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Everything posted by FernandoMTA
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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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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! -
discord_webhooks is a resource with which you can send messages to Discord server channels using Webhooks. Your messages can be simple text strings or they can contain complex Embed objects according to the Discord API. All you need to do is use the exported functions explained in the project's documentation on GitHub. The resource comes with a test/example script that demonstrates how it works and how you can get the most out of it. You can send messages with pretty formats like this one: You can even use an Embed Builder like this one to design your embed messages and export them in the JSON format. Embed Objects in JSON can be converted to Lua table(s) using fromJSON and will be fully usable with this resource! GitHub Repository (Download & Documentation): https://github.com/Fernando-A-Rocha/mta-discord-webhooks#readme Community Page (Download): https://community.multitheftauto.com/index.php?p=resources&s=details&id=18806 For support/questions please access my main thread: https://forum.multitheftauto.com/topic/139644-rel-nandos-resources/ Enjoy!!
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Upvoting. This way you can indeed do cancelEvent (true, "You are not whitelisted") onPlayerConnect and this will effectively prevent the player from connecting with that custom message. This is prettier than kickPlayer which you are doing with a certain delay by getting the result of callRemote.
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Bumping this old topic because it shows in top Google results for MTA ARM server. It's currently possible by using arm and arm64 MTA:SA server builds: https://nightly.mtasa.com/
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Bumping this old topic because it shows in top Google results for MTA ARM server. It's currently possible by using arm and arm64 MTA:SA server builds: https://nightly.mtasa.com/
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Running a MTA server on ARM architecture (Raspberry Pi)
FernandoMTA replied to Nvreformat's topic in Suggestions
Bumping this old topic because it shows in top Google results for MTA ARM server. It's currently possible by using arm and arm64 MTA:SA server builds: https://nightly.mtasa.com/- 2 replies
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- raspberrypi
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Bumping this old topic because it shows in top Google results for MTA ARM server. It's currently possible by using arm and arm64 MTA:SA server builds: https://nightly.mtasa.com/
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Time flies ? Thank you for the interview! Definitely an important mark in internet history and culture.
- 26 replies
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- awesomeness
- multi theft auto
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I'm happy that Multi Theft Auto is part of my life. Thank you for making this incredible project possible. To many years to come!
- 78 replies
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Sorry for another release posted shortly after the previous: https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.1.0 @httpRick suggested these non-breaking improvements and I couldn't resist ?