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Everything posted by Captain Cody
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Any one? I really need to fix this issue or plans I have been working on for months will all just be destroyed.
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Oh I just posted this image because I thought it looked cool.. And in general I only have one location where I said anything about this map on the server which is my Conversions.
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Coming soon to a server near you.
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The one getting this error has 10GB of ram, and is using the same version of MTA as me. (MTA is working just fine for me, it being nightly shouldn't be the issue, my streamer depends on some of the new features from nightly) I have 6GB and I have no problems Any help would be appreciated, this is the first time ever I've seen this problem, and stuff similar is happening to multiple people. I seam to be the only one able to play correctly. Also, here's an error another one is getting Module = C:\WINDOWS\SYSTEM32\KERNELBASE.dll Code = 0xE06D7363 Offset = 0x000BDB18 EAX=0177F6C0 EBX=0177F7D4 ECX=00000003 EDX=00000000 ESI=6203C7FC EDI=0177F76C EBP=0177F71C ESP=0177F6C0 EIP=76A9DB18 FLG=00000216 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
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I'm working on converting UNITED for heretrics, everything seams to be just fine; but one of the testers are having an issue loading the map (That I've never seen before) On join all the models are loaded (Which there's no problem with) when they are actually replaced he gets alot of lag, then finally crashes with that error. Also this is the error that MTA outputs -
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I have a tool to unlock the models if you want it.
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Really the only issue with MTA I see is the streamer, if it could get a better object streamer then so much more could be done.
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If you need any modeling help I could probably be of assistance (Would have to be next month though) Also slight semi related note - New updates to the UNTIED map coming soon.
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I was actually able to convert that entire map; but it was huge (500mb)
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The interiors look weird because their LODS are conflicting with the default objects. If that makes any sense at all. Also another thing I just thought of, it could be the daytime / nighttime objects conflicting.
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Your IP might be blacklisted for some reason.
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Although I may have been able to fix all the SA stuff; that doesn't at all mean that it's less buggy. Draw distance is probably a lot worse then yours, I have run out of IDs to add interiors (As far as I know), and when you switch tabs then come back a whole lot of lag will start up.
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Not much we much possible to do about it.
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Head to the topic 2(or 3 or 4?) under this one and you'll see I have both on the same map. But this one looks a whole lot better saying that there's custom textures and interiors.
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Also quick thing (Just encase you did not know) there are quite alot of objects that need to be swapped at night to make them appear correctly; due to rock stars quite stupid (I personally think) methods of prelighting. I have a script that does this, but that's only if you actually have the night versions, and have correct IDS assigned to them (Using set ID).
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https://wiki.multitheftauto.com/wiki/Scripting_Introduction
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I have the entire vice city and Liberty city map converted over if you need any files or anything.
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ipairs is much slower; meaning they will not all be triggered at the same time.
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If you keep the LOD distance quite low, you can use the HIGH objects as LODS. I myself was able to max draw distance and use the HIGH objects as LODS but I cannot tell the trick to that quite yet.
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rotators = {} rotatorSet = createObject(13646,0,0,-10,0,0,0) function rotate() local px,py,pz = getElementPosition(rotatorSet) local prx,pry,prz = getElementRotation(rotatorSet) moveObject(rotatorSet,20000,px,py,pz,0,0,prz+180) for i,v in pairs(rotators) do local sx,sy,sz = getElementPosition(v.object) moveObject(v.object,20000,sx,sy,sz,0,0,prz+180) attachElements(v.vehicle,v.object,0,0,1.5,0,0,0) setObjectScale(v.object,1.1) end end setTimer(rotate,20000,0) function createRotator(player,cmd,id) if not isPedInVehicle(player) then local x,y,z = getElementPosition(player) table.insert(rotators,{object = createObject(13646,x,y,z-1.4,0,0,0),vehicle = createVehicle(id,x,y,z+2)}) for i,v in pairs(rotators) do attachElements(v.vehicle,v.object,0,0,1.5,0,0,0) setObjectScale(v.object,1.1) end setElementPosition(player,x,y,z+1.2) end end addCommandHandler("crotate",createRotator)
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When using a static load it initially loads up everything at join, so no lag of objects loading / unloading after the initial load. I used it with my original streamer and it helps a lot.
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Since you have a low fog distance I'd recommend you lower the LOD distance by quite a bit (If there are even LODS) will help with lag a lot. Also a static load on initial join if you're not already doing this.
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I really don't get why people are still playing SAMP; MTA is a whole lot better for plenty of reasons. - Better optimization - More scripting ability - Join and play, no having to manually install mods if the server is using them - Etc, I just woke up and don't feel like listing more.
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I was able to make a dxLib that automatically converts the default GUI into Dx, really it would have been easier to manually convert every bit of the resources to DX because of the shear amount of work that I had to do to make it work though.
