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Everything posted by FernandoMTA
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Some vehicles "engineRequestModel" features
FernandoMTA replied to DarkStalker30's topic in Скриптинг
Sirens won't work on models added using enginerequestmodel. Other features like dozer or tow truck also don't work. See bug report: https://github.com/multitheftauto/mtasa-blue/issues/1861 I have a lot of experience with these new model features. Feel free to ask. I created this framework: https://github.com/Fernando-A-Rocha/mta-add-models/ -
[SELL] Luraph - #1 Lua Obfuscator - Starting at $1
FernandoMTA replied to memcorrupt's topic in Resources
It would be nice to see performance comparisons on real MTA scripts running unobfuscated VS obfuscated using your product. Clientside scripts, to be more precise, are the ones server devs would be interested in protecting from theft.- 3 replies
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- luraph
- lua obfuscator
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@cr4zypi3t You have some software on your PC that MTA classifies as VPN unfortunately. Could you please run MTADiag and post the results?
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Working on a complete remake of this project "newmodels_reborn" Check https://github.com/Fernando-A-Rocha/mta-add-models/tree/main !
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Yes, you can only track the client's resources download progress using that event ^ Downloading resource(s) can happen immediately when the player joins the server (downloaded resources are started progressively as their downloads finish) or during the gameplay if an admin/dev restarts a resource or starts a new resource that needs to be downloaded. To make a Loading/Downloading panel that appears when the player joins you just need to wait & check if the player is downloading, track the progress, and when done, initiate the next step (can be a login panel). Tracking download progress later during gameplay doesn't really matter.
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If you handle the outputChatBox messages in 1 resource or script, you can simply override the outputChatBox function, redefining to do your color changes and magic. -- serverside outputChatBoxOriginal = outputChatBox outputChatBox = function(text, element, r, g, b, colorCoded) -- here you can change text variable return outputChatBoxOriginal(text, element, r, g, b, colorCoded) end
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You can already do this yourself, i dont have time right now :)) u would have to edit a bit of the scripts though, as it is made to function with regular .dff, .txd, .col only
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open source [REL] Discord Webhooks Tool (supports Embeds)
FernandoMTA replied to FernandoMTA's topic in Resources
v2.0.2 released (Fix addEvent remote trigger security) -
Hello, because that link was for a previous version (3.2.0), and 3.3.0 is the only one supported: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-editor
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You cant replace that txd file directly (you also can't replace hud.txd and others directly). Instead, use the shader system https://wiki.multitheftauto.com/wiki/EngineApplyShaderToWorldTexture see the Basic texture replacement shader example in that wiki page you will need to replace the materials (individual textures) contained inside vehicle.txd individually. You can do it for all vehicles automatically, or for specific elements.
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nice, im gonna make folder organization possible now. @RekZ Done. Check version 1.2.0 I published.
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@IIYAMA I opened an issue on the repository so we can add the new funcs and events
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- lua
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@Laciisf Basically, interiors in GTA San Andreas are objects placed in a different Interior World (https://wiki.multitheftauto.com/wiki/SetElementInterior) In MTA, we can also make use of a different feature called Dimensions, to place players, objects and other elements in different virtual worlds. Read more about it in https://wiki.multitheftauto.com/wiki/Dimension The reason we don't just use Interior Worlds is because there are only a limited number of them, each with their own particularities. Dimensions give you much more control etc.
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Here you go!
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Hi, I've published a few resources related to GTA San Andreas IPL parsing and loading on MTA:SA. Load and convert IPL map files in MTA:SA to spawn objects in your server! https://github.com/Fernando-A-Rocha/mta-ipl-map-loader Convert Map Editor (.map) to IPL format: https://github.com/Fernando-A-Rocha/mta-map-to-ipl Convert Binary GTA:SA IPL files to the text IPL format: https://github.com/Fernando-A-Rocha/mta-binary-ipl-to-text Enjoy!
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object ID support is coming soon But custom ids is not going to happen because this resource is just for replacing models, not adding. There are other scripts for that purpose that developers can use.
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modloader_reborn is a resource for servers to replace game models with little effort. Easy to use. Optimized script. No configuration required. Drag & drop DFF/TXD files to the correct folders. Readme & Download: https://github.com/Fernando-A-Rocha/mta-modloader-reborn
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[ENGLISH RP] Savline Roleplay - Coming to MTA: San Andreas!
FernandoMTA replied to HellFury's topic in Servers to play on
Have you guys found the formula of success? What are your plans and goals for the server in terms of players, RP quality and gameplay? A good gamemode is not everything...- 11 replies
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- savline
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Who says it needs to be the same people who develop that maintain a roadmap? It takes little effort to have things like that on the web for the public to see. There used to be someone in charge as a Community Ambassador. Why not have it as a plus, not as a distraction...
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Beautiful, nicely done
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Maybe you are missing something, I can't know. Give me more information :-))
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The idea is good: having server data, synced data and private data :+1
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Hi, there are already several threads in the Suggestions forum regarding the improvement of community.mtasa.com Also, there is currently an active discussion channel on the MTA Development Discord for this topic. @Carl Rayanitch DZ
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Let's not be extreme like that, MTA isn't exactly stuck in time, it has evolved a lot over the years, although slowly. A roadmap of this nature would be beneficial for showcasing the project's big goals and give people an overview and better understanding of the necessary progress. I can't see any cons/downsides.
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Currently, you can find Milestones on GitHub that track the intended updates for the next MTA release, as well as other issues for future releases (backlog).https://github.com/multitheftauto/mtasa-blue/milestones There are also several project boards on GitHub that track the progress of certain topics like Framerate fixes. https://github.com/multitheftauto/mtasa-blue/projects?type=classic I feel like these methods of showing the goals for the platform are limited. The milestones are just plain lists of GitHub issues and pull requests, with no categorization other than basic labels (ie. enhancement or bug). I believe that Multi Theft Auto should have a central development roadmap, like any major work-in-progress project, that lists the general goals for the platform and its services: we are talking not only about MTA:SA-Blue (the GTA:SA multiplayer mod), but also about its web services (like community.multitheftauto.com that should be modernized), and other plans. It is not a small project. It seems crucial that the objectives are organized in categories, and also sorted by priority that is according to the MTA Staff, Contributors and the community's general interest, as well as how everything spans across time. Why not create a Wiki page, a forum thread or a dedicated web page for this purpose? MTA still has a lot of improvements to make, and this would be a step towards more transparency and coherence. Everyone would appreciate having easy access to such information on the development process & plans. I often see people criticize MTA Staff for their lack of communication on the development of the main MP mod. PS. I know this Roadmap wiki page exists, but it pointed to a Roadmap on the old Bug Mantis, which essentially just became the GitHub milestones we have today. I believe something more detailed is necessary, like described above. Opinions?