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ixjf

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Everything posted by ixjf

  1. They implement it because it's widely used, it has great documentation, it's lightweight, it's fast (not even mentioning LuaJIT) and it's actually stable (how dare you to say Lua isn't stable enough?). If (game) developers said Python was a better choice, logically they wouldn't be using Lua in their projects.
  2. ixjf

    Lagg in GTA san andreas

    Your PC components are behind the requirements to run MTA:SA properly and Windows 7 doesn't help. I would suggest switching to Windows XP which would most likely give you a noticeable performance boost, but the support for this OS has ended this year - this means the OS is no longer being updated and you shouldn't receive any support coming from Microsoft. There's not really much you can do to improve your performance. You can try updating drivers if you haven't already done so but that's about it. The only solution is to buy a better computer.
  3. Yes, you can. The reason that isn't working as expected is that the function inside the function is never called; in fact, another function is useless.
  4. Wasn't that pointless function "binary" you placed all over the wiki while you attempted to "hack" the wiki enough?
  5. What are you talking about? Lua is written in, not based on C. It's a managed, interpreted language (just like Java, unlike C/C++). It has a garbage collector, and it is there for a reason - to collect any data that can no longer be accessed (not referenced anywhere). Most of the times you don't need to worry about the garbage collector, it does its work, you do your work, and everyone is happy, but you can control it through the collectgarbage function if you need to. It's a managed language, you don't work with pointers directly.
  6. ixjf

    MTA Crash

    You might have them but they're most likely outdated, although I didn't look at your log file, which is why Towncivilian is asking you to install those. Regarding the first link, hum, as strange as it may seem, that does not happen to me, but I'll upload it to Dropbox for you: https://www.dropbox.com/s/dkwgguu4g9iik ... p14371.exe
  7. There was a 128-char limit for the data name or value, before. If I recall correctly, it was removed already since it was useless. Other than that, there should be no limits.
  8. No. It's not as easy as you think. It's too much work, no one has got the time for that. There's barely any developer actively working on MTA already.
  9. There is a channel especifically for MTA scripting help on IRC if you don't want to start a new topic.
  10. It does not because that's not how it works. loadstring takes a string with Lua code, and all it returns is a function whose body is the code you passed. As for your issue, I'd rather do it manually than fill your code with ugly hacks.
  11. He didn't mention anything about checking if a player is within a marker. All he's asking for is how can he get some element data client side.
  12. You can use element IDs to get the marker element client side: -- server side local exampleMarker = createMarker ( ... ) setElementID ( exampleMarker, "MyExampleMarker" ) -- client side local exampleMarker = getElementByID ( "MyExampleMarker" )
  13. You can't unpack a boolean, the unpack function only unpacks tables (if you think in it, it makes complete sense). It should be like this: setVehicleEngineState ( source, engineStates[ math.random ( #engineStates ) ] ) I hope your code isn't designed the way you showed, you shouldn't be defining the table whenever that code is executed, rather define it once in a place that can be accessed by that piece of code. The current way works, but the fact that it works doesn't mean you should do it that way.
  14. I guess you should perhaps reread the wiki page. The download attribute is not the same as cache - the former tells the server that the file shouldn't be downloaded immediately (as of 1.4, scripts can call downloadFile to download a file with the attribute download set to false), while the latter tells the server to send the data to the client but keep it in memory only, rather than saving it to the client's resource cache, hence the name 'cache'. Long story short, your answer is completely wrong. Even cache won't do it since it's for script files only.
  15. Just in case.. are you actually using the 1.4 Awesomium build that Jusonex provides in his wiki profile?
  16. Actually, that one was caused by not having the graphics driver installed, Woovie, as you can see in the log file provided by the user.
  17. It's not a permissions issue, definitely. The error message clearly shows it fails to receive the data from the server.
  18. Making another topic asking for help with your issue isn't going to help the situation at all. You're banned for attempting to change your serial as said by w1w#ALBANDER, you won't get unbanned any soon.
  19. Deepu: see viewtopic.php?f=167&t=73773
  20. This is.. hem. All of that is possible minus custom animations.
  21. I assume that is a Host1Free VPS. A friend of mine has run a freeroam server on that and it worked just fine with about 8-10 players - that's all he was able to grab, I have no idea how well it would handle more, but definitely wouldn't handle 30-40+ players.
  22. Those are not errors, just warnings that the resources are using deprecated functions. You can fix that with the 'upgrade' command: upgrade all
  23. ixjf

    Quick Update on 1.3.5

    It still exists. Server owners can re-enable the feature if they want to.
  24. ixjf

    FPS Cap

    In addition to what was already said, there are also some other issues with running the game at a very high FPS (mostly physics, if I recall correctly).
  25. ixjf

    ASCII

    csmit195, your implementation doesn't take into account the characters from the range 0-32 (for instance, the space), and it iterates over each byte (unicode characters are multi-byte, that means your function will iterate between 2 and 4 times per each unicode character, rather than over each character) because string.len returns the string byte length, not the character length. You may want to check out my implementation: viewtopic.php?f=148&t=74970#p693265
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