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Gamesnert

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Everything posted by Gamesnert

  1. Hmm, something's not right if that's the limit...if I'm understanding the sql table you created you're storing all the users SMSs in one column? I think GioSerpo is right when he suggests a two table approach. phoneOwner table username (Primary Key) phonenumber SMS table (a new row for each SMS entry) username (Foreign Key) SMSMessage (main body of SMS message) ReadStatus (for holding a true/false) to me, that's a better structure to hold the data as it's a more normalised approach, is more flexible and more scalable than the original structure? Ok first, 160 is the limit for IRL SMS's, not the SQL! I don't even know the SQL limits... About your addition to Gio's suggestion, it kind of makes sence, but are you sure it'll all fit? What if the TOTAL space is a problem? But well I'll try. It'll probably give less trouble than my current XML cr@p... But well, homework first, MTA second...
  2. Am already using for skin. About the skin: I've been working on it. Green light! Or well... It works. I guess, doesn't give anymore errors and the GUI loads, so it should atleast be positive. But to go back on topic: I can do it in XML. I'll try it. LOL why didn't you think about this earlier? Because... I'm still not making any progress due to a few difficulties... I'll continue tomorrow.
  3. Am already using for skin. About the skin: I've been working on it. Green light! Or well... It works. I guess, doesn't give anymore errors and the GUI loads, so it should atleast be positive. But to go back on topic: I can do it in XML. I'll try it.
  4. Oh noo thats bad A alternative: smaller SMS? So there is a limit of chars or so. Is this Limit only for one table or in the whole database? Well, the IRL limit is 160. It also has that same 160 limit. But that's too big... =/
  5. Are you sure about that? http://development.mtasa.com/index.php? ... oldid=6651 Lol a screenshot from 2006... Like that's of any worth about 2 years later... >.< http://www.multitheftauto.com/videos.html? That's just their channel, where you can find barely anything new... It takes too long before there's something new. But well, I couldn't do it any faster, so I don't have anything to complain about I guess... =/
  6. Actually, he's right. The script provided in the first post DOES contain that function twice! But it's not the cause of the problems.
  7. Progress has stopped for some days. The bugs in the very latest version I posted should be solved, but there is a BIG problem: SQL doesn't support the huge length of 15 SMS' with 160(actually, 168) chars and my guess is that we need to go to MySQL. Which is alot harder for the customer... I had also been working with the skin support for a bit, but while progress halted I didn't do much with this... Felt it was time for another game for a small while until I knew how to let SQL work or if we're going to skip to MySQL. I don't know what GuiSerpo has made of it right now, but I understood from him that he was trying to implent Churchill's betterWeather into it, and he was also working on his own SMS system if I remember it right... Might help right now if it DOES work for him! So I guess I'm going on with making custom skin support until I get further orders. EDIT: And scarface, there were only 6 downloads of the latest version of the phone engine... IN 3-4 DAYS... No wonder most haven't tested it...
  8. Eh have you even read the whole post? I did read whole post, but it's not that it's a good amount of information. Also I'm talking about it being more frequently. Waiting==killing...
  9. The last news post is 7 days old... that should be up to date. News that the beta is closed, yes. But we need MORE news, let's say it that way. We need to be a bit informed. Get it?
  10. -Any news whatsoever?
  11. Don't forget that the resource also needs to be more adaptable, saves location, buying cars, ... And how about a new element in RP: Giving everyone nukes, and kicking them for non-RP!
  12. What do you mean by that? and its the original one that also gives that bug.. whatever it is That you rotate the object in the file. Because I guess this is a custom object? So just change the rotation of the object in the txd and dff if possible.
  13. They're indeed totally different. Their advantages and disadvantages. Also their gameplay and kind of servers are different, you can't compare it. End of discussion indeed.
  14. Hmmm didn't read that... Anyway, is your model also flat without rotating? And if it's a custom one, does importing it pre-rotated work?
  15. You might want to increase Z a little I guess. Sometimes if objects rotate they sink into the surface a little. Also, why rotating it after creating? You can also set rotation in createObject.
  16. So anyway: Does anybody know a good trick for SQL to make it possible to save at the very least about 2,520 characters for each player? Or does this resource really need MySQL? Now I think of it... Isn't 2,520 characters about 2kb? Because if it would have been huge, then I had to decrease it anyway.
  17. Still some think about it otherwise... I wonder why..? (except for the lag, the synch and extra functions make up for it anyway)
  18. Lol than MTA actually, but before I quit some did say something about 20 crashes per day...
  19. Neither SA:MP or MTA crashed every 5 min here... SA:MP crashed alot more often though.
  20. As I said: You were browsing the SA:MP section. You need the MTA section.
  21. Even a better question: Why doesn't it replace the network module itself, IF it's the problem. ^^
  22. Then you copy paste it into notepad. I don't think someone else needs to change his way of posting because a tiny amount of people think it should be posted in another way... They won't adapt to you, you should adapt to THEM. -.-
  23. Of course, how could SA-MP lag with incredibly big number of desynced vehicles And MTA won't be always unpopular just because release date. Release date only made MTA less popular than SA-MP for a short while. Everything will change with time. I know, that's why I didn't say anything about any release dates. Anyway, it's not only about the desynch what makes MTA slower I guess. It seems to eat more specs of your PC. I dunno why, desynch might be the reason, but I think there's more...
  24. That's.... SA:MP... Not MTA Race, not MTA DM... It's SA:MP... MTA version. (Race and DM combined)
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