
Oz.
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Everything posted by Oz.
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The mass of the beachball (1000kg apparently) is defined in objects.dat, but I don't think MTA has the ability to load server-side custom .dat files/content yet. I could be wrong on that though. I don't know whether reducing the mass would really help a whole lot. It might reduce the tendency for vehicles to take damage or lose control when hitting it, but I certainly wouldn't expect it to bounce or behave any more like a real ball than it does currently.
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It's probably possible to script, although I suspect not as simple as it might seem from the outset. GTA SA's physics engine is pretty basic, especially when it comes to interactions with dynamic objects. Vehicle-vehicle interactions are a bit better. As you would've seen yourself, something as simple as a ball doesn't really behave as a ball should. You may not be able to rely on the game's existing physics engine if you wanted a good outcome. Some of the scripting folks here could probably give you a pointer in the right direction, but given GTA SA's physics engine, realistic ball interaction may be a bit tricky to replicate.
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It was reported there 9 hours ago.
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Just as a side note, as far as I know there is no support for ped model replacement for now, you can only replace the ped's texture. You can replace ped 120 in your client files but you will not be able to script the replacement server-side until MTA1.1 or 1.2, I guess. It may be difficult to get an existing ped to look like the L4D witch using the ped's default DFF.
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We did something similar using a batch script written by one of our scripters, but I can't help you with that. It was only for outputting code to replace the existing TXD of several hundred objects with a TXD I had made, more simple than what you are trying to do it seems.
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That sounds perfectly reasonable to me, I don't see why the SAMP players should be allowed to use MTA's Map Editor without giving MTA's superior multiplayer the credit it deserves. Misrepresenting the editor as a SAMP program is just wrong. Pop-ups for users only utilising the editor sounds fair.
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ID is the unique identifier for each object, it is the number you would use in your script. DFF name is the name of the object, TXD name is the name of the .txd (texture) file used in relation to the DFF file. If you already know the names of the objects you want to replace, search for them in the DFF name list to get the relevant ID number.
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Assuming you set it up correctly (path to gtasa.exe), if you select the 'Scene' tab on the left, and tick some of the boxes, clicking 'Render' will display the map models from the IDE lists you ticked in the Scene tab. It shouldn't take long to load or lag very much at all if you only load up one or two areas. If you know roughly where your object is - say, somewhere in eastern San Fierro - loading just SFe and SFse should be enough to find your object. Indeed if you load up every single IPL it will take time to load and will rape your system.
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Google is your friend...? Kam's Script @ GTAGarage: http://www.gtagarage.com/mods/show.php?id=9172 Original thread @ GTAForums: http://www.gtaforums.com/index.php?showtopic=200255
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Even that suggestion, while better than the current situation, would still be entirely open for exploitation. Any noob who gets banned from a server for a valid reason could retaliate with negative votes on the server, or competing servers could vote each other down - it wouldn't necessarily be a true representation of how good or fair servers are unless everyone plays by the rules. Clearly not everyone plays by the rules or this topic wouldn't need to be discussed in the first place. It seems these days people are more inclined to whinge about something when they feel they've been hard-done by, than voluntarily complimenting others on their hard work. Thus servers might be more likely to accrue negative votes than positive votes, even if they are, on the whole, a pretty good server. Would it be possible to elect a group of responsible MTA Dev's/Contributors/large server operators, and have them impartially rate servers?
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You want to disable other servers' anticheat protection so that you can cheat there? I don't think that's ever going to happen, server operators pay the bills and should be entitled to decide whether they want to allow cheating or not, using MTA's built-in anticheat protection.
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https://community.multitheftauto.com/ind ... ls&id=2332 Stolen Attach resource. Reference thread here (until it is hopefully deleted).
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Indeed, this is stolen from DKR. The code is identical to ours, and in fact his code makes references to uncompiled DKR server-side files which he clearly is not in possession of, as well as the Help file that Demon referred to. @MTA Staff: Please remove the stolen resource from the community site. @ProDMRac3r: Don't be a prick. Thanks.
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You can't really do anything. Sadly, not all MTA server operators are fair and reasonable people, many seem to be arrogant children. You might be shot down I'm afraid, coexist or reinvent I guess. Or hope the other server dies out.
