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Everything posted by darkdreamingdan
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lol, im debating whether i should bother telling this guy. Nah, i wont, its his fault if he cant read.
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Images without an 1:1 aspect ratio have troubles with white borders as 50p said. Stick to 1:1 (e.g. 50x50) and you'll be fine.
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The API system offered in Notepad++ is a great advantage for MTA - full arguments display of functions is invaluable.
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it's always been a possibility, but never been a priority. As far as open-sourcing goes, if anyone does write code for synced lights, i'm sure the team would be happy to add it to the trunk.
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what was the problem - incase others get this problem?
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Vista x64 should work fine. Are you sure you have DP2.x installed before installing the nightly?
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I updated the permissions, BBCode should work now
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You seem to be under the impression development is stopping, and this is our "last hurrah". Well you're wrong, if you read the full post you would have seen that we're continuing to work on MTA and GTA4 is not a good enough reason for us to stop. And though you probably wont believe me when i say this, GTA4 had nothing to do with this decision whatsoever.
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We have been preparing this announcement for some time - this will mark the end of our "Developer previews". We are working towards releasing the 1.0 version; this version is no longer a "preview" and will be a turning point for the release of Multi Theft Auto. Why? Today we are marking a new milestone in the history of Multi Theft Auto. After over 11000 revisions since 2004, contributions by over 16 world-wide developers, 1554 files and well over 550.000 lines of mostly C/C++ code, we have made the decision to re-launch Multi Theft Auto as an open-source project. Of course, the migration to open-source is more than just slamming your undocumented source code in a zip up for anyone that is interested. In the past weeks, we have spent significant time cleaning up our entire code repository, by adding proper documentation in files and tagging them with headers, cleaning up any obsolete or ugly code we came across, and backtracking the logs of all files to ensure that the proper credits to developers were noted inside each individual file. By open sourcing our project, we are encouraging anyone who is willing to participate in this project, to participate. For that reason, we are not "just" offering our source code: we have also opened our bug tracker and will be offering public access to our nightly build system that will be compiling a build every day (and has been long used for testing purposes). This way, any developer will be able to run the latest revisions, file bugs or submit patches. Some may be concerned with us seemingly throwing our code and all its secrets out on the streets. Remember that, as we have seen in the past, a proper and solid multiplayer modification needs a lot more than just memory addresses and offsets. We hope that developers will be attracted towards contributing to our project, which is fairly straightforward and has an already established user base, instead of starting from scratch. As of today, our entire code repository will be available from Google Code, which will be hosting our project. If you are interested in participating in development, you may be familiar with the process with other open-source projects: any developer that thinks his or her modifications should be merged into our trunk can submit a patch containing their modifications to our bug tracker. Each patch will then be reviewed and hopefully merged by the development team. We believe that access to our source code will not only encourage developers to contribute, but will also be important for educational reasons: our modification is built in a highly modularized class-based design similar to that of other somewhat bigger projects. Of course, it is far from perfect, but this leaves some good room for improvement. By no means does the migration mean that development has stopped or that progress was halted: we've simply decided to try a new approach to replace the old development style. The community can now follow any progress that is made, and even see the changes for themselves. By open sourcing, we open up the possibility of allowing unlimited community contribution - through our bugtracker, the development wiki, the community center, and of course the code itself. Bear in mind that this migration does not imply a new release. We will be restarting our versioning, meaning that the next first release will be 1.0. Our roadmap will be available shortly on our bug tracker, so everyone will be able to track our development towards 1.0 and future versions. Nightly developer builds are also available, but are not recommended for anything else but development usage, as they will contain bugs and are updated daily. In order to access our development facilities, head over to our community page (you'll need an account). If you're interested in checking out the code repository, head over to our Google Code project page. We'll be working towards smoothening everything out the next few days. -The MTA team. P.S. Due to abuse on the frontpage comments, the forums will now facilitate this.
