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About Noki

  • Birthday 12/04/2000


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  1. You can download the default resources, if you are missing them, from this link: https://mirror.mtasa.com/mtasa/resources/. Make sure to get the latest one. Extract the zip file, then copy them into server/mods/deathmatch/resources.
  2. Adding onto the above, you will want to ensure that the virtual machine special detection is disabled if you go down that route (SD #14). https://wiki.multitheftauto.com/wiki/Anti-cheat_guide. VirtualBox is the best free software for this. You will need a Windows .iso file to set this up. Additionally, you will need to re-install GTA SA and MTA. There isn't any specific scripting hack or workaround unfortunately.
  3. Noki


    I know it's not proper forum etiquette to bump old posts... But I want to announce that I am actively working on this again. I will be posting another thread when I setup a server, so people can play and see the server in action. I'll provide more detail and what not. In the meantime, could a mod please lock this thread?
  4. This is awesome to hear. I read through the specification document for the new community site and it looks very well scoped. Exciting things are in the works. I started my journey in MTA with mapping, then moving onto programming, and now I have worked professionally for 2 years as a product manager & software developer at a few startups. I would love to explore how I might be able to add value to the new community site. That is, if you guys are interested and have room for me! @jhxp who would be the right person to get in touch with on this? It is lovely to see MTA continue to thrive.
  5. If you are using GitHub to store the code, you may as well utilize it as part of the deployment process. This way you can utilize branches, have more control over what is committed to the server, and you have final say over what makes it through. Let me know if you would like to explore this system of work at all. I am glad to see you opened your mind more. This is a much better way to treat your developers. Software development is inherently an iterative process, so paying on a per feature basis does not make sense when the finished product is only half of what goes into it all. Best of luck!
  6. This is really nice! Been out of the game for a while but will definitely check this out sometime. Cheers.
  7. I can vouch for @Flower ☠ Power. He is very skilled at what he does. The common "open interiors" mod that makes its rounds around MTA was made by him from memory. Highly recommend working with him.
  8. Noki

    MTA vs SA-MP

    By coming to the MTA forums and asking which mod is better, you are only going to get one answer. But hey, at least here there can be some sort of discourse. On the SA-MP forums, even a small hint towards the notion of MTA will usually see you swiftly banned. I remember looking through old threads here one day. There was discussion and speculation about how Kyle (or whatever his name is) actually stole some of MTA's early code to make SA-MP. If my memory serves me correctly, I believe he was even a member of the MTA Team at some point in time circa 2004 or 2005. I guess that is a real testament to the way each mod is run. Politics aside, I find MTA to be much heavier on the system. The game is old enough so that shouldn't even be a factor anymore. But the trade off with that is, you get a ton more features. The extensibility of CEGUI, DirectX and CEF is honestly really amazing. All of these are a ton better than the server-side GUIs that SA-MP offers. I find MTA to be generally just made better. MTA is also open-source, whereas SA-MP isn't - if that sort of thing is important to you.
  9. Bit late to the party but oh well. I would say the community is at the point where so much has been built that it is futile to be making new scripts entirely from scratch. There are so many great server bases to build from, like GTW, UCD (shameless plug), GTI/IGC, all the RP servers (although the RP bases have been really overdone). Strip back the features and little nuances you don't want, and you're left with really solid frameworks that can be adapted as you wish. Once you're at that bare metal, then you can build all those unique ideas to your heart's content. Saving yourself a lot of hassle and leveraging years of hard work by truly talented developers.
  10. Noki


    I have a job and I study at university full time. I barely have time to work on side projects, let alone think about gaming or even MTA. UCD is open source and if you want to make a contribution, go ahead.
  11. Noki


    You will most likely need to check your client's debug log. Check `C:\Program Files (x86)\MTA San Andreas 1.5\MTA\logs\clientscript.log` and scroll to the bottom. The registration button relies on the colour of the labels (which check if what you entered is valid). So make sure you fill it out properly and that the appropriate labels are green, not red or plain. In the server console, just use `aclrequest` and allow. I am not providing an ACL file as you should be setting up permissions properly. You can view what rights a resource needs using `aclrequest` and adjust it accordingly. It is not my responsibility to configure your ACL as it is different for you than it might be for me.
  12. Noki


    Probably when I feel nostalgic about MTA. Give it a year or two maybe.
  13. tocolor converts a series of RGB(A) numbers into hex form. It is just another way of representing colour, like HSV, HSL or CYMK is.
  14. Those commands are built-in to MTA. If you want to remove the ability for people to use them, you can do so by adding these lines in acl.xml under the Everyone and Default groups: <right name="command.login" access="false"></right> <right name="command.register" access="false"></right> I may be wrong and you only need to add these in one of the aforementioned groups, but to be safe, add them in both.
  15. It's been a while since I've coded anything for MTA or done any math even remotely hard. I have a player in a vehicle at (0, 0). The player is facing ahead at (5, 7). I want to move the player's camera to be at (-7, 5) or (7, -5) (not facing, the origin of the camera, like an offset). The player is able to look ahead fine without problems and the vertical levelling, but I can't seem to get it to offset properly. So far, the camera rotates around in a weird way and cuts around. Sometimes even in a circular motion. I have tried offsetting the camera's X and Y positions using perpendicular vectors (as demonstrated in the above picture). That didn't work. -- forceSide is a variable between 0.5 and -0.5 toggleable by a user -- Yeah, all this is running in an onClientRender event local forceSide = 0.3 -- For example local camPosX, camPosY, camPosZ = getPedBonePosition(localPlayer, 6) local rx, ry, rz = getElementRotation(getPedOccupiedVehicle(localPlayer)) local theta = (math.atan2(camPosY, camPosX) * (180 / math.pi) + 360) % 360 local nTheta if (forceSide > 0) then nTheta = (theta + 90) % 360 elseif (forceSide < 0) then nTheta = (theta - 90) % 360 end local perp if nTheta then local lX = forceSide * math.cos(nTheta) local lY = forceSide * math.sin(nTheta) perp = Vector2(lX, lY) end if perp then local c = Vector2(camPosX, camPosY) if (forceSide > 0) then c = c + (perp * math.abs(forceSide)) elseif (forceSide < 0) then c = c + (perp * math.abs(forceSide)) end camPosX, camPosY = c.x, c.y end -- All these other variables are of no concern setCameraMatrix(camPosX, camPosY, camPosZ + forceHigh, camTargetX, camTargetY, camTargetZ, roll) This code is messy but it's what I've currently got. I have used other methods to get the vectors to be perpendicular but also to no avail. What I want to do is for the player's camera to move horizontally out of the vehicle, but stay directly beside the vehicle (this is all in a cockpit view) no matter the rotation, coordinates etc. So it's basically offsetting the player's camera, but maintaining that it's looking forward and what not. Like that view where you see the front side fender and wheel of your car. Thanks.
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