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Still 10 more than they would've had if not for using an established server to con people into joining their own. Anyway, the number of players joining or not joining is irrelevant, it's a dishonest and unfair practice to mooch off others' hard work, that's all.
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For that Resident Evil thing, how many TXDs (and objects) are we talking? We had hundreds of objects (and presumably hundreds of TXDs) in our Vice City sections. Perhaps it's not a fundamental failing, but based on a mass quantity? I'd be interested to know how many objects you got replaced without experiencing any of the texture problems the rest of us have had.
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Nothing, I imagine. There are currently two other servers besides our own using [DKR] in their server name to get players to mistakenly join their server rather than the real DKR server. Not the first time that's happened, won't be the last. It's not the MTA Team's problem. To fix that sort of thing there'd need to be some sort of official server registration, but that would be a pain in the arse to set up and a pain in the arse for server operators to have to do, it would drive people away. I guess it's just something server operators need to live with. Ideally the children who do this to get their servers popular would realise it's a pretty unfair thing to do, and just not do it.
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Assuming no one is using a dial-up modem or something, distance is the main cause of lag. I have a pretty decent connection but I get 350-400ms lag on DKR because the server is 17,000km away from me (Australia>Netherlands). So unless you move your server closer to the people, or the people closer to the server, there will always be latency issues.
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I don't think they're listed there, Karlis. The animation groups (SEX, BLOWJOBZ, SNM) and animation names are listed in gf_sex.scm (...\data\script\script.img). The file is encoded/compiled when viewed using Notepad or similar, but you're still able to see the animation information, eg: BJ_COUCH_START_PBLOWJOBZ SPANKEDWSNM SEX_3_FAIL_WSEX (ANIM_NAMEANIM_GROUP) You can find the rest yourself in the file stated above.
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You do need to worry about what IDs are what. Some objects are dynamic or have special flag parameters, they can be affected by physics or are breakable, and thus are not practical to be used with object replacement. GTA doesn't care whether you've replaced the object or not, it only cares about the ID and the parameters associated with that ID. Indeed lack of LOD support does drastically limit draw distance on custom objects to the 300m stream radius. In some cases it would be better to break up objects (say, a city block) into smaller objects (individual buildings). But in other cases, particularly with large single objects, it is better to keep it in one chunk otherwise one part would be streamed in while other parts of it would be invisible. We investigated the idea of adding Vice City objects (a couple of the islands and most of Downtown) to our server early last year I think, but there are some problems and limitations to overcome. It may become a more viable project if/when MTA's object replacement is improved further. That said, there's no reason why you can't have a shot at it yourself, maybe you'll have better luck or maybe some improvements have already been made in the meantime
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As far as I know, the collision (embedded in DFF) of custom vehicles is not currently supported by MTA, it simply reverts to the collision of the original GTA vehicle. I'm not sure if there are any easy ways of getting around that.
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The process for replacing an object's textures is the same as for replacing a ped's texture, except that peds only have one texture while objects can have many. But that video tutorial that you've already found should demonstrate everything you need to know. I would recommend getting MEd so that you can easily find the corresponding texture file (*.txd) for the object you want to change, IMGTool to extract the TXD file from gta3.img (although MEd can do this by itself) and TXDWorkshop to export/import texture images from/to your extracted TXD file. Bear in mind that replacing the TXD only replaces the model textures, it does not change where those textures appear on the model. That can only be changed by editing the DFF, which as I said earlier, is a more complicated process than just replacing textures.
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You're right, I don't understand. Originally you said objects, now you're talking about ped skins? When you say 'edit', are you talking about editing the actual geometry of the object (ped?), or simply replacing the texture? Replacing the TXD is basically the same for objects as peds, just like in that video (though you have a little bit more flexibility with objects). Replacing an object's DFF (geometry) is more complicated, and there is currently no support to change the DFF of a ped. Could you be a little more specific on exactly what you are trying to do, then either myself or others will be better able to help you.
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There are plenty over at GTA Forums. An existing background in 3D Modelling will be advantageous in learning how to edit GTA SA's models, it can seem a bit complicated at first.
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Are you sure it's the select list window specifically that's locking up, and not just ye olde mouse bug, which can often be fixed by alt-tabbing out and back in again? Or alternatively by prompting a different GUI to appear (for example, as in Freeroam, spawning a different clickable GUI can often fix a 'locked' mouse which won't disappear or click anything else).