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Einheit-101

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Everything posted by Einheit-101

  1. Okay guys, get ready for the largest update in history of this server. It does not only contain a lot of brand new features and fixes, no, i implemented all planned performance improvements at once. You guys should experience a tremendously increased performance, this should especially come in handy for people running MTA with a toaster and complaining about performance in the past. However many vehicles and/or Peds/Players on one spot WILL STILL hurt performance. These performance issues are caused by GTA/MTA itself, they are reported and can currently not be fixed. Now take it, hold it, love it. NOTE: shader_pednormal is still disabled and the godray sunshader didnt make it in this update in time, i am working on this and pednormal will be removed. NOTE: Turret mounted machine guns are not enabled yet, i could not finish that script in time, i will finish this asap. NOTE: This Update is NOT FULLY TESTED. I have only my Laptop. That means THERE WILL BE BUGS. Report them. UPDATE (SAAW World War II version 3.0 changelog: -New map: [WAR] El Alamein -New map: [TDM] Malta -New map: [TDM] Carrier -Re-Added [TANK WAR] Africa -Replaced weapon selection GUI labels with dx drawings (feels so good) -Replaced shader_contrast with watereffects by Sam@ke, contrast was incompatible with all other postFX shaders -Replaced Me 262 HG III 3D model with something more realistic by Toast -Replaced old vector calculations with something that is more up-to-date -Fixed a bug where M10 and Hetzer could not buy AP ammo in shop (Thx Gru) -Fixed a bug where players could use invisible vehicle shops of the enemy team (Thx Sommy) -Fixed a bug with some vehicle shops not working correctly -Fixed a large effect leak -Fixed jet engine effects randomly floating in the air -Fixed another bug where players could play as spectator -Fixed a bug where sprinting while using knife and blocking made no noise -Fixed a bug where players with leg damage could still sprint with sprint/block/knife glitch -Fixed a bug where it was impossible to switch weapons while being glued/attached to anything -Fixed some bugs that caused the sniper camera to turn around in certain situations ---> If you stand close to a wall and shoot with sniper, it is possible that your shot hits the wall behind you ---> This was the root cause of this camera-turn issue and is a reported MTA bug and cannot currently be fixed! -Fixed ship trails not rendering beyond 500 meters distance -Fixed a warning when the server tries to create a ship that no longer exists -Fixed wrong ship cannon shot effect -Fixed radar blips occuring for players that are dead or not spawned -Fixed some warnings in ambience_sound -Fixed wrong/messed up rotations when using first-person mode on mounted machine guns -Fixed many map bugs -Fixed missing plane cockpit sounds -Fixed a bug that prevents online staff to be shown in the bottom staff list -Fixed the bug that some mortars remained visible after unmounting -Fixed a bug that allowed players to enter an unmounting mortar, thus arriving in dimension 2 -Fixed a bug that allowed unmounting/mounting mortars while the shop is visible -Fixed minor friend/foe detection UI flaws -Fixed too dark M10 "Achilles" texture -Fixed a bug that prevented the player from getting a promotion -Fixed rifle grenade crosshair being stuck forever when dying while aiming with the rifle grenade launcher -Fixed an exploit that allowed players to regenerate stamina while sprint-jumping, effectively ignoring stamina and sprint forever -Fixed a bug that tracks of tanks without neutral steering did not brake according to the vehicle steering direction -Surviving players do no longer count to the forces of a team to prevent confusion about teams winning with 0 forces etc -Increased tickets on "Islands" and "Cologne" to 400 -Increased damage radius of howitzers (namely leFh 18, 105mm M2A1) significantly to make them actually devastating -Improved anti-tank rocket effects by adding smoke to them -Improved streaming of weapon models attached to players -Improved infrared sight, replaced text label with a silhouette shader (untested) -Improved shell ejection system slightly (Shells can still clip through the ground randomly, this cannot be fixed AFAIK) -Improved nearby mortar detection (now the closest unmanned mortar will ALWAYS be focused for mount/unmount) -Slightly improved sync code -Significantly improved performance by decreasing usage of setElementData in many cases -Significantly improved performance of DX cap circles, basically making them harmless even for toaster CPUs -Significantly improved performance in areas where many vehicles spawn -Significantly reduced resource startup time when joining the server (MTA was slow unzipping resources) -Added experimental first-person view (Use with /fps), use with caution, it is a proof-of-concept and maybe buggy -Added a ton of new weapons and changed old ones -Added a ton of new abilities and changed old ones -Added the ability to restrict spawned vehicles to certain teams (For example no more spawnkilling with base AAA) -Added Doppler effect for projectile and vehicle sounds -Added 24 new skins (yes 24) -Added slightly modified shader_palette by Ren712, accessible in the video settings as usual -Added bubble effects to large ship propellers (only visible with water shader enabled) -Added some more light effects (Lighthouse tower, ship searchlights...) -Added friend-foe detection UI for plane gunners -Added shell casing sounds and some dozen new weapon sounds plus whatever stuff that belongs to all new weapons -Added breathing sound when stamina is low -Added new death screen -Added new intro screen with new background -Added damagesource resource, thankfully made by RiginOAL for the community -Added customizable turret numbers for tanks (Up to 3 numbers from 0-9) -Added a User Interface to modify the own turret number (Accessible with F4 key) -Added barrel recoil animation when tanks fire their main gun -Added coaxial machine gun to Tiger 1 and M26 Pershing -Updated many 3D models, rescaled tanks and fixed bugs, added Dmitry Gorskys Panzer III Ausf. J and Sabros M4A3 76(w) HVSS Sherman tanks (both modified by me) -Changed GTA default switch-weapon behaviour to a custom one -Satchels do now trigger when pressing mouse 2 while satchels are selected, the satchel detonator no longer exists -Sniper recoil is now slightly lower if you are crouching -Players can no longer use "fire" while using binocular, so they cannot spam their GTA folder with camera pictures anymore -Players can no longer fire any vehicle weapons while exiting the vehicle -Players