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Einheit-101

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Everything posted by Einheit-101

  1. The next update will feature the class system along with a giant bunch of weapons. This update will take a lot of additional work and so dont expect a soon release, and i assure you there will be bugs once its out, it changes a LOT. (€DIT::: Yes #Sommy, here you can see your GTA IV converted PTRS rifle for the first time ingame)
  2. Official patch notes for the next update leaked, lol. Special thanks to Sommy for reporting many bugs: UPDATE: -NEW MAP: [WAR] Normandy -NEW MAP: [SEA WAR] Islands -Changed Server name one last time (removed SAAW version number) -Changed commander camera mode for 88mm Flak 36 -Changed unmounting of mortars, you now need one second to unmount it before you can move again -Implemented Focke-Achgelis Fa 223 and Piasecki H-21 helicopters -Fixed a bug where Autobalance could give US weapons to Axis and vice versa -Fixed a bug which let you spawn as US player with german skin on german spawn point and vice versa -Fixed a bug that broke vehicle shops over time -Fixed a bug where unmounting mortars could break the map dimension and cause multiple other issues -Fixed torpedo collision not loading -Fixed some warnings -Fixed wrong bomber startup sound -Fixed wrong rotation of ejected shells fired by 88mm Flak 36 -Added first-person mode for mounted machine guns -Added "shaderpednormal" by Ren712 (Accessed in video settings, as usual) - Normal mapping for Peds -Added new explosion burn mark on the ground -Added exploding head when getting a headshot -Added bloody footsteps when reaching a high killstreak -New Jeep 3D model -New flamethrower 3D model -Increased flamethrower ammo amount -Increased bomber and landing boat health significantly -Increased Autobalance threshold by 1 player to make it less annoying
  3. Or calculate damage client side because otherwise the shot sync of MTA is so tremendously bad that you better dont even start a server which is about shooting players.
  4. UPDATE: -New map: [TDM] Forest -Added Capture-The-Area -Updated a lot of maps accordingly -Headshots distance limit implemented (For example Pistol does not headshot beyond 130m) -Added video setting for directX cap circles because Toasters cant handle it -Added weapon loadout remembering (no more re-choose weapons after team switch) -Fixed (finally) the :Oing tree collisions especially on snow valley -Fixed kills/deaths resetting when changing team / autobalanced -Fixed vehicle shops being visible for everyone instead of team players only -Fixed some reported parachute bugs -Fixed vehicle repair from shop not actually fixing the vehicle -Fixed hours resetting when gamemode restarts for updating -Moved missiontimer to the scoreboard - hold "Tab" key to show the remaining time -Many other very small fixes and adjustments The next update will take a long time, thats pretty sure.
  5. Dont get your hopes up, since almost no one has a clue about shaders except Ren712 and some other higher devs/scripters.
  6. Nope you havent, the latest nightly is 9.11201 and my server supports 9.11199 upwards. The issue was actually the MTA Auto Updater, which was stuck on 9.11196 until a few hours ago, and didnt update to 199. It should be fine by now, i got my 11201 auto update just now.
  7. Thanks for sharing! One of the following updates will contain the long awaited CTA, however, it will take a while. Stay tuned.
  8. UPDATE: -NEW MAP: [WAR] Sewastopol -Updated maps: Pyramid (renamed to "Egypt"), Operation Neptune, Nippon, Pine (renamed to "Poland") -Large engine + 3D model update: -->Visible vehicles will always be drawn in high Quality -->Fixed numerous model bugs like missing exhausts, missing engine dummies... -->Added missing shadow mesh to almost all vehicles -->Fixed texture lighting on some vehicles (especially M4A1) -Vehicle engines of some vehicles can now be disabled with (i) key to keep a low noiselevel -Vehicles without engine / disabled engine cause no noise anymore -Neutral steering does now affect vehicle RPM and no longer works with engine off -Torpedoes now instantly blow any vehicle with a direct hit except Destroyers/Cruisers -Players can no longer steal respawned enemy tanks -New damage calculations for some weapons -Improved turret rotation logic once again -Slightly reduced unnessecary sync data usage -Doubled votemanager locktime -Reduced damage vehicles take from handgun fire significantly -Fixed missing vehicle sound after respawning -Fixed missing teleport markers in pacific US Base -Fixed some sound desyncs -Slightly tried to improve performance (may cause bugs, report them) -Implemented improved shot sync for all weapons now -Implemented a vehicle aim predicion indicator -Implemented vehicle damage decal -Implemented a way to reload single bombs and torpedoes -Implemented speedometer by TrueLife -Fixed Hetzer/M10 cannot refill AP/HE ammo in shop -Fixed many other reported bugs -Numerous other rebalances
  9. I talked about the year 2017, not 3ds 2017, i use 2014 and now i found a copy of 2010 somewhere. I may try 2017 then (you use KAMs Max scripts?), maybe its not as broken as 2014.
