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diegofkda

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Everything posted by diegofkda

  1. It will be in the whole San Andreas afaik, the trailer doesn't show Los Santos only.
  2. Cool, you liked my menu . About the problem, try to disable Windows Firewall.
  3. Then giving copyright for free is a waste-time thing, if you see someone cloning your server simple: send a message to CCW to import the cloned server into the blacklist. Btw: You can't call to the whole MTA community "noob", those "noobs" are the reason why the MTA stills alive... I guess you ruined completely this suggestion...
  4. PS. Sony FTW and it has the games with best graphics ever (in that era), also there I played the first game I've played, the Need for Speed Porsche 2000, oohh old times.
  5. Only the lua . addEventHandler( "onClientResourceStart", resourceRoot, function() ----------------------------------------------------- ---------------CONCRETE------------------- ----------------------------------------------------- lighting = dxCreateShader ( "envlighting.fx" ) --engineApplyShaderToWorldTexture ( lighting, "*" ) roads = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( roads, "snpedtest1" ) local roadstex = dxCreateTexture ( "concrete/cityRoad.jpg" ) dxSetShaderValue ( roads, "gTexture", roadstex ) roads2 = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( roads2, "dt_road" ) local roads2tex = dxCreateTexture ( "concrete/cityRoad2.jpg" ) dxSetShaderValue ( roads2, "gTexture", roads2tex ) canyonroads = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblenddrt" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyright" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyleft" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hv" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvgtravel" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_1linefreewy" ) engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblend2" ) local canyonroadstex = dxCreateTexture ( "concrete/canyonRoad.jpg" ) dxSetShaderValue ( canyonroads, "gTexture", canyonroadstex ) concrete = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( concrete, "block2_low" ) engineApplyShaderToWorldTexture ( concrete, "dockpave_256" ) engineApplyShaderToWorldTexture ( concrete, "cos_hiwayout_256" ) engineApplyShaderToWorldTexture ( concrete, "concretemanky" ) local concretetex = dxCreateTexture ( "concrete/concrete.jpg" ) dxSetShaderValue ( concrete, "gTexture", concretetex ) paves = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( paves, "sidelatino1_lae" ) engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn41" ) engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn42" ) engineApplyShaderToWorldTexture ( paves, "cos_hiwayout_256" ) local pavestex = dxCreateTexture ( "concrete/pave.jpg" ) dxSetShaderValue ( paves, "gTexture", pavestex ) freeway = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( freeway, "cos_hiwaymid_256" ) engineApplyShaderToWorldTexture ( freeway, "hiwaymidlle_256" ) local freewaytex = dxCreateTexture ( "concrete/roadway.jpg" ) dxSetShaderValue ( freeway, "gTexture", freewaytex ) crossing = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( crossing, "rufwaldock1" ) local crossingtex = dxCreateTexture ( "concrete/crossing.jpg" ) dxSetShaderValue ( crossing, "gTexture", crossingtex ) junct = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( junct, "sf_junction5" ) local juncttex = dxCreateTexture ( "concrete/junct.jpg" ) dxSetShaderValue ( junct, "gTexture", juncttex ) lampost = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( lampost, "lampost_16clr" ) local lamposttex = dxCreateTexture ( "concrete/pave.jpg" ) dxSetShaderValue ( lampost, "gTexture", lamposttex ) bricks = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( bricks, "snpdwargrn1" ) engineApplyShaderToWorldTexture ( bricks, "comptwall30" ) local brickstex = dxCreateTexture ( "concrete/bricks.jpg" ) dxSetShaderValue ( bricks, "gTexture", brickstex ) ----------------------------------------------------- ---------------BUILDINGS-------------------- ----------------------------------------------------- build1 = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( build1, "sl_skyscrpr03" ) engineApplyShaderToWorldTexture ( build1, "lan2skyscra5_lod" ) local build1tex = dxCreateTexture ( "buildings/build1.jpg" ) dxSetShaderValue ( build1, "gTexture", build1tex ) build2 = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( build2, "sl_librarywin3" ) engineApplyShaderToWorldTexture ( build2, "lan2skyscra1_lod" ) local build2tex = dxCreateTexture ( "buildings/build2.jpg" ) dxSetShaderValue ( build2, "gTexture", build2tex ) build3 = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( build3, "sl_skyscrpr04" ) local build3tex = dxCreateTexture ( "buildings/build3.jpg" ) dxSetShaderValue ( build3, "gTexture", build3tex ) ----------------------------------------------------- ---------------HUD------------------------------ ----------------------------------------------------- radar = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( radar, "radardisc" ) local radartex = dxCreateTexture ( "hud/radardisc.png" ) dxSetShaderValue ( radar, "gTexture", radartex ) ----------------------------------------------------- ---------------PARTICLES------------------- ----------------------------------------------------- cloud = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( cloud, "cloudmasked" ) engineApplyShaderToWorldTexture ( cloud, "cloudhigh" ) engineApplyShaderToWorldTexture ( cloud, "cloud1" ) local cloudtex = dxCreateTexture ( "particles/cloud.png" ) dxSetShaderValue ( cloud, "gTexture", cloudtex ) smoke = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( smoke, "collisionsmoke" ) local smokeTex = dxCreateTexture ( "particles/smoke.png" ) dxSetShaderValue ( smoke, "gTexture", smokeTex ) moon = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( moon, "coronamoon" ) local moontex = dxCreateTexture ( "particles/moon.png" ) dxSetShaderValue ( moon, "gTexture", moontex ) corona = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( corona, "coronastar" ) local coronatex = dxCreateTexture ( "particles/corona.png" ) dxSetShaderValue ( corona, "gTexture", coronatex ) light = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( light, "shad_exp" ) local lighttex = dxCreateTexture ( "particles/shad_light.jpg" ) dxSetShaderValue ( light, "gTexture", lighttex ) fire = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( fire, "bullethitsmoke" ) engineApplyShaderToWorldTexture ( fire, "sphere" ) local firetex = dxCreateTexture ( "particles/fire.png" ) dxSetShaderValue ( fire, "gTexture", firetex ) vehiclescratch64 = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( vehiclescratch64, "vehiclescratch64" ) local vehiclescratch64tex = dxCreateTexture ( "particles/vehiclescratch64.png" ) dxSetShaderValue ( vehiclescratch64, "gTexture", vehiclescratch64tex ) ----------------------------------------------------- ---------------TREES-------------------------- ----------------------------------------------------- trees = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( trees, "newtreeleavesb128" ) engineApplyShaderToWorldTexture ( trees, "newtreeleaves128" ) engineApplyShaderToWorldTexture ( trees, "newtreed256" ) local treestex = dxCreateTexture ( "vegetation/hojas.png" ) dxSetShaderValue ( trees, "gTexture", treestex ) grass = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( grass, "desgreengrass" ) engineApplyShaderToWorldTexture ( grass, "grasstype10" ) engineApplyShaderToWorldTexture ( grass, "grasstype4" ) engineApplyShaderToWorldTexture ( grass, "grasstype4_mudblend" ) engineApplyShaderToWorldTexture ( grass, "grass_128hv" ) engineApplyShaderToWorldTexture ( grass, "grasstype10_4blend" ) engineApplyShaderToWorldTexture ( grass, "redcliffroof_la" ) engineApplyShaderToWorldTexture ( grass, "grifnewtex1x_las" ) engineApplyShaderToWorldTexture ( grass, "desertgravelgrass256" ) engineApplyShaderToWorldTexture ( grass, "forestfloorgrass" ) engineApplyShaderToWorldTexture ( grass, "forestfloor256" ) engineApplyShaderToWorldTexture ( grass, "forestfloor3" ) engineApplyShaderToWorldTexture ( grass, "hedgealphad1" ) local grasstex = dxCreateTexture ( "vegetation/grass.jpg" ) dxSetShaderValue ( grass, "gTexture", grasstex ) dirt = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( dirt, "pavemiddirt_law" ) engineApplyShaderToWorldTexture ( dirt, "sandnew_law" ) engineApplyShaderToWorldTexture ( dirt, "stones256128" ) local dirttex = dxCreateTexture ( "vegetation/dirt.jpg" ) dxSetShaderValue ( dirt, "gTexture", dirttex ) rock = dxCreateShader ( "texreplace.fx" ) engineApplyShaderToWorldTexture ( rock, "rocktq128" ) engineApplyShaderToWorldTexture ( rock, "rocktq128blender" ) engineApplyShaderToWorldTexture ( rock, "rock_country128" ) engineApplyShaderToWorldTexture ( rock, "rocktq128_grass4blend" ) engineApplyShaderToWorldTexture ( rock, "rocktq128_forestblend2" ) engineApplyShaderToWorldTexture ( rock, "redclifftop256" ) engineApplyShaderToWorldTexture ( rock, "lasclifface" ) engineApplyShaderToWorldTexture ( rock, "cs_rockdetail2" ) engineApplyShaderToWorldTexture ( rock, "desertstones256" ) engineApplyShaderToWorldTexture ( rock, "rocktbrn128blnd" ) engineApplyShaderToWorldTexture ( rock, "cw2_mountrock" ) local rocktex = dxCreateTexture ( "vegetation/rock.jpg" ) dxSetShaderValue ( rock, "gTexture", rocktex ) end )
  6. Won't happen as some scripts require some files like a DFF, TXD and Col models. I agree that onDownloadFinish would be nice, but that's actually scriptable and isn't very hard. I didn't get you (now I do), and yes, that would be nice anyway.
