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-ffs-PLASMA

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Posts posted by -ffs-PLASMA

  1. Hello guys,

    I would like to release LibDeflate-MTA, a pure Lua compressor and decompressor for Multi Theft Auto with high compression ratio using DEFLATE/zlib format.

    It is based on the initial LibDeflate project found here and has been adjusted to be used in MTA.

    This library can be used on both server and client to compress and/or decompress files.

    Comes with two test files for each side to quickly test.

    Two exported functions are provided, return true or false on completion:

    compress(input_file, output_file)
    
    decompress(input_file, output_file)

     

    Limitations:

    This is purely lua, compression and decompression will be much slower than C/C++ counterpart.

    The compression and decompression depends on clients hardware alot!

    Don't expect to handle tens or hundreds of megabytes of data, the library runtime will be aborted by MTA at some point. During testing, compressing a 6 MB file seemed fine, trying 10 MB failed due to infinite running script.

     

    Download: here

  2. As many people said in past and will say in future: DO NOT TRUST THE CLIENT

    Always expect the data coming from client to be manipulated. Perform important validations on server side.

    And as DiSaMe already said, 99% of problems are caused by bad scripts/resources. Use client for server events, try to avoid elementdatas, if you need elementdatas then check if they got changed by client and revert them back, perform movement validations of players.

    • Like 2
  3. Quote

    We will continue to bring AC improvements and get rid of emerging cheats and cheaters, but at our own pace, without external pressure or too high community expectations, from now on everything is on a best-effort basis and the point is that there may be periods during which we can't make any waves due to manpower constricts.

    See https://forum.multitheftauto.com/topic/139550-cheater-reports-ban-appeals-in-2023/

     

    Dont rely solely on anti cheat, get some staff/admin people to check players, AC aint bulletproof.

  4. As I said, theres no general limit.

    A client with 2gb vram can obviously handle more textures than a client with 1gb vram. A good practice is to use dxGetStatus to get an overview of the clients video hardware and then create a script/system to estimate what the client can handle in terms of texture sizes and amounts.

  5. It depends on what type of gamemode/resources you run on your server.

    Other than that you have to try it out by yourself given that no one answered.

     

    Edit: Also keep in mind the ARM binary is in a testing stage therefore server crashes might occur due to the binary itself, not the resources.

  6. On 16/07/2022 at 17:43, stinixx said:

    Anyone here can help me how to use it on cloud gaming (shadow tech) im still searching for find a solution to work but nothing!

    As the topic describes, there's no way to play MTA on cloudservices like Shadowplay anymore because you as a gamer doesn't have access to host system to validate your serial. Therefore there's no solution or workaround to your problem.

    • Thanks 1
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