  10. Sorry for the necropost, but since i cannot find a 2012 3DS max or something else i want to ask if there has been found a solution to Autofails FailDS max 2014 rigging export bug. Pretty sad that i cannot rig any skin in 2017 tbh, just because Autodesk cannot develop any decent software since 1917.
  11. Thank you, i will try and report back when i have time.
  12. Its only one texture Layer that should be Tiled several times. My goal is to reduce texture size because its more efficient to use 4x 512x512 texture instead of 1x 2048x2048. And after all I want to set the alpha of that texture to make the effect less strong, it's basically a single dirt texture that gets more dirty after some seconds.
  13. The mayor issue with projected paint is the fact, that it draws a texture only to one side (for example car roof) and when reaching the sides (vehicle door) the projected texture gets stretched, this may not be an issue however when using a light texture that gets projected into the front direction of a car... Doesn't solve the issue that there will not be any lighting, which is what he wants to do, but it should be relatively “easy“ to brighten all pixels that are affected by the effect using the alpha channel of the used texture to calculate light strength.
  14. These functions work with elements that are synced by said client
  15. Pretty sure there is a way to update the projection with the element rotation each frame but dont ask me how lol
  16. How does shader_discoball work? Isn't that a projection?
  17. I would like to see something like this too. shader_dynamic_lighting kills any CPU out there.
  18. Hello! I managed to create a little shader which applies a texture over a existing vehicle texture. The only issue i have is the fact, that i want this texture to be applied multiple times to the vehicle in a row, lets say for example 4-8x tiling, since its a detail texture. Also, is there a way to manipulate the alpha of the sDetailTexture so i can manipulate its strength with Lua? Shader code: texture sDetailTexture; sampler SamplerDetail = sampler_state { Texture = (sDetailTexture); AddressU = Clamp; AddressV = Clamp; }; technique simple { pass P0 { Texture[0] = sDetailTexture; AlphaBlendEnable = TRUE; DepthBias = -0.0003; AlphaRef = 1; } }
  19. I know, i just wanted to say that the implementation would be similar to the limit adjuster: The MTA team would have to implement mods like SA Shadow extender or SA:Render natively. BTW Shadow cols seem to bug sometimes, however it could be a 3ds max export issue for me... Currently the best way for me is to ignore shadows at all.
  20. Yes, the implementation would be similar to the Limit Adjuster, it cannot be done with Lua.
  21. The object culling would cause shadows to suddenly appear/disappear as soon as objects are rendered / no more rendered by GTA, however maybe there is a way to prevent the shadows from just disappearing and fade them softly out as soon as the parent object is no longer on Screen... This mod has some .fx files and an .asi file to bring the enhanced Android/IOS shadows to the PC version. So it would be theoretically possible to implement this natively in MTA.
  22. I know, no CTA yet, but quite a lot of amazing stuff: UPDATE: -New map: [TDM] Cologne (small) -New map: [TDM] Stalingrad -Implemented a lot of brand new sounds -Implemented new tank explosion mechanics (Ammo rack explosion dependend on total ammo load) -Implemented some new soldier voices -Implemented torpedoes in shops for Torpedo boats and -bombers -Fixed cloak -Fixed punch animation when firing a mounted machine gun -Fixed rifle grenade bugs -Fixed spawn menu randomly appearing after spawning -Fixed non-intended random reloading of player weapons -Fixed the ability to enter_passenger certain vehicles while being dead -Fixed torpedo boats and bombers not respawning with new torpedoes -Fixed broken AT gun zoom -Fixed zoom not resetting when dying while using zoom -Fixed players not getting properly removed out of ships when dying -Fixed MG ammo not resetting after respawning a light tank (20mm) -Fixed fire effect not occuring when destroying a vehicle with AP shells/Bazookas -Fixed limping not resetting in some cases after respawning -Fixed a bug that prevents the player from respawning when dying in a ship/boat/plane turret -Switched mine detection with rifle grenade -Changed autobalance so it automatically changes the player team without erasing his score -Numerous GUI fixes -Tweaked some AAA vertical rotation speed -Re-Enabled "fire" control when attached to a vehicle -Friend/Foe detection shows now player name instead of "FRIEND" for friendly vehicles -Fixed numerous smaller issues
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