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myonlake

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Everything posted by myonlake

  1. myonlake

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    The only upside in P2P is that you can have multiple sources sharing the files. It doesn't mean a regular server couldn't do that, look at cloud computing for instance - ten times better than any of these "speed improvement" suggestions. It's more likely to have slower download speed via P2P than downloading from a decent dedicated server. People lack good internet speeds, at least a bunch of my friends have low 1.0 Mbps- connections and it would take quite a while to download something. Some people still use portable network sticks that have a upload speed of 0.4 Mbps or less. It's only useful in big servers where there are 40+ clients to download from regardless of their speed. Maybe don't buy a cheap predefined game server when you can buy a cloud server and store all your services there without having to care about hardware or your speed or bandwidth. Servers are made to last and I don't find bandwidth as a good reason to switch to P2P, or make it an option, just no. If you want to have fancy stuff on your server, make them optional or download in the background as mentioned above. FFS and other servers have 30 MB of download and it takes 10 seconds to download that stuff. Maybe don't put so much crap in your server...
  2. Realize that this thread was posted in August 2012...
  3. myonlake

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    Explain me the good sides in P2P. There's more bad sides than good sides.
  4. myonlake

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    I hope you understand that using P2P to transfer files would mean that all MTA players' computers would become part of a botnet and have more than enough viruses to cause your whole house to burn down. No. Oh, and P2P uses TCP/UDP, because those are the only protocols that work well enough for all clients; maybe read more about this stuff so you won't embarress yourself like this again.
  5. Instead of triggering the event to the localPlayer, put it to root. Make sure you pass in the player element as an argument however.
  6. Let's start from what guiGridListGetItemText returns right now. Mind dumping it and tell us what it does?
  7. Like you have in the thread subject, use setWeaponProperty function to do all that. -- Allow moving and aiming simultaneously setWeaponProperty( 31, "poor", "flag_move_and_aim", true ) setWeaponProperty( 31, "std", "flag_move_and_aim", true ) setWeaponProperty( 31, "pro", "flag_move_and_aim", true ) -- Allow moving and shooting simultaneously setWeaponProperty( 31, "poor", "flag_move_and_shoot", true ) setWeaponProperty( 31, "std", "flag_move_and_shoot", true ) setWeaponProperty( 31, "pro", "flag_move_and_shoot", true ) Note, that the above is only possible from version 1.3 r6142 onwards. What do you mean by limping effect?
  8. Then just apply Y rotation to make it look like 3D chart. That's not too hard to do, just some more math and I am sure you can find that by Googling. Then you can even animate the chart so it will look even more cooler and baws.
  9. As you're going for an external chart instead of making your own one with the dx-functions, you will have to use the PHP image processing functions. However, I suggest you use someone else's script, Google API is useful yes, but not sure how they render everything, so the delay of the creation and download will be a pain. And like explained above, it's because the server downloads the image. There's currently 3 download processes happening (Google -> server -> client), when you could just have Google and client.
  10. Keep in mind that syncing like that will most likely end up laggy, so instead of setting on each frame, build your own "packet" system by limiting these 1 per 50 ms.
  11. https://wiki.multitheftauto.com/wiki/Cl ... _functions https://wiki.multitheftauto.com/wiki/Dx ... reenSource
  12. It has quite a lot to do with the DirectX screen source functionality. Read more on the Wiki.
  13. Actually you do need maths for that. I've tested it myself and you have to define the correct velocity values in order to hit any target. And since rocket launchers don't seek for heat, you must use the simple rocket type in order to do something like this.
  14. Well, for example I am working on a public resource for military related features, like missile launchers and long range missiles. These are apparently quite hard to make since it requires math calculations for the velocity.
  15. No, Jay. That thing uses the incremented variable from the for-loop above it, so you can't put it outside of the for-loop. That simply means your ranking data doesn't have a field for index 1 or 2. Re-check your table keys.
  16. You can merge those two queries together.
  17. Why not? Just needs a bunch of contributors to have that many missions as in GTA V.
  18. Not sure why the code is so long, it's not a big deal to order a table from smallest value to largest value or the other way around. local my_values = { 1, 9, 7, 8, 2, 5, 4, 3, 6 } --[[ -- table order_table( table _table [, bool direction ] ) -- direction: true -> ordered from smallest to largest -- direction: false -> ordered from largest to smallest --]] function order_table( _table, direction ) if ( type( direction ) ~= "boolean" ) then direction = true end table.sort( _table, ( direction and function( a, b ) return a < b end or function( a, b ) return a > b end ) ) return _table end local _concat = table.concat( order_table( my_values, true ), ", " ) print( _concat ) Returns: 1, 2, 3, 4, 5, 6, 7, 8, 9 And the other way around: 9, 8, 7, 6, 5, 4, 3, 2, 1 If you're dealing with tables that don't index up accordingly, then I suggest you fix that issue by indexing everything accordingly. It saves you a lot of time anyhow when you've got it all indexed right. But as far as I am concerned, even if you made it that way it shouldn't be that long code to perform a couple for loops.
  19. I doubt that happened yet.
  20. It's actually quite low level hacking procedure. People do that all the time and it's not even hard, I recall there are applications that do that for you. Point is, that your code is never safe with this kind of approach on MTA.
  21. Like newmeta explained earlier, the network module contains the decryption key. So, if you have your own key and your own encrypter, then yes, it'll be slightly more difficult for the client to get the key. However, as the client needs some key to read the code, the client can catch the server packet and read it. And that way they also have the decryption key to the code. Though it requires a little bit more experience and knowledge in networking to pull that off.
  22. Not everyone has funds to buy a quality shotgun microphone and a case like that, not like the case is necessarily needed, but it makes the sounds way clearer than if it was on an open table in a silent room. Interesting article though, and thanks for proving me wrong with something else than a quantum computer article.
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