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Arran

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Everything posted by Arran

  1. Arran

    1.4 Beta Release

    You should have tested it before the release... viewtopic.php?f=31&t=59499
  2. Arran

    1.4 Beta Release

    MTA SA 1.4 has already been tested for 48 hours continuously by hundreds of players and all the bugs they have found have already been fixed. In my view, 1.4 has been tested more than previous releases and this "beta release" will actually be more stable than previous releases.
  3. The script hasn't changed at all though, the client simply updated their MTA, I checked performancebrowser client stats and it says that the script has created the blip element for each player and the custom group blips are still there which means the client must be aware of the players positions and there isn't even a way to make blips invisible on F11 by script, very strange bug. Edit: I tested it myself too and confirm this bug is only in newer nightlies, we narrowed it down: 5968 - works 5972 - doesn't work Edit: After playing around with blip visible distance it seems that a behaviour change in this function has occurred as blips would appear on F11 no matter what but when the "Player Blip Distance" is changed in /settings if it's raised high then they become visible but not all the player blips are and if you lower it, you'll see that more appear nearby you as if there is some sort of limit to how many blips can appear on F11. Edit: Can reproduce on local server. crun a = createBlip(0, 0, 0) crun a = setBlipVisibleDistance(a, 100) Can't see on F11 when further than 100.
  4. No, most of the resources that I made such as the login panel have never been accessible to my own developers and I know for a fact that this guy ain't smart, he can't even make his own resources let alone 'hack' access to our scripts. Also it's only the client side files (a load of their server side stuff is buggy and doesn't even work) so it's pretty obvious it was decompiled. It's actually a FACT that they're decompiled or not even decompiled but simply copied: CFnmisc/GUIutils.luc The file contains "C:\Users\Nvreformat\Desktop\Repos\CITNvreformat\CITnvremisc\GUIutils.lua" That is one of our old developers and that was the location where he compiled it and that location is written to the top of the luac file. And there were loads more examples but now he's started to encrypt the stolen work which I suppose is a good thing as it prevents people stealing our stuff via his server. One script wasn't even compiled and guess what it had throughout the script... "-- decompiler error"
  5. That's a good point, one solution might be to only start the resources after an event has been received from the server or another encrypted client side file, and if it's compiled and encrypted the event name won't be known to anybody else, or some other really random stuff in it like only working if getSizeSun() returns 1.07
  6. Ok so you've got 2 options: Option 1: Default compiling which has virtually no security benefit. Just join this guys server: And you'll notice how EVERY SINGLE script on the CF server is stolen from CIT. They're so lazy they don't even rename the resources! You can go on there and see CITchecking CITsettings etc but you can tell the instant you join the server that it's a copy because every GUI is a clone from the moment you see the login panel, you don't even need to look inside their client files to know for definite it's all copied. Clearly default compilation is virtually ineffective at stopping people from blatantly stealing all your work, as proven above. Option 2: You send your client side files to luac.multitheftauto.com ran by the MTA team, probably ccw's server, he just happens to be the person who makes running a server on MTA even possible. When angry kids could ASE flood a server and cause the CPU usage to go to 100%, who fixed that? ccw did. Who sacrificed their free time to even make luac.multitheftauto.com? ccw did. When anything went wrong in MTA, who fixed it? ccw did. In a way I feel sorry for you, because you actually think that default compilation is more secure than something that actually prevents kids with luadec stealing your resources, just because it has to be sent to luac.multitheftauto.com, even though it's probably hosted by ccw who is one of the most trust-able people you'll come across on the Internet. Which means all your "hard work" is getting decompiled by people like [CF]Sensacion who are too lazy to make their own scripts. I am yet to be notified about my hard work being stolen that was compiled through luac.multitheftauto.com though. I guess they'll have to steal from you instead since you've got your ideas of security all wrong. Worst case scenario is every file uploaded to luac.multitheftauto.com is leaked... SO WHAT? That is VERY unlikely to happen and if it did, it's not much easier for the script kiddies than for them to just luadec your default luacs.
  7. Use the API. https://luac.multitheftauto.com/api/ supports batching. A default compile is basically useless. A proper compile through luac.multitheftauto.com is actually protected.
  8. To try out the SFX stuff that Jusonex added: Make sure you've got sfxbrowser resource (It comes with the official resources) Start local server execute: start sfxbrowser (This starts the resource) execute: sfxbrowser (This opens the GUI) And away you go. If you don't hear anything or some of the sound banks don't work, see the warning box here: https://wiki.multitheftauto.com/wiki/PlaySFX
  9. Then obviously your serial hasn't been unbanned. It's still in the XML ban list.
  10. Arran

    MTA Serial System

    MTA serial generation is super secret and is the most effective anti ban evasion system possible. So you can't be certain it uses the HDD serial, but it most certainly is something like that.
  11. I've fixed that, it's just a message though and doesn't cause any problems.
  12. MTA SA 1.3.2 - The most awesome 19.7mb you'll ever download. Can anybody explain the usefulness of bitwise operators in MTA, if any? Edit: Also I agree to more, smaller releases as I've always felt that MTA releases are a lot bigger than they need to be. Also helps scripters and servers know what they can use if everyone updates to the next official release rather than hoping or forcing people to have the right nightly version. Even if that means more testing, I've always had time for testing (106 mantis bug reports, hosted some of the 1.1 beta tests) even after working on map editor, official resources and the most popular MTA server.
  13. There is a bug (now fixed) with the login GUI where if you try and login twice in 5 seconds the GUI is disabled and remains disabled but that's fixed by a reconnect and doesn't seem relevant to your problem. "Now it doesnt want to dowload the CIT server and it doesnt do anything." You really need to explain that more if you expect anybody to help you.
  14. No, using scripting you can detect when a bullet hits it with onClientPlayerWeaponFire and explosions using onClientExplosion then update the vehicles health accordingly. There might already be a resource that does this, if you check community resources section.
  15. Somebody test new map editor for me, you can report any bugs in map editor on http://bugs.mtasa.com/
  16. Or just get the newest client and server nightly and enable bullet sync http://bugs.mtasa.com/view.php?id=6084
  17. Just modify the crap ones that aren't used like the old ladies. Other than that the only possible thing would be to use shaders on individual players to change their skin but not model.
  18. I tried to make a game server multilingual, was an absolute nightmare. Spent a few days making these language files for people to translate and only a few people bothered to make translations even after I gave them weeks and that was on a forum with over 100,000 posts in a year. Even if MTA could get people to make translations in different languages and then confirm them to be correct, every time something is added or changed in the MTA interface they'd need to get the new translation for it. So unless there is something available that does decent automatic translations it would be beyond feasible to attempt this and even with automatic translations would it really be worth it? Players from around the world seem to be able to manage with how it is now.
  19. Obviously we wouldn't get 1028 players (who would?) without advertising it and offering some nice bonus for being there. As for going over 1024 players I was just as surprised as everyone else, you'll have to ask an MTA developer how that one happened, because the server was clearly at 1024 as a maximum. 1024 Is what it says in mtaserver.conf Also the reason why we had to move everyone to their own dimension and remove vehicles temporarily was because we disappeared from server browser at about 950 players and for anyone wondering about network usage. Well... we use around 100mbps at 600 players so that means that 428 players were creating an extreme amount of lag and the only solution was to eliminate vehicle sync and puresync. I sure am glad we'll never have to see that many players again. Jaysds1 we could probably handle 2000 players only if we had a gigabit (we've only got 100mbit) connection but then it would probably start straining the players themselves rather than the server. I'm suprised we didn't get DRDoS'd like normally, or it crashed before the peak, we've had 2 crashes today
  20. This may be related to a security vulnerability in MTA or just poor scripting/ACL.
  21. That's the primary reason why 1.3 is being released so soon, to fix map downloading.
  22. It's not officially out, just in release candidate mode.
  23. The 1.3 test was perfect, I never heard of anybody complaining of freezes unless you're referring to the test I did the day before and created 10,000 bins to increase the map size. Also that "server stops sending out data if no bandwidth available" is probably (but can't find out) fixed by the downgrade unless of course its another factor outside of MTA. I remember before the 1.0.5 optimizations we were using almost all of our CPU and connection and didn't experience the usage drop. But still, a lot has changed since then as we moved servers. That was the players and server owners faults for not helping with the testing. If it wasn't for the testing done by me (I found 20 bugs in 1.1 beta) some of them would have got into the release.
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