CrosRoad95
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CrosRoad95 last won the day on June 10 2024
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Carl Rayanitch DZ started following CrosRoad95
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CrosRoad95 reacted to a post in a topic:
ALLOW RENDERHOOK!!! it's not a hack lol
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CrosRoad95 reacted to a post in a topic:
Report community resources here!
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CrosRoad95 reacted to a post in a topic:
Multi Theft Auto: San Andreas 1.6 is ready for testing!
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CrosRoad95 reacted to a post in a topic:
NEW METHOD TO CONTACT MODERATORS PLEASE READ
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CrosRoad95 reacted to an answer to a question:
AC #4 PAID HACK // BYE
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CrosRoad95 reacted to a post in a topic:
20 Years of the Multi Theft Auto Project
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Trust aka Tiffergan started following CrosRoad95
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FernandoMTA reacted to a post in a topic:
[2022] A Year in Recap and Season Greetings
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JessePinkman reacted to a post in a topic:
[2022] A Year in Recap and Season Greetings
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hope next your bp will be merged
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Pawelek. started following CrosRoad95
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Bullet physics need your help with testing!
CrosRoad95 replied to CrosRoad95's topic in Open Source Contributors
> Game freezes if you tab out and in too quickly, not sure if its a general issue but I dont have it on official client. known bug, https://github.com/multitheftauto/mtasa-blue/issues/1103 BUT! bp could increase frequency of occurring. Apart of that, patch has been pushed that prevents rendering debug wireframe while game minimalized Be sure you downloaded latest build! -
Bullet physics need your help with testing!
CrosRoad95 replied to CrosRoad95's topic in Open Source Contributors
I want to remaind everyone this topic. If you tested it please let me know in the comment, if your game crashed please let me know as well thanks in advance. -
iDannz reacted to a post in a topic:
Bullet physics need your help with testing!
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Einheit-101 reacted to a post in a topic:
Bullet physics need your help with testing!
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Bullet physics need your help with testing!
CrosRoad95 replied to CrosRoad95's topic in Open Source Contributors
Fixed few crashes, still waiting for people who willing to help me with testing Don't forget to download updated build: https://github.com/multitheftauto/mtasa-blue/suites/6097623305/artifacts/211522093 -
Vampire reacted to a post in a topic:
Bullet physics need your help with testing!
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borsuk reacted to a post in a topic:
Bullet physics need your help with testing!
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Tut reacted to a post in a topic:
Bullet physics need your help with testing!
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D4rk reacted to a post in a topic:
Bullet physics need your help with testing!
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I need your help! After long time, long discussion with other contributors what initial release should containi spent a lot of time polishing, fixing bullet physics feature people first would see almost 3 years ago. Meanwhile API got limited to bere usable minimum to limit points of failure, all cool features i was showing got moved to different branch as a reference for future updates. Whole logic got moved to "shared" section to let you use all of it's feature both client and server side! Core devs are busy, pull request is HUGE and nice to give them tested, cleaned up code they can review and because it is not a trivial task testing even limited amount of feature i need your help If you have some free time, and minimum lua/mta experience you can download latest build of mta, client and server and test it yourself, maybe you find an issue i was unable to spot? Download newest custom build of mta with bullet physics at https://github.com/multitheftauto/mtasa-blue/suites/6176759056/artifacts/216790429 Download test resource ( if you want ), v1: https://github.com/multitheftauto/mtasa-blue/files/8459389/tests.v1.zip it should yield a result the same as on the video below. Documentation: All availiable both client and server side except "physicsDrawDebug" Bullet physics functions: physics-shape-box physicsCreateBoxShape( float xyzSize ) -- creates cube of given dimensions, 1 means 1x1x1. physics-shape-box physicsCreateBoxShape( float x, float y, float y ) -- creates box of given dimensions. physics-rigid-body physicsCreateRigidBody(physics-shape, float x, float y, float z [, float rx, float ry, float rz [, table options ] ] ) -- spawns rigid body from given shape at given position and rotation with options: -- "mass" - float between 1.0 to 1000000.0, default: 1.0 -- "localIntertia" - vector, default: 0,0,0 -- "centerOfMass" - vector, default: 0,0,0 physics-static-collision physicsCreateStaticCollision(physics-shape, float x, float y, float z [, float rx, float ry, float rz ]) -- spawns static collision at given position and rotation. table physicsGetDebugLines( float x, float y, float z, float radius ) -- returns table of lines in