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darkdreamingdan

MTA Team
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Everything posted by darkdreamingdan

  1. Can you please specify the exact error that you have?
  2. Holy crap. When i saw your nick as the past posted i wtf'd. I still have MTA Clanwar Planner (That was you, right?).
  3. German support has now been added! This means the patcher now supports every retail version of GTASA in existance. Woo.
  4. Sorry about the delay in response. Finding a 1.00 no-cd crack should work. I'll look into adding 2.00 German support asap.
  5. There's lag compensation for weapon vectors, but none (that i know of) used for estimating the real position of a vehicle.
  6. Just to reiterate: IE is a pain to code for. It is universally hated by web developers because it fails to render pages properly. All other browsers, regardless of their flaws, will pretty much render a web page fine. That's the main point coming across here. IE will always be the common denominator when it comes to rendering a website properly. As for "Chrome is too basic for some heavier/more complex websites to correctly work or load", that's the first time i've ever heard someone say anything like that. Chrome's lightweight nature actually makes it more flexible and able to run heavier and more complex websites because it is more efficient overall.
  7. I'm not convinced it will work. Race will want to override that data itself with the real position they're in.
  8. So it's basically an automated storage system for GTASA Player data, such as their weapons, clothes, money etc? I think making that more clear in the topic would be handy.
  9. Best wishes. We might look into a more official link for community MTA websites.
  10. Yes. Several, including hacks of SVN, other Git hosts, Bazaar, Mercurial..... None of them are ideal, and this is the conclusion we came to.
  11. The trouble is, we do not want to mantain contributions to MTA via two different control systems. Even if we mirror changes to GIT, any contributions via GIT will be rejected. It's too much work to have to moderate two seperate sets of contributions.
  12. It's worth bearing in mind that we will revert poor commits, and those who are more frequent offenders will simply be demoted to having to submit patches again. As for the filter, we do have a system in mind that will work. There will be a seperate branch that the public are unable to commit to but will have selected changes picked by us filtered into it. This branch will have it's own changelog, so you'll be able to see the progress of the "real" MTA, and contributions by other people in another area. With these measures in place, in theory, the SVN should not get corrupted. If it does get completely messed up, it can always be synced up to our "real" MTA branch where things will always be stable.
  13. Over the last few weeks we've been discussing a solution to a dilemma that's been obstructing us for some time - source management. Prior to the migration to GIT, we were facing problems involving the corruption of the main respository due to untested changes, and decided to switch to GIT's extremely flexible source control. Unfortunately, GIT has proven to be no longer sustainable. Although it offers all the features needed for a diverse open-source project such as MTASA, it has slowly become impractical for the source mantainers to merge your changes into the source. This means although it's (relatively) simple for anyone to create their own forks and push changes, it's a painful process to merge this into the main MTA repository itself. On top of this, i'm sure many of you will be wary of the general complexities involved in setting up your own fork, and getting your head round GIT altogether. We have now concluded that the best course of action will be to go back to SVN (and Google Code). However, a lot has been learnt from GIT and things will not be how they were originally with SVN. We have decided that becoming a Project Contributor will be much more lax than it was previously: if you've submitted a few (2-3) worthy patches, you will be added and have commit access to our SVN. This means we expect a large number of people to be able to contribute - maintaining the public nature that GIT offers. I would like to stress that it will not be difficult to gain commit access. Furthermore, commits will be reviewable by anyone in the public where they can add their comments easily to each commit, and give a positive or negative rating. Of course, to prevent source corruption we will add a number of measures. Firstly, we will be moderating the SVN repository to ensure that it is always compilable and playable. Poorly coded changes will be reverted, and changes that are good enough will be filtered off into an 'approved' branch. This means we will mantain a partial structure of a development and unstable developer builds as with GIT. The question i pose to you is: Would you like to see MTA move back to SVN? Feel free to be perfectly honest, and ideally state your reasoning in a reply to this thread. I must emphasise that although the verdict of the poll will influence the decision, it will not be the deciding factor. That is something left to the team as a whole. Feel free to vote even if aren't a coder - if you have an insight into the development process and understand some of the logic behind this decision, please do vote. If you have no idea what this topic is about, I'd kindly ask you refrain from voting. Thanks
  14. I'm not sure that's possible.
  15. This is true. You need a list of functions serverside that are allowed to use this method, for safety.
  16. The Download button actually picks a random mirror currently. A more elaborate choice could be done however.
  17. It was working a few days ago. That's odd.
  18. So, it's been pretty hectic for us over the past few weeks. Amongst plenty of Vitamin C, we've also been working hard to bring you a completely new homepage and forum theme to go alongside it. It's something that has been in the pipeline for a while now, and it's extremely refreshing to finally bring this out to the public. We're still working towards perfecting the website, with the return of sections that are missing. Your feedback is completely welcome, so if you have ideas or suggestions we'll do our best to look into them. On the MTASA front, we've continued to have decent progress over the past few weeks, with contributions from many community members. Most of the fixes are relating to minor bugs that could cause a hinderance to scripting or the server in general. Over the next few weeks we plan on trying to improve the ease of contribution to the open-source repository - more on that soon. Forum member subenji99 has also pointed out that we have been ranked as one of the "15 modders who changed PC gaming", which ranks us with the likes Garry's Mod and Unknown Worlds. This is of course a great honour, so go ahead and read the full article here. More soon.
  19. I reccomend you use 50p's method of bindKey, which can fire once for pressing down, and again for releasing up.
  20. Race provides events which you can use in combination with setPlayerMoney to achieve this. Refer to https://wiki.multitheftauto.com/wiki/Resource:Race As you can see, there's an onPlayerFinish event.
  21. Yes. Infact i believe Gostown is intended for 1.00.
  22. To be honest, for consistency's sake, i think perhaps having it both clientside and serverside makes sense. All our functions at the moment display this behaviour, and i think there's no point in debating whether it's right or wrong to make it serverside-only when it's never been a debate in the past. I understand the point that the client is getting too much control, but it seems annoyingly inconvenient that handling is where we draw the line, when perhaps that's one of the more safer (security-wise) functions.
  23. Use the Map Editor'a object browser, or an external app like MEd
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