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CrosRoad95 last won the day on April 11

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  1. > 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!
  2. 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.
  3. 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
  4. 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
  5. -link hidden- you sure you should get be unbanned? By asking for help to spoof serial? Merhaba multi theft auto mta adlı oyundan global ban yedim 32 haneli serial numarasına ban atıyor volume id falan filan herşeyi denedim internetteki genede kaldıramadım forumdaki spoofer bu banı kaldırıyormu ban atılan donanımı şöyle paylaşayım : FF015150BFD7107EC2C2DB1C924A6FF4 32 haneli bir serial numarası ne yaptyısam kaldıramadım forumdaki hwid spoofer kaldırırmı kaldıramazsa nasıl kaldırabilirim bu banı
  6. 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
  7. 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
  8. https://github.com/multitheftauto/mtasa-blue/pull/2169 draft pull request created
  9. 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.
  10. 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 )
  11. 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
  12. 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:
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