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Patching your 1.01 or 2.00 version of gta_sa.exe
darkdreamingdan replied to darkdreamingdan's question in Client
You never sent me the files like i requested, you just said "o i´ll do that if i am able to :|" -
Wins Round in the ''stealth''- read in other resources
darkdreamingdan replied to zetox's topic in Scripting
I'm not quite sure what you mean. If you mean read the source for the stealth resource, you can simply do so by opening stealth.zip and seeing the script files. If, on the other hand, you mean trying to write an external resource that interfaces with Stealth's team's in some manner, you can get the two team's by using getTeamFromName. Stealth creates two teams, one called "RED" and the other called "BLUE". So you can retrieve both teams by using getTeamFromName("RED") or getTeamFromName("BLUE"). -
code should be function respawn(player, Time) local x,y,z = getElementPosition (player) setTimer( spawnPlayer,Time, 1, player, x, y, z ) end addEventHandler ( "onPlayerWasted", getRootElement(), respawn ) -- will ignore the whole line, not just one word I believe he was aware of that, just using them as placemarkers rather than actual code
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You dont pass parameters in addEventHandler, you would have to store your text externally and it would have to look like this: --A table that stores messages according to the button local messages = { [myButton] = "You clicked the 'myButton' button!" } function spawn(message) outputChatBox(message) end addEventHandler("onClientGUIClick", myButton, spawn, false) Note that you'd have to create the table after all the buttons are created. Just to be clear, the parameters that are passed into a handler function are those listed on the wiki for that specific event, and cannot be changed (unlike bindKey for example).
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There isnt, water is not adjustable. You can replicate the effect by moving the objects downwards into the water though (in MTADM)
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Its in Rockstar Games\GTA San Andreas\MTA\data
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Boost : Gamemode + Maps [Update: Bugfixes]
darkdreamingdan replied to DefiniteIntegral's topic in Showroom
What lag issues? I dont understand how it would be laggy if you do the velocity setting clientside only. -
Patching your 1.01 or 2.00 version of gta_sa.exe
darkdreamingdan replied to darkdreamingdan's question in Client
Please check your PM inbox. I can add german 2.00 support if you do so. -
I'm not arguing with someone who pretends to know more than they do. I've tried being open to you and tell you what's in DP3, but since that involved telling you what you didnt want to hear, you decided to turn this into a bullshit post about your "higher knowledge" - which lets you pretend to know more about the mod than someone who's been involved in the development for years, and at this point knows it inside out. Stop being an idiot and go write your own modding system.
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Cleo simply calls opcodes from GTA - they appear to be SCM opcodes which is how SA-MP interfaces with the game - its just like how MTA spawns a player from script without touching the main.scm. That's nothing new. As for your "inside source", he's lying. Do you honestly think we'd opt to release a less stable version of MTA, just for fun? And what the hell does playing hay have to do with fuck all? The AI Planes? Those are a script written by Aeron (yes, the creator Hay, on that note) and they still exist. Go script them if you want, that was done using a serverside script, so its become redundant. A much more powerful one could easily be created. Anyway, im going to bed as you're clearly drifting off topic
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Its really easy to think how easy adding such features are when there are other priorities. If you can find me any other modification, program, plugin that is able to replace models through memory - that is, without modifying any of GTA's files, and more importantly, without having to restart the game at any point, then be my guest. Right now the modelling support is much more of a "proof of concept". I'll admit its crude, but its buggy due to the nature it interfaces with the game unlike any other modding engine. You aren't simply modifying GTA's game files here so that GTA does the hard work of loading your textures for you. You're having to modify GTA's memory, and MTA has to load the textures through memory - and after all this it must be able to unload them for when the resource is unloaded. Normally GTA just loads such models and textures once, and doesnt have to worry about unloading them. Frankly i think its shortsighted to say this is the best thing about the mod, and its certainly one of the reasons why its not being improved significantly in DP3. As has been stated before, it can be improved in future but now's not the time. Its more a matter of discovering the posibilities than adding support for them. And actually, i just looked back at my first post. It still stands. You arent replacing .txd files here, this is completely different. All MTA does is provide support for a .txd frontend.
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So what you're asking is, are generic textures from the .img replacable in DP3 - and the answer is no. Not now, it could happen in future. What you could try is setting the paintjob then replacing the model's TXD, that might work already. The current model functions arent conventional replacement functions, and replace via memory. This means, if i've guessed right, they should be able to replace the currently loaded texture.
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This doesnt really make sense. You're still having to mod the .txd all the same. Paintjobs arent any different to replacing any other texture in the game - its like asking if DP3 will allow you to change the colour of CJ's skin.