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Everything posted by darkdreamingdan
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1.0.4 released - faster and more reliable!
darkdreamingdan replied to darkdreamingdan's topic in News
Navigate to your San Andreas installation directory, this is normally C:\Program Files\Rockstar Games\GTA San Andreas\ Download and open https://mtasa.com/data.zip, and copy the contents of the ZIP into your San Andreas directory. Use https://mtasa.com/GTASA-data-1.0.4.exe -
1.0.4 released - faster and more reliable!
darkdreamingdan replied to darkdreamingdan's topic in News
Please extract these data files to your San Andreas directory: https://mtasa.com/GTASA-data-1.0.4.exe -
1.0.4 released - faster and more reliable!
darkdreamingdan replied to darkdreamingdan's topic in News
Could you please provide further details of what's broken? -
I've used that VC mod. It's definitely possible for MTA to implement a fix, but it's relatively low priority. You get used to the stretched HUD after a while, and it means script can consistently know where your HUD is for drawing stuff.
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1.0.4 released - faster and more reliable!
darkdreamingdan replied to darkdreamingdan's topic in News
Meh. /me looks at the unending list of 3rd Party websites to update. -
We're pleased to announce that at long last, the release of version 1.0.4 of Multi Theft Auto. This has been one of our larger releases and finding the balance between providing bug fixes and features to include in this release has been difficult. We've included as many bug fixes as possible, without compromising backwards compatibility, which should make the transition for players and server owners as straightforward as possible. The major changes in this release includes: Fixes for setting display resolution Numerous GUI optimizations A major rewrite of the Accounts system which is now substantially faster and more reliable A slightly revised streaming engine to make object loading faster Greatly optimized colshapes There has also been a number of scripting improvements and various new functions (refer to our Wiki for more information). Aside from these fixes, attention has been given to the stability and security of both the client and server, and we strongly advise all server admins and players to upgrade their version as soon as possible. As always, 1.0.4 is backwards compatible with all 1.0.x clients, and 1.0.x clients are able to connect to all 1.0.4 servers. This release is accompanied with the latest resource package that provides several basic gameplay modes for your server. Changes in this package mainly includes bug fixes, including updates to the 'admin' and 'race' resources, and improvements to the Map Editor and various other utility resources. See the mtasa-resources changelog for more information (changes r503 to r612). Thanks to all our wonderful developers who made this possible! Remember, it's easy to get involved. To see a full list of changes, check out the changelog. To download our software, scroll to the top of our homepage page.
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MTA SA community stats system?
darkdreamingdan replied to Xierra's topic in Site/Forum/Discord/Mantis/Wiki related
It was disabled following the release of MTA DP 2.1, due to the removal of serials. Once we have a stable serials system (the new implementation still needs to prove its worth) it's likely the system can be reimplemented. -
It seems apparent he's referring to Resources from community, not the MTA installer.
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[Solved]Where can I find the current network module?
darkdreamingdan replied to DEFCON1's question in Client
All i did was, install the last unstable build, then compile my copy over it. Works fine here. https://nightly.multitheftauto.com/mtasa-1.0.4-un ... 100521.exe -
It is not possible to spawn synced vehicles using 3rd party applications. This must have been through a bug in the script.
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Sounds like a very fun idea. I look forward to it.
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[Solved]Where can I find the current network module?
darkdreamingdan replied to DEFCON1's question in Client
An unstable build should work. -
onElementDataChange passes a 'client' variable which says who modified the element data, as of 1.0.4. You can safely upgrade your server to a nightly to take advantage of this.
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Hi MX_Master I don't know of anyone else working on Unicode support. The matter is complex and due to the nature of the hardcoded ASCII nature of MTA, implementing unicode is a massive task. However, I have looked into the matter in order to find the simplest way to Unicode working in both script, and chat. I was hoping to look for a solution for the next upcoming major MTA release. I devised a plan which would be (imo) the easiest way to get unicode support, but would be quite hacky: As you said, unlock Unicode for MTA fonts. This would allow dxDrawText to print unicode. Enable natural unicode display in CEGUI Enable input of CEGUI into Edit Boxes. Re-Write the MTA chatbox using Lua. We have a complete function set that should allow us to replicate the chatbox exactly (including client settings). This chatbox would have hacks in place to allow Unicode. Implement Unicode Identifiers In order to allow the chatbox to work under Lua, i was thinking of inventing a hacky Unicode-ASCII syntax which can be encoded and decoded and safely sent via triggerClient/ServerEvent. This would, for example, convert "То был" to something like "utf-16[1412,1241,0032,1245,2135,6432,2135]" (The IDs are incorrect, that was just an example). MTA would provide default utfEncode and utfDecode functions. I was unsure of how CEGUI and dxDrawText would deal with unicode, but if it proved to be a problem, we'd use the Unicode-ASCII syntax and decode it at the very lowest level. To detail the functioning of the chatbox, since dxDrawText would support unicode, it would accept input via CEGUI (most custom chatbox scripts do this already) and draw it onto the input line of the chatbox. When you press Enter, it sends the message as a Unicode-ASCII syntax to other clients who then decode it and draw it into chat history. Bear in mind, I've actually done nothing towards putting this in place. This was just some brainstorming i did. It's very relieving that someone has some interest in getting unicode working. If you're interested in my proposal for the custom Chatbox, I would be happy to begin writing this in Lua for you now, which would save you some time. Lastly, if you're interested, you could be granted SVN access to our Google Code to work on a Unicode branch. That way we could follow your progress and help and provide feedback, and you could use the real MTA code. Just catch me on IRC (irc://irc.multitheftauto.com) and we could discuss it further. Thanks Dan
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I also made a textlib "spinoff", called imagelib which is used in the killmessages resource. It's not as useful as textlib which adds a couple of useful features like text styling, but it's main function is to just objectify images. I'm not sure anything else would require a library.
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How do you mean elements? If you mean hide the HUD, you can use the command "hud 0" in console. You can hide the chat using "show_chat 0" or maybe "showchat 0" (i dont recall) in console I don't recall, but one of those commands turns off the HUD. You can use 1 instead of 0 to turn them back on.
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Okay, i've had to purge irrelevant posts now. I'm going to say one more time, stay on topic
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Please stay on topic. The resource released may be a simple copy paste from the wiki, but nevertheless is legitimate. I'd like to see the expansion of this resource so that it's less controversial. There's little else to discuss on this matter.
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Thanks robhol
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Can we please stay on topic
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No. If you leave it blank, MTA will assign it automatically.
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As mentioned in the previous newspost, we've been looking for ways improve the ease of contribution to the open-source repository. After some experimentation, we concluded that SVN was the best way to go for the project. We've successfully migrated to a new Google Code repository, which can now be found at http://mtasa-blue.googlecode.com. As you can see, some changes have been made already over the last few weeks. Alongside the new SVN, some new Coding guidelines have been introduced. It should be as easier than ever to get involved, with very small barriers to entry in order to gain commit access. Simply submit a few patches, and we'll grant commit access. There's already plenty of fresh blood added to the access list. We're still working towards improving the forums and the community website, so stay tuned. In other news, as our Twitter and Facebook users will be aware, MTASA was named an Unmissible Mod, be sure to checkout the whole article! We've also been mentioned on the German website PC Games as one of the Top Ten most influential mods!
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We do not allow the hosting or linking to of copyright material owned by Rockstar on our forums. Please see the FAQ for information on how to fix MTA for Steam versions of GTASA.
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Does your Windows 7 switch to Basic from Aero? If so, just try running MTASA twice in a row. I've had this problem before, i end up with two gta_sa.exe's but it's not a big deal.