Jump to content

jhxp

MTA Team
  • Posts

    2,212
  • Joined

  • Last visited

  • Days Won

    62

Everything posted by jhxp

  1. For a regular testing/resource development or map making, you just need these three: 1. mtasadm-1.0-r547.exe - install it to a folder of your choice, a default one is good enough though 2. multitheftauto_data-r407.exe - install it to a folder it will propose (it should pick the same as above) 3. multitheftauto_resources-r92 - unpack this to MTA San Andreas\server\mods\deathmatch\resources (MTA San Andreas folder will be where you've installed it on first step) .. and you're ready to go!
  2. jhxp

    Gta problem

    Start single player, go to display options and enable hud.
  3. Definitely remove that 44004 port from there, it's not needed. Also on 22004, switch from UDP to both, and in the config file set the built-in webserver to run on that port. Ah, and obviously - you need to change these .111 on mta to .115 , if the server you're running it on has the ip 192.168.1.115 . Also, if you have specified a server ip in the server configuration file - remove it.
  4. Is the cegui.log file so big that notepad crashes on it? Well anyway, yes, you can see that crashes are happening in the multiplayer_sa.dll module for some reason. Logfile below implies that it crashes either while loading multiplayer_sa.dll, or just after it, as the next entry in there would be related with Network module. Maybe your mtasa install is broken? Try reinstalling it. If not, maybe someone more skilled could help you if you'd upload the most recent .dmp file (compressed into a zip), which you can find in MTA\dumps folder as an attachment to the post.
  5. Do you get any debug files created in your GTASA\MTA\dumps directory when this happens? Also, what about core.log / cegui.log / logfile.txt files - any errors in them?
  6. Winter is more or less over, so it's time for another update... and I'm sure you will certainly enjoy this one. After countless hours being put into scripting and struggling with fixing MTA:SA bugs, the Map Editor Team is proud to present the first version of MTA:SA 1.0's Map Editor being released publicly on the resources SVN repository. Not only does it replicate pretty much all of features included in our old MTA:SA Race Editor, but it goes further than that and extends them and adds many of which were requested since the beginning of this project. The most notable changes since the Race Map Editor are: Crucial changes in the map editor's architecture design: instead of a separate mod like it was before, it is now composed of a set of open sourced scripts for the MTA:SA server. This way, parts of the editor can be used for different purposes as will be explained below. Multiplayer map editing: making it possible for several people to join the server where map editor resources are running, allowing them to edit the same map simultaneously. Support for gamemode "Editor Definition Files" (EDF): these allow you to create maps for specific gamemodes without the need of editing the map code manually. EDF extends the map editor with features of a specific gamemode, e.g. placing team spawnpoints for the Stealth gamemode in your map can be done by just selecting and placing them on the map. New User Interface: makes the map editor much quicker and easier to use. New "cursor mode" editing: a mode that locks your camera and turns your mouse pointer into a world cursor. This way, you can easily place different objects in your scene without too much trouble. Improved testing mode: various "live" options are accessible through the F1-key that will help you testing your map such as spawning vehicles, weapons, changing skins or setting player locations. Improved object handling: these give you the possibility to select objects on your map in a more precise way depending on their shape. Improved camera movement: added functionality for strafing your camera instead of only turning. Objects can also be moved with your keyboard relative to your camera position. Undo and redo options: in case you moved an object by accident, it'll be easy to undo your changes. The list goes on and on - the map editor team has certainly done a tremendous job in making the new editor. Be sure to test this nice piece of software if you are not already familiar with our nightly builds. We highly recommend going through the tutorial on the first launch as it will help you learn how to use it. Additionally, the map editor manual is available in case you need more information about a certain feature. Developers can download the map editor along with the most up-to-date resources pack for the 1.0 server at our GoogleCode downloads page. Always remember to use the newest revision available for both the resources and the nightly build. Remember these builds are still considered experimental and are not ready for end-users until MTA:SA 1.0 is released. Also keep in mind that Map Editor will not work on anything older than our current 1.0 builds. Note: If upon installing and launching Map Editor you are getting a black screen instead of the editor, it might mean that you've got an outdated acl.xml file. To resolve this, go to your MTA San Andreas\server\mods\deathmatch directory, and remove or rename acl.xml , then install the latest nightly again and try starting the Map Editor again. Some screenshots of the new map editor (click to enlarge): In other news, Multi Theft Auto: San Andreas (dp2.x and beyond) are now supported by the popular Xfire gaming application. It now recognizes whenever you are playing MTA:SA and might offer more features in the future as support will be improved. A batch race map converter (for MTA:SA dp2.x and beyond) has recently been released (by arc_) so you can now easily transform your favourite Race maps into resources that are ready to be played in MTA:SA by using the race resource. The converter will be included in the final 1.0 installer as an additional switchover tool for people that are still using MTA:SA Race. Also, since the last post Multi Theft Auto's source repository has gone through nearly 200 updates (ranging from small code cleanups or installer changes to major re-designs). Changes which are worth noting are: MTA:SA now keeps its files in a single directory rather than in two (unlike previous versions). Installation paths are no longer stored in the registry. Rewritten game pool code: improved performance for in-game entities. Major improvements for weapon sync and accuracy (e.g. sawn-offs should work much better now). The default Lua VM was replaced by LuaJIT. This should make scripts run faster and enhance coroutines functionality. Removal of outdated and unused timestamp code leading to network packet bugs. Improved support for trains, including fixes for derailing and new scripting functions. Compatibility tweaks for the Linux/POSIX server branch. Improved setElementAlpha functionality. Alpha now works per entity for objects and vehicles (and previous versions of 1.0 also supported per-ped/player alpha). Various tweaks and fixes for weapon glitches, crashes, GUI annoyances, scripting functions, and other general stuff. For the complete list of changes, head over to our code repository. Last but not least, we have opened new report categories on our bug tracker, namely "Resources" and "Map Editor". The first one should be used for reporting bugs in resources included in the 1.0 package, so currently for the resources available on our resources SVN repository. The second category should be used for reporting bugs in the above mentioned map editor. These were some good weeks. The progress bar for 1.0 on our Roadmap has risen up to 86%. Hopefully it will break 90% any time soon. Until the next update.
  7. Like Gamesnert said, if you use a router for your connection, you will have to forward the port which you're using for your server (20031 tcp/udp) on your router. Fine site for learning how to do it: http://portforward.com/
  8. Have you used MTASA earlier with some other community account?
  9. Try clicking that link again possibly, and read the first announcement, first part of the capsed text will apply for you. I've edited it so it should be more logical now.
  10. It's currently available for download for testing purposes only (it will work only on nightlies/1.0+) on our resources svn repository ( http://code.google.com/p/multitheftauto-resources/ ) - you need an svn client like TortoiseSVN to download it. We're working on a more convenient way to provide it for testers (something similar to how we provide nightlies). Once it's done, we'll advertise it properly
  11. Does GTASA single player work in the xp machine? Also, I guess this is about dp2.3? Try advices from here: http://development.mtasa.com/index.php? ... sues_-_FAQ
  12. If you are using the newest nightly, just install it and unpack data files into C:\Program Files\MTA San Andreas (or whereever you installed it). The game should work fine.
  13. You should have read announcements in mantis - http://bugs.mtasa.com/main_page.php . It's all explained in there.
  14. Switch your project to New issues, then you'll see it.
  15. If you don't have the screen package installed yet, you can get it easily by running this as root: apt-get install screen Then run the server like this: screen ./mta_server Should start just fine... to put it in a background, hold CTRL key, then press A , then D. To put it back, type screen -r On a side note, you shouldn't be running it (or any other app or command that doesn't need to be run with administrative privileges) normally as root
  16. This doesn't belong to General MTA discussion, as it's Race-only, which might confuse new users thinking it's for the new editor.
  17. jhxp

    Nightly builds help

    What resources are you using on your server? You should be using ones from here: http://code.google.com/p/multitheftauto-resources/
  18. jhxp

    i need help!

    Map Editor isn't available in dp2.3 . It will be available on 1.0, when either 1.0 is released or the map editor itself. As for the latter, http://development.mtasa.com/index.php? ... ver_Manual
  19. Depends on how fast your VPS is. It also matters what resources are you running on it.
  20. Game-Monitor has been having some problems lately, it might not add those servers instantly but after a longer while. Ask someone if he can connect to your server by its IP address/port. If he can (and if you've got ASE parameter set to 1 in server config), then likely you'll just have to wait till your server becomes visible in game-monitor/server browser. Obviously you should keep it on in that time.
  21. I've tweaked your poll a bit, now you can't vote for both options at once
×
×
  • Create New...