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Everything posted by Rob0
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I wrote my own log in system that of course uses logIn(source,account,pass) addAccount(account,pass) removeAccount(account) and a spiders web of xml but being unfamiliar with MTAs native /register /login system I did not disable these and am having trouble with more seasoned users presuming this is our method to, which causes our system to never log them in. Our solution is to delete the /priv/ folder of course which fixes it. But how do I disable the commands /register and /login so they never bother me again?
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And make it delete all old files when you update this. Make it delete old files on startup.
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The other day I checked my clientscript.log after my mta was slowing and acting weird and found it had an 18GB clientscript.log file undoubtedly from someones poor code out there. And in MTA. Is this an oversight? Could anyone tell me why MTA would want to create an 18GB text file? Why it bothers to spew out billions of lines of redundant error messages causing problems by reporting problems. How is this helpful to anyone? Do I need MTA incessantly drilling its junk info into my SSD? Can this feature be turned off? Shouldn't it by default by turned off...How much lag are you creating with this. Please turn it off. Please when on make it write no larger than a reasonable limit before writing over itself
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Have clocked 5,000 hours on my server this year. Love MTA! Do so on XP, 7, and 10. My XP, a very stable machine that idles my server for weeks on end (i3-3225,8gigs,GTX 560) has manifested a new problem with the latest updates. First on XP running the newest updates from a 1.5 install, it wakes up to an none function MTA client that will not come back out of full screen. This on the exact build of XP that ran fine month after month and serves no other function. I open the client in the morning as usual to find a merging of images, the dashboard of my car, the mta "latest news" screen and a faint red message that says the usual "network troubles?" and no way to crash the program or get out of it which is all but unheard of on XP... SO I rebuilt it to Windows 10 Home, installed 1.5.1. It runs fine all the time, until I wake up the next day where it does exactly the same thing. Dead screen. In both cases the machine is still functioning fine underneath the dead screen. Its player is on the server, but has turned invisible. And I've seen this of other players on my server as well as of late. An invisible user when scrolling through my spectate user list. You switch to them and that nick never draws a player as your camera rotates around nothing. The only cure is a power off reboot, to wait for it to do this again.
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Great account of lag. Thanks. I'm finding streamed in objects to be the issue i am causing lag with. Yet on 1.4 this was never a problem I had noticed. Maybe just didn't see it back then. But it is as plain as day now. Any collection of objects big enough to be something cool causes a lot of lag on draw, and i've no such problems with my set up. 42ms ping time on 5mb dsl, server 11 miles way, i7-4790 GTX760 SSDs Passmark System Score: 5150 plays San Andreas, not to mention GTA V just fine.
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Thanks, I'll hope for more absolute answers if anyone has tested lag causes. I think all our users would benefit from a better understanding of what makes them lag. I ask about lag because I am trying to resolve user lag that I see on my server as well as on my own machine (i7-4790 GTX760 Win10) as well as not create new projects that create more lag. I frequently am seeing 'streamed in lag' and worry too many cars or peds lag users all over the server and not just those nearby, but this is just a worry, i have no fact supporting this.
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Three questions about internet lag... Do 50 peds in one corner of the server lag a user in the other corner as much as though they were next to them? Same for vehicles... Do 50 cars lag you wherever they are? Even if they are frozen?
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Thanks, but didn't work. though it did lead me to a workaround by excepting id ~= 607 which is the vehicle it typically errors on. which is odd 606, the other baggage trailer, passes. I'll check back for a fix, until such time this looks like it might work.
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When running this script from here: https://wiki.multitheftauto.com/wiki/IsVehicleOccupied I often get this error from this script which works perfectly most times, until it doesn't: [2015-11-19 23:59:18] ERROR: [gta3sa]test.lua:3: bad argument #1 to 'next' (table expected, got boolean) It seems to result in this error when confronted with particular vehicles some of similar models. for example it will run through a table of 20 vehicles in the cuboid, then when i add a baggage with 3 trailers it errors, or does the same due to a sentinel being in the list. I don't know the "next" function. Does anything look wrong with this example? any ideas why it errors sometimes but not others. is there another script or method that i might use that performs the same function? function isVehicleOccupied(vehicle) assert(isElement(vehicle) and getElementType(vehicle) == "vehicle", "Bad argument @ isVehicleOccupied [expected vehicle, got " .. tostring(vehicle) .. "]") local _, occupant = next(getVehicleOccupants(vehicle)) return occupant and true, occupant end
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Creating a Packer that spawns with, or shortly thereafter, raises its carriage to the double deck position. I'm half way there. Any ideas how to do this automatically before the driver enters. ve = createVehicle(443,0,0,10,0,0,0)
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modify luac engine to decode them, update them, then reencod
Rob0 replied to Rob0's topic in Suggestions
Spare me your lazy answer. You clearly missed the point here. If MTA's proprietary luac encoding format changes. (It Did) Making older resources obsolete. (It Did) The burden of upgrade is on them. They have the ability, if this luac came from them. To accept the original luac'd file they created through luac.multitheftauto.com, decode it themselves, upgrade it if needed, and reencode it. At no point would this put stolen code in anyone's hands, except theirs. And they had it originally. To not do so is to assassinate some great resources. It is irresponsible. It says to current users MTA can't be trusted because here is an example where they could repair their reverse compatibility issues they created. And they chose not to, even though it was in everyone's best interest to do so. -
Can someone write a new vehicleweapon mod is what I should be asking... But rather I am asking MTA, some resources by now long gone users are luac'd in a format you no longer support. If by chance this format was yours to begin with please modify your luac engine to decode them, update them, then reencode them at https://luac.multitheftauto.com/ so we dont lose any cool mods to your format changes. [kxsf]vehicleweapon.zip = luac'd = invalid = useless =
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If it were that easy.... I have since noted I can't recreate the problem on a local host server. Which fuels my theory MTA 1.5 has an all new streaming object problem that is only evident on a remote host where during game play the normal healthy fps is lagged by the loading of map objects, that is related to lod that did not exist in 1.4.1 or 1.4. The problem I am describing should be reproducible by an collection of lod'd objects. MTA has either changed something to be more reliant on streaming and this problem exists or they have not, and it does not. You may visit my public server and see for yourself, or ignore the problem and hope it isn't real. Good luck.
