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Everything posted by FernandoMTA
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open source [REL] Discord Webhooks Tool (supports Embeds)
FernandoMTA replied to FernandoMTA's topic in Resources
v2.0.1 released (minor patch) -
Nice guide! You can upload images to your application on the Discord Developers Platform; these are called "assets" and have a name. You can use these asset names in the first argument of setDiscordRichPresenceAsset. For example: -- will display my server's logo asset image -- with the server name text when mouse hovered over the image setDiscordRichPresenceAsset("my_logo", "Server Name")
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what about this? @Shady1 https://stackoverflow.com/questions/18313171/lua-rounding-numbers-and-then-truncat
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string.format should definitely be more used in MTA scripts. I see people doing string concatenation all over the place. It often creates long and confusing code lines, especially when you involve if conditions. Using string.format would make the code more readable. Good guide!
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v3.3.0 released! https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.3.0 PERMANENT SOLUTION (NON-LAGGY) TO VEHICLE HANDLING FOR ADDED MODELS Thank you @Grafu and @botder for creating and merging mtasa-blue PR #1935 respectively, which now allows clients to set vehicle handling, thus making synced new-model vehicle handling work!
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Hi! Thankfully you can add new vehicle models using my resource (and also with your own implementations, although this makes your life much easier): However, there is a bug (or lack of feature) that prevents the new vehicles that take the properties of the base vehicle models you decide from having special properties like attaching to trailers, ZR 350 headlights, water cannons, etc https://github.com/multitheftauto/mtasa-blue/issues/1861
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MTA is open source. Anyone can make a "fork" of the codebase. Search mtasa-blue on GitHub and visit the MTA development discord. It's not an easy task though!
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I'm sorry but that's not possible. This stuff is hard coded in the game and we need help of MTA contributors to make it possible.
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That is a bug, see https://github.com/multitheftauto/mtasa-blue/issues/1861 I don't know if it will be fixed in the future, you can ask in MTA development discord (it's been discussed in the past). It's very disappointing, I know how it feels
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i don't understand your question
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After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now. https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0 The custom map editor has also been updated! The previous version was broken (sorry). https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor I'll try to get back to pushing regular updates
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Multi Theft Auto: San Andreas 1.6 is ready for testing!
FernandoMTA replied to myonlake's topic in News
? christmas came early- 32 replies
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- 2
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- mtasa
- mtasa 1.6.x
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(and 3 more)
Tagged with:
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https://forum.multitheftauto.com/topic/134836-rel-nandocrypt-file-encryption-resource/
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Do you know any old RACE map converter? From old format to new
FernandoMTA replied to J4cobLIVEmain's topic in Support
Hey can you share some lines of code of your map to see what it looks like? Have you tried this? https://convertffs.com/ It has "MTA race map" which may be what you're looking for. -
i'm in love -.
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I dont think so, but there is this: https://wiki.multitheftauto.com/wiki/GetNetworkStats
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Yes, or addEventHandler to a group of elements.
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Right now the priority is improving/remaking the MTA Map Editor, fixing & modernizing its current features and adding new ones, because this is the main "editor/studio" tool already available to every MTA player at the moment. It should allow you to make most of the classic MTA game modes like race, deathmatch, PVP, etc. And we can expand ontop of that. I feel like a separate/new visual editor is not the right thing to do now. Map Editor needs attention as I mentioned above. Finally, in my opinion, learning to code and creating unique scripts from scratch is the way to go
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I admire your efforts to create a new RP gamemode . It's definitely the solution. Refactoring the OwlGaming gamemode is painful and it'll never achieve perfection, but I've seen from experience that it's possible to at least address the biggest performance issues and drastically reduce memory usage of its resources, so people already using it could update it... while no better known alternative exists.
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Facts: a large amount of MTA "RP" servers of various languages are using the OwlGaming Gamemode as a base because of its features and "ease of use". Even before 2020 when it was released, using the leaked 2015 oG version... The repository seems to have been abandoned by its creators who are not responding to any further Issues/PRs. It's demotivating for people who might've wanted to contribute to it eventually. Cons: excessive use of element data, optimization concerns (just use IPB to analyse the default oG resources), many minor and major script security issues. I could name them, and I'm not the only one who'd be able to talk for countless hours about this gamemode. Large gamemodes, especially ones that are several years old (OwlGaming GM now has code that is 10+ years old!) don't usually age well with time, and need regular updates (which hasn't happened with this case). What can be done? Someone makes a fork of that codebase and fixes the issues, improving the GM in general. Then we share this project on the Forums etc so it gets enough attention. Why do this? Well, saves people money and time. Why pay a developer to fix specific issues of a public codebase for your server specifically when community effort can do it publicly and everyone benefits from the changes. Seriously, I've seen way too many people suffer with scripts revolving around the OwlGaming/vG ecosystem that we would all benefit from having an updated version of it or something equivalent that is free for everyone to use. Sure, there are some very few quality RP gamemodes out there for sale, but we know that everyone seeks the cheapest option. Owl wasn't a one-man job, and it's not easy to remake a roleplay gamemode from scratch (as proven many times already). The fact that it's the most popular open source alternative makes it important that we address its usage in 2023.
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Let's talk script security. It might be a taboo topic for some but it shouldn't, at all. In fact, the more people talk about this and unite to discuss and create robust, safe and well-coded scripts, the better the MTA resource development community will be. Rules: Main article: https://wiki.multitheftauto.com/wiki/Script_security The key points are there, but the code examples don't suffice, and the implementations will vary depending on the gamemode and resources. Pinned information: Coming soon Notes: - I'm not perfect and everyone makes mistakes. Please correct me when I'm wrong. - Eventually if this becomes a popular topic, I am willing to incorporate translations of certain explanations into other languages in this OP, as I know a majority of the MTA community doesn't master the English language and prefers to communicate and read in other languages.
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never too late ? mta forum threads show up on Google all the time whether they're old or not
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Example on how to achieve this: https://github.com/Fernando-A-Rocha/mta-discord-webhooks/blob/e279b2cc221cac378b68c455714b68ed21776b35/discord_webhooks/system.lua#L84
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open source [REL] Discord Webhooks Tool (supports Embeds)
FernandoMTA replied to FernandoMTA's topic in Resources
Thank you. And I won't stop now I'm going to keep actively maintaining the several projects I've published so they're always relevant and fully functional!