format { fromX, fromY, fromZ, toX, toY, toZ, color } of all collisions in given radius - mostly used to debug server side physics. bool physicsDrawDebug() -- draws debug collision in 500 meters radius, availiable only client side, use in onClientRender event. bool isPhysicsElement( physics-element physicsElement ) -- isElement equivalent for physics elements Extended functionality: setElementPosition, setElementRotation, getElementPosition, getElementRotation -- accepting physics-world-element as first parameter setElementVelocity, setElementAngularVelocity, getElementVelocity, getElementAngularVelocity -- accepting physics-rigid-body as first parameter destroyElement -- accepting physics-element Bullet physics introduces new user-data / element types ( they are not acctual elements like vehicle, player ). Used lighter version of elements to increate overall performance, simillar to how "setTimer" return timer handle, functions above return simillar handle. New user-data/elements types and it's hierarchy: Default, current physics settings: Gravity: 0.0, 0.0, -10.0 Simulation step: fps independent, 10 substeps Fixed time step: 1.0 / 60.0 Other useful informations: 1. One shape can ( should ) be used in many rigid bodies, static collisions ( in future as a part of compound shape ) 2. Spawning many rigid bodies at one position will lead to high memory usage. 3. If you destroy shape, all referenced rigid bodies and static collision will be removed as well - removing static collision or rigid body never removes shape 4. Physics is frame indendent and not perfectly deterministic. 5. Yellow/White wireframe indicate active rigid body, blue are "about to sleep", green are sleeping. Sleeping rigid body behave like static collision until get hit, reactivated ( changing position, applying forces activates body, in future i have a plan to introduce function to wake up them on demand ) 6. Physics elements created server or client side are not synced at all. You have to do this manually but in plan is to add build in customizable synchronization. Pull request: https://github.com/multitheftauto/mtasa-blue/pull/1246 Read more about bullet physics: https://github.com/bulletphysics/bullet3 https://pybullet.org/wordpress/ More at mta dev discord: https://discord.gg/GNN6PRtTnu Do you have any idea of physics applications in mta? Let us know in the comment down below! Thanks in advance for help! Patch 19.04.2022 - "getUserdataType" now returns exact shape type not only general shape type - clientside draw debug no longer render debug when game minimalized. Download newest custom build of mta with bullet physics at https://github.com/multitheftauto/mtasa-blue/suites/6176759056/artifacts/216790429
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ilnaz started following CrosRoad95
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Javascript as a secondary programming language
CrosRoad95 replied to CrosRoad95's topic in Open Source Contributors
i found github action for v8 compilation, so one problem solved https://github.com/CrosRoad95/v8-builder/runs/3966953233?check_suite_focus=true now i copy artifacts to mta, and we are in home -
komunarpg.pl started following CrosRoad95
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CrosRoad95 started following Dutchman101
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iDannz started following CrosRoad95
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CrosRoad95 started following iDannz
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Model encrypter | Protect your models DFF-TXD-COL
CrosRoad95 replied to Patrick's topic in Modelling
You can append custom data at the end of dff/col/txd files, you can add option to add extra information about author of model ( encrypted to look simillar to rest of file ), if someone manage to steal models - you can still track who originally entrypted them -
Javascript as a secondary programming language
CrosRoad95 replied to CrosRoad95's topic in Open Source Contributors
https://github.com/multitheftauto/mtasa-blue/pull/2169 draft pull request created -
[APRIL FOOLS] Multi Theft Auto is now available on mobile!
CrosRoad95 replied to myonlake's topic in News
It working fone for me -
I have better idea: once per year your first time ban will "warning" 1 hour long ban. Sometimes you can really forget to turn off some specific programs and get by accident banned.
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Javascript as a secondary programming language
CrosRoad95 replied to CrosRoad95's topic in Open Source Contributors
Some benchmark: Javascript ( with some debug informations ), two times slower than c++ Lua ( requires debughook to do not get terminated due infinity loop protection ) Js is faster in this case because "add" function was called simillar each time, calling same function with different arguments ( mostly different types ) may cause performance to degradate ( Jitted functions get deoptimized ) -
Javascript as a secondary programming language
CrosRoad95 posted a topic in Open Source Contributors
Few days ago i started discussion about javascript in mta, for more details checkout https://github.com/multitheftauto/mtasa-blue/discussions/2008 I'm waiting for opinions, suggestions, and everything what can help, here, on at github I already made working "hello world" example -
JeViCo started following CrosRoad95
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I back to work on BP! I Successfully added support for multithreading, so simulation will work smooth until you get crazy. Also set of function get changed, old function has changed and new get added. Here's current progress:
