Maccer.
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Everything posted by Maccer.
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Yup, that's right, me and Woovie have created a category (subreddit) for MTA on Reddit. If you don't know what Reddit is, a simple google search will give you the answer. It's like Digg, StumbleUpon, or Fark, but divided into microforums or sections called a subreddit. The site is mostly made up of people from North America and the U.K, but foreigners are welcome too. E-Mail verification is not required and it's a really really active site. (Word of caution, lots of Redditors have a little Reddit culture, so watch your step! Follow the Rediquitte to an extent.) Now front-page /r/MultiTheftAuto you fumbducks!
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Seems to be really bugged to me. All the channels are empty except for #CallCentre with one strange user called "Pain" in it.
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According to the error, the function findPlayer does not exist. Why are you trying to use it?
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There's no PAULNMAK block, however, there is PAULNMAC. Try that.
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Probably can't in LUA. It would be very awesome if you could. Lua needs references pretty badly, or at least parameter references.
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You have my attention.
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I'm sorry, but why the hell would you want to run aero and MTA windowed at the same time? Why do you want to significantly reduce performance with just some crappy eye candy? Oh well, what ever you feel is best.
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attachElements ( blunt, getLocalPlayer(), xl, yl, zl + 1 ) Incorrect usage of parameters 3, 4, and 5. These are offsets of position in distance. If you want to make a blunt-smoking resource, check out the included briefcase resource for the MTA server. It basically attaches a briefcase to the player's left or right hand.
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Wait, what? There are client-side modules? *wipes glasses*
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You're probably hitting the maximum texture streaming limit. There's a patch by Alexander Blade to extend it, but I don't think that's convenient. But if there's lag from porting VC models to SA, then there's a problem. The texture streaming problems and the memory leak associated with custom models might hint something.
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That link is to the DP1 handling system, lol. The new system can add handling to individual vehicles.
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Radar Area Functions (Client-Side) Radar Area Functions (Server-Side) This tells you how to create one with hit detection. And if you don't want the radar area functions, and want an invisible rectangular area, then use createColRetangle. There's a small example in the link.
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Not sure if you knew, but in 1.1, client-side files were added. All credit goes to gamesnert.
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I just happened to stop by this, but I might be able to stop by and visit depending on the conditions since I'm about 150 miles away from L.A. Not sure if anyone wants to go through with this though, I'd love it though. I just made a few small patches for MTA, and that's about it... but I still like the idea. And just for clarification, I'm not the "fedor" credited in the MTA DP or the one on irc.
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If any firewall, try adding an exemption for MTA inbound/outbound.
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And interestingly enough, the ped gets synced server-side.
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Wait, doesn't the bus take 8 people? o_0 Oh well, there's a hack in the MTA source that can change that anyways.
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Why did you create a pointless timer for toggle control? It's kind of single-use, so you don't need any timers.
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Why? And to be honest, I don't think it matters since the streamer is dynamic, and it's 255 maximum for a 500 x 500 area.
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That fix was created for other purposes, and the MTA streaming problems are related to custom objects directly. There's a lot of memory leaks and streaming bugs associated with them. You can't have custom objects in sa-mp though, and in GTA you can't replace them without restarting your game. So this is an MTA problem, not a GTA one. Trust me, there's a few devs aware of this problem, and are hopefully going to work on it some time soon.
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I don't want to bug, but are you still working on this? It's just I'm considering I might make a gui rework of this as well as optimize some elements. If you are, I don't want my effort to go to waste. I know I brag about the changes a lot, but in MTA 1.1, animations will be much better in terms of performance, streaming, and functionality. So look forward to animations that actually stop on the last frame.
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Purpose Of This Thread: This thread is supposed to allow people post small snippets of suggestions, and allow people and developers to respond to these requests along while prompting discussion as well as source code analyzing. I feel this would be more effective in getting things done, and just more convenient in general. Why? There's a Suggestion Thread, There's Mantis?: Well, I repeat, this will allow people to post quick snippets, without going through the hassle of filing forms. It will also be easier to go through suggestions, prioritize them, and address them. Plus, most people are lazy anyways. I also have a weird feeling this will be more efficient. I'm quite looney, I know that. Let's Start Off, Shall We?: --- Wish: Synchronize Fire, Make It Returnable, & Enable Functions For Fire Manipulation Reasoning: It is definitely necessary to synchronize fire, and we need better control and orientation because right now it's just a single-use function. Once you create it, you can't make it larger, you can't move it, you can't kill it. Static as hell. Practicality: Actually, a lot of the functions above (sound toggle, spread, strength, and position) already exist internally, and already added in place. {See CFireManagerSA.cpp} A restructuring of fire creation might take place in order to add it to the element pool, but at the moment, we just simply use { g_pGame->GetFireManager ()->StartFire ( vecPosition, fSize ) } Also : It doesn't have to be in ANY format.
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The high memory usage is a confirmed memory leak. The custom model system is very buggy and weird in general, and could require some rework. But... I don't really understand the question you're trying to ask.
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I feel like an idiot, I was writing the txd native struct, not the folder txd. But what was your method of writing the data to the .txd's? fileWrite ( string.char ( ) ) is 8-bit, so it makes you have to make adjustments.
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Thanks Lordy! It worked! I've created a blank TXD file with fileCreate and string.char... if that counts for something. Edit: No, actually I did something wrong. DoomedSpaceMarine, how did you do it, and what TXD specification/format did you use for your images? fileWrite ( fileTXD, string.char ( 0x09 ) ) -- platform id: 9 for GTASA on the P.C fileWrite ( fileTXD, string.char ( 0x04 ) ) -- filter flag : FILTER_MIP_LINEAR 0x04 fileWrite ( fileTXD, string.char ( 0x00 ) ) -- texture wrap WRAP_NONE 0x00 fileWrite ( fileTXD, string.char ( 0x00 ) ) -- texture wrap WRAP_NONE 0x00 fileWrite ( fileTXD, "TESTEXTURE", string.char ( 0x00 ) ) -- Diffuse Texture Name + Null Termination fileWrite ( fileTXD, "TESTEXTUREALPHA", string.char ( 0x00 ) ) -- Alpha Texture Name + Null Termination fileWrite ( fileTXD, string.char ( 0x20 ), string.char ( 0x00 ) ) -- Raster Format [b] ***[/b] fileWrite ( fileTXD, string.char ( 0x01 ) ) -- Alpha/FOURCC fileWrite ( fileTXD, string.char ( 0x80 ) ) -- image width fileWrite ( fileTXD, string.char ( 0x80 ) ) -- image height fileWrite ( fileTXD, string.char ( 0x08 ) ) -- image BPP fileWrite ( fileTXD, string.char ( 0x02 ) ) -- mipmap count, testing 2 as value fileWrite ( fileTXD, string.char ( 0x04 ) ) -- raster type - apparently always 0x04 fileWrite ( fileTXD, string.char ( 0x03 ) ) -- dxt compression type *** - This is out of format. Since this part is 16-bit, and string.char only writes up to 8-bits max, it turns into 0x00, 0x20. A lot of these parts are DWORDS & WORDS anyways, so string.char won't do. It's roughly how I did it, but I just put in some random values out of the ones supported. Edit 2 (Right Datalenghts, STILL FAILURE): fileWrite ( fileTXD, string.char ( 0x00 ), string.char ( 0x00 ), string.char ( 0x00 ), string.char ( 0x09 ) ) -- platform id: 9 for GTASA on the P.C fileWrite ( fileTXD, string.char ( 0x00 ), string.char ( 0x04 ) ) -- filter flag : FILTER_MIP_LINEAR 0x04 fileWrite ( fileTXD, string.char ( 0x00 ) ) -- texture wrap WRAP_NONE 0x00 fileWrite ( fileTXD, string.char ( 0x00 ) ) -- texture wrap WRAP_NONE 0x00 fileWrite ( fileTXD, "TESTEXTURE", string.char ( 0x00 ) ) -- Diffuse Texture Name + Null Termination fileWrite ( fileTXD, "TESTEXTUREALPHA", string.char ( 0x00 ) ) -- Alpha Texture Name + Null Termination fileWrite ( fileTXD, string.char ( 0x00 ), string.char ( 0x20 ), string.char ( 0x00 ), string.char ( 0x00 ) ) -- Raster Format fileWrite ( fileTXD, string.char ( 0x00 ), string.char ( 0x00 ), string.char ( 0x00 ), string.char ( 0x01 ) ) -- Alpha/FOURCC fileWrite ( fileTXD, string.char ( 0x00 ), string.char ( 0x80 ) ) -- image width fileWrite ( fileTXD, string.char ( 0x00 ), string.char ( 0x80 ) ) -- image height fileWrite ( fileTXD, string.char ( 0x08 ) ) -- image BPP fileWrite ( fileTXD, string.char ( 0x02 ) ) -- mipmap count, testing 2 as value fileWrite ( fileTXD, string.char ( 0x04 ) ) -- raster type - apparently always 0x04 fileWrite ( fileTXD, string.char ( 0x03 ) ) -- dxt compression type
