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darkdreamingdan

MTA Team
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Everything posted by darkdreamingdan

  1. This might be practical if we get object animations, it might be practical. Otherwise i personally wouldn't even bother looking into it.
  2. The original scoreboard resource simply has a "Column" parameter. This way you can add pretty much wherever you want.
  3. Could you be more specific? This one is known, you'll just have to stop the editor and start a race, for now. Please ensure he's properly read the manual and the FAQ. https://wiki.multitheftauto.com/index.ph ... _to_see_it Don't be a smartass. We try our best to help - but when server admins simply refuse to participate in our Nightly Builds development process in order to ensure all bugs are fixed - we are unable to satisfy everyone. We've offered 1.0 race for beta test for several months, and tried to test it to the best of our ability. Perhaps if you were at least willing to test the upgrade process these issues would not have arised.
  4. No please dont D:. We dont need more of these obscure features to cater for very specific needs imo. Focus on making MTA-specific features rather than these misc features.
  5. darkdreamingdan

    thx

    We no longer support outdated software: MTA Race 1.1 and other previous installers suffer from this issue. This was corrected long ago. I'm sorry but you shouldnt be using outdated software when making a sarcastic, bitchy complaint.
  6. Do you have the latest VS 2008 SP1 Redistributables. I'm also assuming from your post you have the March 2009 DirectX redistributables?
  7. darkdreamingdan

