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Mossy

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Everything posted by Mossy

  1. Mossy

    Road Textures [DD]

    Ahh I see what you mean. viewtopic.php?f=108&t=51053 I'm sure there are more but that's the first thing I found. Again, you can also make your own in 3DS Max or something
  2. Mossy

    Road Textures [DD]

    1. If you haven't already made the model, use 3DS Max or something. If you have it and want to replace the default one, use a resource like ModLoader. 2. https://community.multitheftauto.com/ind ... ls&id=6803
  3. Hello. On some maps on my server the Hunter isn't able to shoot rockets. I'm not sure if this is an MTA bug, a map bug, or a script (I don't look at map scripts. Also, I highly doubt that an author would disable rockets on purpose for DM maps.) but it defeats the purpose of getting the Hunter at the end. Has this ever happened to anyone else? Is there a fix?
  4. we don't need your imagine Yes you do. And it's an opinion lol. The website itself can be much better. You should also hire an English translator
  5. Mossy

    Update Problem NEED HELP

    I actually told the server hosters to put the 1.3.2 update on. Hopefully that will make my server work again because it will update correctly.
  6. I tried my best to debug this today. I failed to replicate the issue. I was experiencing drops with an old nightly. Didn't experience a single drop today playing 1.3.2 for about an hour. So I don't know what to tell you besides use the function showframegraph and record your screen with fraps or something to show us exactly what is lagging. If you can get the video to ccw, he can do a lot more with it. Come on #mta on irc.gtanet.com and paste the URL stating what it is. I'll update to the latest build. Thanks for the info.
  7. I heard that this update causes major FPS loss. 3 of my friends said that actually. I experienced it too. Is it fixed yet? If so then I'll update.
  8. Mossy

    Update Problem NEED HELP

    I updated my MTA to 1.3.2 but I also bought a server that I wanted to update. I thought it only needed the 5 files but it looks like I'm wrong(?) Anyways I replaced them with 1.3.1's files but why is it still not turning on? Check for the EXE running under task manager? The server needs more than those 5 files to update. If they update the lua DLL between 2 patches, tons of issues would occur if you didn't update yours for your server. Beyond that I don't know why it wouldn't 'start'. What EXE? Dude, this isn't a local server. I bought this server so I edit stuff on it via FTP. Like I said on the original post, I updated it with only 5 files but then I decided I wanted to downgrade so I replaced the 5 files with 1.3.1's. I try to start the server but nothing appears in the Console. Edit: Can you atleast tell me what files I need to overwrite for a successful upgrade? All the FTP has is the server folder.
  9. Mossy