  7. Here you see (the image is a bit big, click on it for see the whole image): See the difference? kool, isn't it? .
  8. diegofkda

    High FPS Issue

    For that you should create a timer, if isElementOnWater ( getLocalPlayer() then setGameSpeed ( 2 ) end something like that... And for the cop sirens, you can always script a resource that turns on and off the sirens with pressing a key, the function for turn on / off the sirens is setVehicleSirensOn. I agree that's annoying for servers you're not owning, and it's completely fixable for the team.
  9. Ah man... it would be really bad to pay more than you have to pay... I prefer the blacklist system to be honest.
  10. I hope that. Well, it wouldn't be completely the same SA, remember GTA 3 Liberty City? It's completely different to GTA 4's... well, I hope they do the same thing with San Andreas but this time upgrading everything and make Los Santos more look-like Los Angeles, San Fierro to San Francisco, Las Venturas to Las Vegas and that... with the same GTA IV requiriments = the best game ever.
  11. I insist: I would be haapppyy to see non-synced NPCs in MTA.
  12. For TXDs I have a really good solution - Sick and tired of the TXD functions instability? then try to replace a texture with shaders , I've retextured Los Santos with shaders and it worked so well and occupied only 10 mb in Video RAM.
  13. There's a Blacklist system planned for 1.2.
  14. Really good news for MTA, also for me as I've hit 181 players last week .
  15. He hasn't mods, he should run his 1000 mods (2000 if possible ) while the client-side Engine functions can't, so he should try to stop any resource with custom models / textures or shaders.
  16. Well, what do you think about GTA V Requirements? For me, I thnk that GTA V won't ask that much as GTA IV, GTA IV wasn't optimized at all and GTA V story and map will be even bigger than SA's ones... but it will be completely optimized (as Rockstar said) so, I think these would be: Min: · OS: Windows XP / Vista / 7 32 or 64 bits · Possessor: Intel Core 2 Duo 1.8 Ghz, AMD Athlon X2 64 2.4 Ghz · RAM: 1 GB XP / 1.5 Vista and 7 · Disk space: I'm not sure, I believe it will be like GTA IV, because GTA IV textures weren't compressed as a gta3.img (that's what I read) · Graphics Card: 256MB NVIDIA 7900 / 256MB ATI X1900 Recommended: · OS: Windows XP / Vista / 7 (if possible 64 bits) · Possessor: Intel Core 2 Quad 2.4Ghz, AMD Phenom X3 2.1Ghz · RAM: 2 GB for XP, Vista and 7 · Disk space: 20 GB (that's heavy ) · Graphics Card: 512MB NVIDIA 7900 / 512MB ATI X1900 These are almost the same, but anyways they didn't work so well on GTA V, I believe they will rock in V! What do you think? what are your requirements? EDIT: btw found a kool page http://www.game-debate.com/games/index. ... quirements (they're my PC specs)
  17. I believe that's right, that's the information I've been seeing on the internet.
  18. You should post the code eh...
  19. It's a client-bug obviously, you can't see the objects while some other players can. You should try deleting custom models, textures and shaders, I'm sure some of them are causing that.
  20. Or try downloading the latest editor in the latest resources.
  21. Textures or models? Well, to play MTA you must have the GTA SA directory completely clean (no mods and that). Supported mods are ENBSeries and SRT (San Andreas Retextured) and if you have problems with those, you can always report it on bugs.mtasa.com (always asking for help here too). Anyway, if you have only some 2 or 3 models put into your gta3.img, then they should work in MTA, check the server you're playing on. And...
  22. Dang, I write really fast and I don't notice that I type some Spanglish words .
  23. This would be useful anyways, what happens if you don't remember a command or you want to find stupid commands? .
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