    Problem with 1.0

    Try holding Left Control, and double clicking the MTA icon. Then select your GTASA directory. This has fixed it for others.
  8. Not a massive assortment of screenshots, but i liked mta-screen 2009-08-23 03-03-52.jpg a lot.
  9. The chatbox command simply opens the chatbox and allows an alternative way to input commands. The default "t" is bound to "chatbox say". The second argument represents what command the chatbox enters - so when you press t and type something, it inputs "say hi". In otherwords, chatbox represents the command, and what the player types are the arguments. So this is what you want: bindKey(player, "p", "down", "chatbox", "staffChat") addCommandHandler("staffChat", function ( player, cmd, ... ) local message = table.concat({...}," ") outputChatBox ( "ADMINCHAT-"..getPlayerName(player)..": "..message ) end ) So, what happens is, p is bound to "chatbox staffChat". When "chatbox staffChat" is entered, the chatbox is initiated in a mode where the "staffChat" command is entered, with the user message as the arguments. Once the player presses enter, it does "staffChat " command. The above example code grabs the message and outputs it to chatbox. Using the command binds system means the 'staffChat' p bind will appear in the user's MTA Settings menu, so they are able to configure it to their liking. So i'm not sure why you'd need to worry about users binding it for themselves, or the need to use a 'staff' command to execute the chatbox command. Hope that helps.
  10. After several weeks of fixing, preparing for release, fixing again, testing, fixing, trying to release, fixing, testing, we feel we're at the stage to actually release - at long last. No this isn't a bluff. The date isn't April 1st. We actually intend on releasing Multi Theft Auto: San Andreas 1.0. As lots of our faithful followers have noticed, our roadmaps for Resources, Editor and the mod itself all reached 100%. The forums, IRC and our bugtracker have been buzzing whilst we've been going through and ensuring the release is as polished as possible. Now, you may be wondering why there isn't a download link of any sort. This post is actually an announcement: MTA:SA 1.0 will be released later today. There will be no specific release time; however, a good estimate would be around 24 hours to this post. During this period we would like to reach out to all users and server admins for MTASA:Race and MTASA:Deathmatch to upgrade to our unified MTA:SA 1.0 client. With literally hundreds of changes including tweaks, fixes and features, MTA:SA 1.0 is simply the best modification for Grand Theft Auto San Andreas. We urge all server owners to look into our Nightly Builds to ensure their scripts will be compatible. MTA:Race server owners should check our Upgrading to 1.0 and its Benefits page. Please bear in mind this is subject to anything breaking at the last minute - despite our best efforts, these things do happen. However, the mod is now "feature locked", and the Resources package will not be getting any last minute modifications - unless any serious bugs arise. Currently we're in the process of testing a Release Candidate which we hope will turn out to be the real installer. Watch this space later today for further release information. See you in-game soon.
  11. This happened in early versions of MTA, too. This might be relevant: // Players can fire drivebys whatever camera mode // 627E01 - 6 bytes memset ( (LPVOID)0x627E01, 0x90, 6 ); memset ( (LPVOID)0x62840D, 0x90, 6 ); There's also a bug where driveby mode means you cant fall off your bike. this is also patched in MTA: // Prevent gta stopping driveby players from falling off memset ( (LPVOID)0x6B5B17, 0x90, 6 );
  12. That video does not use bone attachment. Bones do not have rotation. They are nodes. To work out an angle, you calculate the angle in between two bones.
  13. No they arent. You can use setElementAttachedOffsets and alter the positions yourself though.
  14. This isnt about showcasing, not even RPG or testing resources of any kind. This is simply to do a large scale beta test - one that can have a player count of 80-128. Valhalla is the best platform for us to do this, and is equipped to provide for all these players. It is also the only large-scale public nightly server that has been mantained and tested thoroughly, on which we can rely for a test to be performed upon.
  15. I like the tooltips, but i much prefer VS's ones, where they bold for the parameter you're on. I think that's very tidy though im not sure how easy itd be to implement. Also, if it were up to me, i would disable the function dropdown toolbar because i would use the one on the right only. Is it possible to configure this stuff?
  16. Doomed_Space_Marine refers to the overall object limit. The object limit is roughly the same as race, but the streamer is much improved. You cant place infinite objects or even 65000, but you should be able to push the limit more than previously.
  17. I would rather it inserted the function name, then an opening bracket, i.e. "playSoundFrontEnd ( " Then the tooltip appears showing the syntax. Otherwise you find yourself having to scroll back and remove the arguments, which i find really annoying. it would slow down speed of development if you mostly knew the syntax for all functions already (as with me).
  18. This is still quite hard. Dont forget you can rotate the turret up/down/left/right so the target position isnt constant. You could disable movement to make things easier perhaps (up and down that is)
  19. The times correspond correctly to the times given in the link in the first post. They take into account DST, so just click that link and find out the time in your area. Update: Check first post for link to the beta client.
  20. Test has ended. Thank you for your cooperation. y hallo thar. This Friday we'll be running a quick beta test to see how things are going with the mod. Basically it'll run at 19gmt this Friday. Click here to see when this is in your timezone. We'll be running a few assortments of gamemodes to see how MTA copes, and slots will be relatively exclusive - we'll be capping the server at around 32. This topic will facilitate the test - watch this space for a forthcoming link for the beta build. This build is not a nightly, it is a specially prepared build specifically for this test, and will include all data files. All you need to do is run the installer. As usual, bugs reports can go to our bugtracker, any general comments can go here. You can join our irc channel (#mta) to discuss this live, though it is not a requirement to participate in the test (all information will be provided in this topic) The test will be held at: Test has ended. Use the Quick Connect dialog to connect if you can't see it in the server browser. Remember, the server will be locked until test time! Hope to see you there.
  21. Very nice work. Suggestions Undo/redo - I dont see this from the screenshots. A vast undo/redo history is extremely useful to me, in notepad++ the history length seems to be infinite, i've often had to undo all the way back to my original file when things go horribly wrong Shell integration - Its unclear how this is handled now, but i would say opening Lua files is not enough for obvious reasons. I would reccomend a right-click on a resource folder/zip and a "Open resource" shell appears (i believe its possible to make it advanced enough to detect is a meta.xml is inside). This should also be possible with the actual meta.xml Zip support - I understand this is planned, but just incase you forget. This isnt an immediate priority - like most people i work in folders. However, this would be extremely useful for resources which i update on community (e.g. realdriveby) where I was constantly unpacking and repacking. That's all i can think of for now. I'll post more as i think of them, and once i start using it.
  22. The map settings will only function when using the map alongside a gamemode. They could be applied during test mode, perhaps, though.
  23. If you want to host a server using wine, you need to use Wineconsole to do it. I've been told using wineconsole makes it work.
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