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eoL Shady last won the day on March 29
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About eoL Shady
- Birthday March 12
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eoL Gaming
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@jebez Hi, This usually happens because of Proton. MTA thinks something is modifying the game and closes itself. Try this: Don’t use Proton Experimental, switch to Proton 7 or 8 Disable Steam overlay (and any other overlays like Discord, MangoHUD etc.) Close any background tools just in case If it still crashes, you can try running it with Wine instead of Proton. MTA anti-cheat is a bit sensitive, so Proton can sometimes cause this issue.
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You do not own the game mod, so you should not sell it
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That is a good direction, but there is one important detail: The example on isLineOfSightClear is useful for obstacle detection / jump logic, yes. However, setPedControlState is a client function, and for server-side peds it is not automatically synchronized, so using it directly on a slothbot ped may look broken for other players. So if this boss is fully server-side through slothbot, you may need: - obstacle / height detection with isLineOfSightClear or processLineOfSight - then trigger the jump from the ped syncer client, or handle it with a custom movement solution instead of only server-side control states Also, if the goal is specifically “jump when the player is on a high place”, then line of sight alone may not be enough. You may also want to compare the player Z position with the boss Z position and only trigger jump when the target is above a certain height difference.
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you make a good point. Cheating not only ruins the gameplay for others, but it also discourages server owners and developers who spend a lot of time working on their projects. And you're absolutely right about the risk of downloading random cheat executables,many players don't realize how dangerous that can be.
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Yes, it is possible to play downloaded maps solo in MTA. If it gets stuck on “starting map”, it is usually not an admin problem. It is more often caused by: - broken or incomplete map resource - missing dependencies - bad meta.xml - local server/editor resource issues Check F8 first, because it usually shows the exact error. Also try deleting editor_test and editor_dump and make sure your editor/local server resources are installed correctly. MTA Wiki and older forum posts both point to editor/local resource problems as a common cause of this kind of issue. :contentReference[oaicite:4]{index=4}
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selamlar https://nightly.multitheftauto.com/ size gönderdiğim bağlantıdan son sürüm 1.6 indirip test edebilirsiniz.
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this error about MTADiag not finding your MTA path usually happens when the tool cannot detect the installation automatically. This can occur if MTA is installed in a custom location or if the registry entry is missing. Try the following: 1. Run MTADiag as administrator. 2. Make sure MTA is installed in the default path: C:\Program Files (x86)\MTA San Andreas 1.6\ 3. If you installed MTA in another folder, launch MTADiag from inside the MTA directory. 4. Start MTA once before running MTADiag so the client recreates the registry entries. 5. If it still cannot detect the path, try reinstalling MTA so the installer writes the correct registry location. Also note that MTADiag only collects system information, so it does not fix the error itself. It just helps identify the cause (driver issues, missing files, DirectX problems, etc.). If possible, please also share: - your GPU model - Windows version - MTA version - the exact error message or screenshot Without that information it is difficult to diagnose the issue properly.
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@h0llywo0d This looks like an ENB compatibility issue rather than a server problem. The important part is 0xC0000374 (Heap Corruption) together with d3d9.dll / D3DX9_42.dll in the stack. That usually points to a Direct3D hook/wrapper conflict, and ENB uses exactly that. :contentReference[oaicite:6]{index=6} MTA has had ENB-related d3d9/build compatibility issues before, so I would first test without ENB, then try another ENB version / newer base ENB files, remove all overlays/injectors, and test a different MTA build. Older MTA forum answers also show that some builds required special handling for ENB compatibility. :contentReference[oaicite:7]{index=7} Most likely cause: SA_DirectX / ENB is not fully compatible with your current MTA build
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@kaplanyasin selamlar konunuzu inceledim ve ilk başta söylemem gereken şey şudurki, konuyu forumda yanlış yerde açmışsınız TR(turkiye) bölümünde açabilirdiniz ancak bu sorun değil, sorununuza gelecek olursak bu sorun giriş yapmaya çalıştığınız sunucu ile alakalı olduğunu görüyorum herşeyden önce giriş yapmaya çalıştığınız sunucu sahipleriyle görüşmenizi öneririm.
