
Oz.
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Everything posted by Oz.
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There is a line in mtaserver.conf which designates the fps limit for the server - it should be 36 (on) by default. Is that what you're asking about?
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https://wiki.multitheftauto.com/wiki/EngineLoadTXD https://wiki.multitheftauto.com/wiki/EngineLoadCOL https://wiki.multitheftauto.com/wiki/EngineLoadDFF Integrate those functions into whatever script you need to. Might make more sense to have a stand-alone version too that you can enable whilst in Map Editor. Don't forget about the 'Search' function on the forums, I'm sure these sorts of questions have been answered numerous times before.
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Possibly, though I've never had any issues myself with the poly count, GTA's graphics engine is really quite robust in that sense, considering its age. It might just hammer the frame-rate or freeze the game when they spawn - sounds to me like his game isn't even loading properly which would lead me to assume a failure in the archive or something not quite right in the IPL/IDE lists. Hopefully if he knows enough about modelling to actually make a model and export it to the proper formats, he knows how to be more frugal with his poly's
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You can hunt through the CountryS .IDE to find the IDs you need, or use MEd to do it 'manually'.
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Hello Pocko, I think you're probably better off trying to improve your own scripting skills instead of trying to recruit more scripters - most people seem to be busy with their own work, unless there is the incentive of moneys. But good luck anyway.
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You can replace an existing ped's TXD, so long as the new TXD's texture is compatible with the texture mapping in the DFF (that is, face/arms/legs etc have to appear in the same places as in the original texture). You can't replace the DFF nor can you add new peds, as answered above. Nowofresh, the answers to 90% of the questions you are asking can be found either by Googling it, or using the Search function on the forums. I'm sure this query has been raised dozens of times already.
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Yes please I'm slowly running out of interior objects to replace
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Ah, I've never added files to the archive without updating IDE/IPL, since they then wouldn't appear in SP. I've only ever been able to add about 4-5 files (updated in IDE/IPL) before the archive no longer functions and GTA won't run - that was the limit/instability I was referring to.
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...\MTA San Andreas\server\mods\deathmatch
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Could be any number of problems causing your crashes. As Dzek said you do not need to edit gta3.img in order to get custom objects to appear in MTA. Were you replacing objects in gta3.img with your own custom ones, or were you adding your custom models to the archive? If the latter, then that is probably the source of your problem, either due to the inherent instability of adding files to gta3.img or because you forgot to add (or didn't add correctly) your new objects to the IDE/IPL lists. As suggested above, you should try MTA's EngineLoad features. If you are able to get the script working properly, you'll then be able to diagnose whether it's your custom files that are causing the problems, or whether the problem lies in the changes you were trying to make to gta3.img. If it's still not working after that, if you like you can upload the files somewhere and I'll see if I can find a problem in your models.
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I use a combination of SketchUp Pro + 3DSMax. I think GMax would also work as an alternative to 3DS, which is free, while 3DS is not. I do most of the modelling and texturing in SU, it's a much more visual approach to modelling which I find helpful for this application. I'm not sure whether SketchUp (the Free one) has .3ds export ability or not - it's kind of necessary to get your model into 3DSMax/Gmax. I was using SU long before Google bought it and made a free version, so frankly I've never used it. But perhaps if it can't export to .3ds, it has an export to another friendly format (eg .obj). Once you've got it in 3DSMax/Gmax, you can do whatever manipulations you need to do in there (radiosity for DFF, applying a col material if you're doing a .col) and then export it using Kam's Scripts. If you google Kam's Scripts you should find what you need. You'll also need to make a .txd using something like TXDWorkshop. Aside from that it's really just a matter of practice and experience, trial and error :3 There's also plenty of good resources for additional information if you get stuck, at the GTA Forums.
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Is there a way of calculating what a 'practical' limit would be, for a dedicated server of X specifications? If MTA could cope with 1000 players simultaneously, would servers also be able to cope with that much traffic? I suppose it would depend a lot on the resources which are being used, but a ballpark/average figure would be nice...
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The limitation you are referring to is the unique object limitation in gta3.img? I was under the impression that he was proposing something for MTA which would bypass gta3.img's object limitation, since (presumably) objects would be 'added' using LUA, rather than inserted into GTA's game files. Maybe I'm misunderstanding what he is suggesting. I'd secretly been hoping something like that would be possible in MTA1.1, it's a pain in the arse scouting for unused objects to replace.
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SketchUp + Sandbox tool is your friend, you can make simple landscape objects very easily. I do a fair bit of modelling/custom objects for my server, don't really have time (or motivation ) to make more stuff for other servers. But happy to offer some advice if you keep trying yourself and get stuck. You have an interesting idea though, best of luck with it
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Do you mean adding new DFFs, not just replacing existing ones? Sounds good, I'd probably get a lot of use out of something like that. Could you explain more?
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*Facepalm* Can't say we didn't try...
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When your...what, has 500MB? I certainly hope your resources don't weigh 500MB. No one is going to wait x hours to download 500MB of resources in order to play on your server...
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You've already received a reply. Read the Wiki, learn what you need to do and go do it. If you have read the Wiki and tried making the changes yourself, and you still aren't able to make any progress, then come back and see if someone will do it for you. Don't just say 'pliss reply i want files' after someone has taken the time to point you in the right direction.
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Hi there, good luck with your server. As I understand it, the kind folks here will offer to help when you are stuck but will not simply 'do it for you' without you having tried yourself. Setting up your server and giving yourself/others Admin rights is fairly basic, here's where you should start: https://wiki.multitheftauto.com/wiki/Server_Manual Read that, everything you need to know about ACL and Accounts is in there under 'Adding Administrators'.
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Just type: /debugscript 3 ...into chat, or simply: debugscript 3 ...into console (F8 or ~)
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It means only that number of elements will appear on-screen at any one time. If they are 'steamed out' usually it means you have moved far enough away from an element (up to 300m or so) and it is no longer visible on-screen; however it still exists, it will reappear again if you move close enough for it to 'stream in'. The element limits (total & streamed-in) are fairly acceptable limit for most applications, not many situations where you're liable to exceed either of them. Certainly not the 65,535 value...
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If I'm understanding you correctly, those sorts of security features are entirely possible and practical, as we have had them implemented on the DKR server for over a year now. The horizontal velocity that a player is travelling at in a vehicle is compared against an 'expected' velocity, anyone exceeding that value by a certain threshold is sent to 'Hell' for a short period of time. It also detects acceleration. One of our scripters may choose to explain in more detail at their own discretion. It is still subject to the disadvantages you've listed, as well as additional 'unforseen' circumstances (for example people using the lean glitch on a motorbike, certain surfaces or conditions in specific map areas allowing vehicles to travel faster than they are supposed to, etc. In those cases we simply increase our threshold to compensate). On the whole it is extremely effective.
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This has probably been explained a million times before on the forums so I hope my reply doesn't upset anyone. https://wiki.multitheftauto.com/wiki/Server_Manual#Adding_administrators Everything you need to know is explained there. MTA Wiki is a great resource for explaining basically everything you need to know about MTA. Usually it's a good idea to consult the Wiki first if you need to learn how to do something, and then the helpful folks here in the community will give you further assistance if you need it.
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He probably wants something reliable, too...
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I don't think that's a good path to go down, and somehow I don't think anyone here will endorse the use of that cheating mod. You received some suggestions on how to achieve what you want using existing MTA features, I don't know why you'd then go ahead and use s0beit. Oh well. I just hope you don't try connecting to a real server and forget that you're still running your hacks, your stay will probably be a short one.