    Update Problem NEED HELP

    I updated my MTA to 1.3.2 but I also bought a server that I wanted to update. I thought it only needed the 5 files but it looks like I'm wrong(?) Anyways I replaced them with 1.3.1's files but why is it still not turning on?
  10. I updated my server to 1.3.2 by replacing core.dll, libcurl.dll, net.dll, pthreadVC2.dll, and xml.dll but then the server would not turn on. I then replaced the 5 files with 1.3.1's files but it's STILL not turning on. Which files do those 5 files infect? Or how can I fix it?
  11. Well... what type of scripts do you make? Do you have any samples?
  12. You make maps so damn quick! Nice map as always, I like this ending as well.
  13. Sorry for triple posting but I have found the solution! It's actually really easy; sadly I had to go through torture to find out changing 2 things will make it work. Anyways, if anyone in the future has problems with these, this is what you do: leave your _common.lua UNTOUCHED. With your nametags.lua, change the following line to this: dxDrawText ( _getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false, true )
  14. Sorry for double posting but I download the latest race gamemode and the nametags still show white. Nothing is modified (except for 5 images) so I don't see why it's not working. Is there a script/resource that can help me? Is a function overwriting another? What to do?
  15. Race is the only gamemode I have. That doesn't work either. I noticed that a lot of servers have it working. Is there a resource for it? Do you know how to fix it?
  16. I don't know of any other script that can cause this to happen. The font changed so the problem has to be in this script only. Can someone test it? I did and it didn't work.
  17. Still not working. And I noticed something. I don't know if this is normal but they change color at a certain distance. http://i.imgur.com/WgccHkf.jpg http://i.imgur.com/Bla5uhB.jpg http://i.imgur.com/ShDlwDv.jpg
  18. I know I already posted a topic about this but it did not help. I just want the Hex color codes to work! As you can see here, Sektor's name is white. However, he has color codes in his name (second pic). http://i.imgur.com/mAUpMwt.jpg As you can see here, he has color codes in his name but as seen in the first pic, it's white! http://i.imgur.com/CCvOoAA.jpg Is there a line I have to edit or something? Is there a script to make the Hex's work? Here's my nametags script: g_Root = getRootElement() g_ResRoot = getResourceRootElement(getThisResource()) g_Players = getElementsByType('player') g_Me = getLocalPlayer() nametag = {} local nametags = {} local g_screenX,g_screenY = guiGetScreenSize() local bHideNametags = false local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out local NAMETAG_DISTANCE = 120 --Distance until we're gone local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag --The following arent actual pixel measurements, they're just proportional constraints local NAMETAG_TEXT_BAR_SPACE = 2 local NAMETAG_WIDTH = 50 local NAMETAG_HEIGHT = 5 local NAMETAG_TEXTSIZE = 0.7 local NAMETAG_OUTLINE_THICKNESS = 1.2 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- Ensure the name tag doesn't get too big local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } -- Ensure the text doesn't get too small/unreadable local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } -- Make the text a bit brighter and fade more gradually local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } function nametag.create ( player ) nametags[player] = true end function nametag.destroy ( player ) nametags[player] = nil end addEventHandler ( "onClientRender", g_Root, function() -- Hideous quick fix -- for i,player in ipairs(g_Players) do if isElement(player) then if player ~= g_Me then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isElement(player) then break end if getElementDimension(player) ~= getElementDimension(g_Me) then break end local px,py,pz = getElementPosition ( player ) if processLineOfSight(x, y, z, px, py, pz, true, false, false, true, false, true) then break end local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) if pdistance <= NAMETAG_DISTANCE then --Get screenposition local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) if not sx or not sy then break end --Calculate our components local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) scale = math.evalCurve(maxScaleCurve,scale) local textscale = math.evalCurve(textScaleCurve,scale) local textalpha = math.evalCurve(textAlphaCurve,alpha) local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) --Draw our text local r,g,b = getPlayerNametagColor(player) local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, "bankgothic", "center", "bottom", false, false, false ) dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "bankgothic", "center", "bottom", false, false, false ) --We draw three parts to make the healthbar. First the outline/background local drawX = sx - NAMETAG_WIDTH*scale/2 drawY = sy + offset local width,height = NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) --Next the inner background local health local p local r,g health = getElementHealth ( player ) health = math.max(health, 0)/100 p = -510*(health^2) r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) if health > 1.0 then health = 1.0 end dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, width - outlineThickness*2, height - outlineThickness*2, tocolor(r,g,0,0.4*alpha) ) --Finally, the actual health dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, health*(width - outlineThickness*2), height - outlineThickness*2, tocolor(r,g,0,alpha) ) end break end end end ) ---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- addEventHandler('onClientResourceStart', g_ResRoot, function() for i,player in ipairs(getElementsByType"player") do if player ~= g_Me then nametag.create ( player ) end end end ) addEventHandler ( "onClientPlayerJoin", g_Root, function() if source == g_Me then return end setPlayerNametagShowing ( source, false ) nametag.create ( source ) end ) addEventHandler ( "onClientPlayerQuit", g_Root, function() nametag.destroy ( source ) end ) -- Math functions function math.lerp(from,to,alpha) return from + (to-from) * alpha end -- curve is { {x1, y1}, {x2, y2}, {x3, y3} ... } function math.evalCurve( curve, input ) -- First value if input[1][1] then return curve[1][2] end -- Interp value for idx=2,#curve do if input[idx][1] then local x1 = curve[idx-1][1] local y1 = curve[idx-1][2] local x2 = curve[idx][1] local y2 = curve[idx][2] -- Find pos between input points local alpha = (input - x1)/(x2 - x1); -- Map to output points return math.lerp(y1,y2,alpha) end end -- Last value return curve[#curve][2] end Please help. Thank you.
  19. Lol Call of Duty. They just keep getting worse and worse. I am definitely not buying the next one.
  20. The download link is working perfectly fine for me. As for OP, make mirror downloads.
  21. Wow this is amazing! Tested it and everything looks very good. Keep up the good work.
  22. Mossy

    [WIP] New Island

    Thanks! We still have much to build so more screenshots will be up in maybe a week.
  23. I love APB! I can see that this shouldn't be hard to make, as a scripting expert can easily make a script to deliver a car to a shop and receive money and then store it (Money Laundry) and all other things. Someone should definitely look into this.
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