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I've not been able to identify any single map that creates this issue only to say it is likely related to lod's objects. You can test for yourself here after completing the download quit MTA. Then on your return drive around los venturas, that is where i experience the most instances of notchy lag typically 2-8 seconds of very low framerate that does not repeat. Join here to see I hope: mtasa://75.127.13.246:22050 download takes 13 minutes
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it seems to happen in both cases, either with large clusters of stock map editor models like hunter's quarry conveyor belts or with custom object replacement with models from other games like a bush model becomes a piece of land with the unifying factor being that all are set to lod and this never happened before 1.5. when it happens now, knowing what objects i am about to encounter i can feel the clunkyness of it counting those objects, i think it even does it when i encounter a large number of modded cars. in that case i suspect it hasnt loaded say a 30mb car into memory yet, and the game's real time is slowed until the load completes.
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has anything changed recently with the way you stream in world objects, maps objects, or engineReplaceModels as it seems I am getting new low fps when i first join my server until I've seen everything on it once. It only happens once per collection of objects, like i drive toward a large cluster of Lod'd objects and for 2-8 seconds my i7-4790 with GTX760 and 5mb dsl 12 miles from my pro server cant handle it... lag city. Then the object, still out of sight, loads once and the issue never repeats. I never had this problem on 1.4 and no other game or program gives me such trouble on this Passmark 5000+ system. Ideas, suggestions?
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How do i replace the F!1 Map with a custom image?
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Work arounds and insults.... this problem must be more serious than i expected.
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When a player goes off the GTA/MTA client mini-map their blip goes to the edge of the frame and stays there giving all an approximation to their whereabouts. But, when a player goes off the F1 GUI Map or f11 map their blip disappears. Seems inconsistent in a world where consistency reigns supreme.
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Still a problem. Putting the Hangar back...
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Thanks, i spent a long time sliding down some of the steeper hills in SA backwards with so little traction, inertia, and brimming with acceleration that ultimately my understanding of what could be done failed me. (I've written dozens of sublime drift handles and retuned every car in GTA IV over 6 months time.) The SA game engine appears to not allow any forward spinning of tires no matter how little traction and how much power you have, the game engine holds to an artificial limit if vehicle is traveling backwards wheels will not spin forwards until backwards motion comes to a complete and total stop.... I want to change this artificial limit so that relative to only acceleration and traction may the rear wheels begin to spin forwards regardless of directions of travel of the vehicle contrary to this. testing on pavement at: /sp 2816 -1143 17 with 500 accel and 0.1 accel traction allows for coninued reverse vehicle motion with the desired forward wheel spin but only until the wheels stop spinning due to increased reverse vehicle velocity due to the hill but as reverse vehicle velocity increases what should be forward wheel spin becomes braking and will not reengage forward spin until the reverse vehicle motion stops completely. I want this limit to be turned off (somehow) so that forward wheel spin is like in real life only an equation between velocity, traction, and horsepower.
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Cars in San Andreas will not engage in the opposite direction of motion while still moving? Example, while rolling backwards slowly, regardless of having a 10000 accelerate set in hedit I can't spin the tires forward until I come to a complete stop. I would like to spin the tires forward as though accelerating to the front while still rolling rolling backwards... all ideas welcome.
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Stock MTA 1.5 clean buid. In Map editor I remove the LV Air Hangar door and Airplane Hangar, then start this unmodified resource in my MTA desktop server and the Hangar and Door disappear. After which I restart my MTA Client and after spawn the Hangar is gone, but the Hangar Doors ?LOD? model remains. How to remove all? <map edf:definitions="editor_main"> <removeWorldObject id="removeWorldObject (vgssbighanger1) (1)" radius="78.575928" interior="0" model="8240" lodModel="8241" posX="1586.2578" posY="1189.5938" posZ="23.44531" rotX="0" rotY="0" rotZ="0"></removeWorldObject> <removeWorldObject id="removeWorldObject (vgsbighngrdoor) (1)" radius="37.132149" interior="0" model="8378" lodModel="8379" posX="1589.7996" posY="1223.3789" posZ="19.6855" rotX="0" rotY="0" rotZ="0"></removeWorldObject> </map> I've tried removing every map object from 0-20000... the door lod remained. A similar resource removing this hangar had no such problem for 2 months in MTA 1.4 but revealed this problem shortly after upgrade. Is this your fix or mine? Suggestions?
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This question stands with two "replies" and no valid answer. I'll rephrase monosyllabic for the Dingos... Why... No.... Auto... Re... Con...nect? Can you name a program that relies on the internet for its usage that was published in 2015 that has no auto-reconnect feature where connectivity is mandatory to maintain the network? MTA is living in the stone age without this simplest of functions on a network with a 20% time out rate. That's right 1 in 5 MTA users end their experience with your own butchered translation. "Disconnect from Sever" Fix your shit?