can now pick up dropped weapons from dead other players, these pickups will be removed once the killed player respawns -Empty weapons remain in the player inventory from now on -The player does no longer reload automatically -"Reloading" information shoutout can now be heard by all players. Players do not shout (stay silent) when they are crouching -Landmines are now rotated along the ground where they got placed -Buying a mortar will now insert it directly into your inventory to prevent players from spam buying mortars -A damaged leg/limping character does now heal when reaching 30 health points (78%) or more -Boats/Ships/Arado 196 are no longer being frozen after spawning (improves performance and was unnecessary for water vehicles) -Torpedo trails become now gradually less visible in the night (between 22:00 and 5:00) to make a visual detection more difficult -Render distance reduced when the camera is under water -Reduced amount of snow by 50% because it chewed too much performance -Cap locations do now slowly re-cap themself to 100% if they are left with over 50% after an attempt to de-cap -Cap locations do now flash when they are being capped or while they re-cap themself -There are now 2 different types of cap zones: Small and large. All players can respawn on large caps, but only the airborne class can spawn on small ones -You can now buy a maximum of 4 gadgets/rifle grenades in shop, explosive weapons like bazooka/grenades are now limited aswell -Removed /oldfilm command because it conflicts with the water shader -Many other additions/changes that were necessary for this update Update is currently being uploaded and will be live tomorrow. Server remains offline for that time.
  2. Basically what Rudransh says, I'm not sitting 24/7 in front of my laptop so you better keep calm before you get punished for spamming the forum by some moderator. And no, the update was not today. I said I TRY (!) today. U guys will have to wait another day or two, dont spam ETA questions all day, you will see when it's online.
  3. I will add more staff when i play myself because after an update is before an update
  4. There are more but they don't play anymore lol I have no time to add more staff now
  5. 3 months isn't really much time given the facts that u play on a free server developed by 1 person since 2011 (with many pauses), released a year ago for a free multiplayer mod, for a game that is almost 13 years old. There is exactly 1 person contributing to this project with maps, this is HAWK and he gets help from staff (Sommy...) occasionally, that's it, it's really not like there is a development team behind this. Now take this info and its summer + festival time in Germany and there you have the reason why "it's done when it's done" and not earlier.
  6. It's been told that the update is next week so please don't spam the topic...
  7. You better report him to online staff or start a votekick, however I am more curious about the 1000 armor you got there
  8. Normally asking for ETAs in a Modding forum is a no go, but I aim for next week Sunday idk
  9. Only 2 new maps now, mostly TDM i believe, i did not look into them yet, I do this just before release. More maps to come after that. I am only coding currently.
  10. Additional spawn protection is NOT planned for this update. But for the next.
  11. Something like this is already supported by my game mode. However I have no map for this. Also it would become an issue that defenders may leave the defending area. In the end we would have the exact same team deathmatch like now.
  12. Finally i got these weapon pickups working. This is one out of many, many new features in this upcoming Update. You can decide if you only want to pick up the ammo (if it fits to your weapon!) or if you want to switch the weapon completely (and pick up the ammo), but you will lose the ammo that is currently in your clip. In order to avoid ammunition/pickup spam, these pickups will be deleted once the player who dropped them respawns. This also means that you cannot suicide and pick up your own dropped weapon again after respawning. Stay tuned. Its getting warm. Really warm.
  13. You actually have to understand that this server is created by one single person (me) in my spare time and this large update featuring some hundred lines of code and dozens of fixes and features takes naturally it's time. Also I do not plan to remove any map, we have a votemanager where players actively choose maps, they don't get forced. So if really no one liked these maps, no one would vote for them, which is false. The update should be done this month, in a few weeks if you are lucky. If not - too bad. My time is limited. And 2 months between updates is not much time for a free to play server tbh, when I think back to the DKR Freeroam that got 1 very small update in a couple of months.
  14. Either with shader_projected_paint or with a custom object/ modified vehicle model, nothing of this is really easy.
  15. No Problem, there are trillions of bugs that can happen because something goes wrong while exporting models, its not even funny anymore.
  16. Reset X form of this component in 3ds max, this is an ancient bug.
  17. Impossible because this effect is not an element and you cannot limit shaders to a certain effect of a certain vehicle... If you change the color of one NOS effect, all will be changed because you need to apply this shader to the world in order to work at all. Unless you use some haxy workaround and add a custom object that can be attached to the vehicle which isn't really that easy for a beginner.
  18. I know but I had plenty of situations where it simply doesn't work with local player for whatever reason. €DIT: I believe resourceRoot is just as good but it saves some server CPU compared with root €DIT2: in any case you need to pass these weapons in another way to the server, I suggest the weapon base where they are attached to, because unlike the weapons, the weapon base exists server side. Then on the client you simply use getAttachedElements() to find the weapon that is attached to that base and fire that gun GG
  19. Trigger server event for root instead of local player and re test Btw what are you working on this time? I thought you quit MTA lol
  20. Thanks Syntrax. The next update coming in June (hopefully) should improve the server significantly and increase the player count a bit, that was always an issue. Btw I forgot to mention: You all pls keep reporting stupid bans and bugs. Thx^^
  21. Hello Bunny, well I will talk to him, however it seems like I need to remove the ability to ban players for him, since he abused it earlier in the past already and I understand his reasons are nonsense.
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