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@arielszz The crash log and the graphical symptoms point more to a Direct3D / memory-related issue than to a broken GTA installation. The important part here is the Direct3D error 0x8007000E, which usually means E_OUTOFMEMORY. Combined with the black minimap/F11 textures, missing DX panel backgrounds, and crashes when minimizing in fullscreen, it looks like the client is running into a rendering/device-reset problem, VRAM exhaustion, or something interfering with DirectX. Since you already tested: - a clean MTA reinstall - a clean original GTA installation - windowed and fullscreen - DirectX 9 / End-User Runtime reinstall then I would suggest checking these next: 1. Disable all overlays/injectors completely - Discord overlay - GeForce Experience / NVIDIA overlay - MSI Afterburner / RivaTuner - ReShade / ENB / graphics mods - Overwolf / recording overlays 2. Do a clean GPU driver reinstall Use a clean installation for your graphics driver, because this looks more like a rendering pipeline issue than a GTA file issue. 3. Reduce video memory usage - lower resolution - disable anti-aliasing - reduce draw distance - avoid heavy custom shader servers for testing - remove custom HUD/map resources temporarily if you are testing locally 4. Avoid minimizing in exclusive fullscreen Since it crashes very often when minimizing, borderless/windowed mode is safer for now. 5. Reset MTA client settings/cache Delete the local MTA cache/settings folder and let the client recreate it. 6. Test with another GPU driver version If the issue started exactly after updating to build 23952/23953, it may be a compatibility issue that only shows up with a specific driver version on your hardware. 7. Share MTADiag and full specs GPU model, driver version, RAM amount, Windows version, and MTADiag would help a lot. Without that, it is hard to tell whether this is a client regression or a local graphics/driver problem. In short: this does not look like a simple corrupted GTA install. It looks more like Direct3D memory/device instability, especially because the DX elements start disappearing before the crash.
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@arturmaliew Your XML structure is broken because some <group> tags are closed in the wrong place. That is why the file cannot be opened,not necessarily because the file is missing, but because the XML is invalid. You accidentally closed the main group too early and then opened another group at the wrong level. Try this fixed version: <catalog type="vehicle"> <group name="Машины"> <group name="Ваз"> <vehicle id="560" name="2107" /> </group> <group name="Иномарки"> <vehicle id="415" name="Nissan GT-R" /> </group> <group name="Дпс"> <vehicle id="597" name="Приора ДПС" /> <vehicle id="427" name="Уаз Полиция" /> </group> </group> <group name="Motorbikes"> <vehicle id="481" name="BMX" /> <vehicle id="581" name="BF-400" /> <vehicle id="462" name="Скутер" /> <vehicle id="463" name="Freeway" /> <vehicle id="523" name="HPV1000" /> <vehicle id="461" name="PCJ-600" /> <vehicle id="586" name="Wayfarer" /> <vehicle id="471" name="Quadbike" /> </group> </catalog> Also make sure the file is saved as UTF-8 and that the resource is loading the correct path to vehicles.xml
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@User8382983 I took some time to read through the GitHub source and I honestly like the approach you took with this project. The modular architecture is very clean and makes the anticheat easy to maintain and extend. Splitting detections into independent modules is definitely the right direction for an MTA resource like this. I also like that everything is configurable through config.lua that makes it much easier for server owners to adapt it to their environment. The amount of detection types is also impressive (movement, combat, environment, network etc.). Especially the event spam protection, element data protection and movement analyzers are very useful in real servers. Another great thing is that the project is open source. Transparency is extremely important when it comes to anticheat systems, and it allows other developers to contribute and improve the system over time. If I could give a few suggestions: - Some detections (like wallhack scanning and VPN detection) may need further refinement because they can be unreliable in some environments. - It might be good to move as much logic as possible to the server side, since client-side protections can sometimes be bypassed by advanced loaders. - As the project grows, adding more documentation about how each detection works internally could also help other developers contribute. Overall it's a very promising project and I respect the effort you put into it. It's always great to see new open-source tools for the MTA community. Good work
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Podría ayudarle con el script del marcador, si lo desea, puede enviarme un mensaje por Discord, ya que no soy muy activo en el foro.
