor or math.ceil ( ( % to show * image total width ) \ 100 ). Then you use that as the width amount for your dxDrawImageSection as the section you want to draw.
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It's a simple UI. How the hell do you expect him to make it? Oh, let me rescale the buttons and shape it differently. A simple group script can only be made so many ways. This one works and does as is needed. Done.
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Precisely. MTA has brightness reading functions that are very inaccurate and get it from the lightmap or something. Just script this yourself with a custom brightness script.
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Honestly, what does it matter? It's a good working system, so people are going to copy it. Big deal... That's like complaining that people made combustion engines that have the same number of cylinders as another company. It's a good and/or efficient idea.
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Those are resources. Yes, you can remove them if you'd like. It's just client-side files needed for that server. If you ever need to clear them out they're located in here. MTA Install Directory\mods\deathmatch\resources\ You can delete everything in that. If you do though, you'll have to redownload it on next connect to that server.
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MTA version version 1.3.1-9.05216.20130401 game pad bugs
Woovie replied to RustyCuyler's question in Client
I too am listed as a viewer, but I can start a new issue. Go to the upper right drop down, select the "New issues" drop down. Then you'll see a new issues button along the navigation buttons. -
It's not like we haven't been attempting to figure out what's wrong. Towncivilian and ccw have looked at this and are actively attempting to find the problem. No need to be such a Debbie Downer.
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If you've seen it in game, it's in your client files. Look in your MTA installation folder\mods\deathmatch\resources\ Inside one of those folders you'll find the .dff and .txd
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Lower your draw distance. I don't know the exact amount, but the issue is the high draw distance. I have had this same issue and the main dev we have, ccw, told me to do this as a fix myself. If you look straight down at the ground, you should see lots of flickering too, I think that's mainly in the air though.