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Faw[Ful]

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Everything posted by Faw[Ful]

  1. Whats the difference ? The cracked version works fine and it is possible to change the distance between objects in a loop by changing their COL (collision). You can make loops with mixed objects.
  2. So this can happen when you load too many custom models ? This + lag = Its a bad idea to edit the .img of the game, so its why I edit only the EffectsPC.txd and the particles.txd but I see that the result of the custom FX arent the same in gta sa and in MTA + in MTA so some custom FX make the game crash. At the end, I just can say use enb serie and dont mod your gta sa... and for MTA 1.0.5 : Dudes , this one is awesome I can get 80 fps with enb serie on of course it only happens when I am alone, but I cant say its very laggy with 200 players , because I never played with 200 players. And I say yes for a stream fix. http://ngaliwet.wordpress.com/2008/07/2 ... n-andreas/ if Alexander can MTA team can do it. if XX3 is right and we can replace weapons DFF , peds DFF with the engine function ... MTA will explode if it dont use a stream fix.
  3. Game crash or Lag when you have too many of these objects ?
  4. Just to say : GTA sa cracked .exe = copy paste the game folder with MTA in it and it will work on any computers. Yu dont need to install the game only copy paste
  5. If the MTA Forum have the same popularity as the forum for Samp you will get 50 replies Samp can have 20 replies only for a simple map... still a good idea , I would like to work with you at some point on something.
  6. No no , respawn help me to test the map Yea if I can finish it , I will release it.
  7. I stop working on this, because this map gave to players a client problem and the jump (gta sa default object) loses his collision and you need to restart the Game. Enjoy, it is funny !
  8. Big thanks there, I can play with 80 FPS max WITH enb serie in the past it was only 45 FPS max
  9. mmmmmm crash = -too many polys on the col -too many polys on the col shadow (warning very low polys count) *-bad converted objects (convert to editable patch then convert to editable mesh , we are in a game and in a game we play with triangles) not load = -vertex color error *-too big object -bad converted objects -bad object (when you attach objects in 3ds max and the mesh is ... is ugly) I will add : -txd object = missing texture are back in *MTA 1.0.5* (I say missing and no white , because what is white is the color model , it can be blue, red ...) -DFF object = missing features on the *breakable objects* and texture animation -Col object = the worst of all , if you are too far away on some IDs , the collision disapear + the collision on default gta sa objects can disapear if the resource is restarted (random ! the jump is well liked for this problem LOL) and it will destroye the MTA Client. (need to restart) *cars DFF = crash when the cars have too many polys (in gta sa solo its ok) cars col = this is simple , you cant , you cant make a giant car , because the col cant be replaced. cars txd = missing texture car dummys misplacement * or *bla bla bla* = those I'm not 100% sure about them, because I did not have enough testing
  10. First time I think you want to change the Game Engine, but you can make your own game better, I use enb serie and its ok -Real time reflection on cars -visible shadow (visible lol) -BLOOM -automatic Bump mapping on objects texture -... Enb serie can do all that But if you try mods like new great effect , they will dont work correctly with MTA, why ... I dont know ! Maybe in the next MTA you will be able to give plugin like enb serie to all the players with your server or change the pictures in the TXD effect files and give the new to the client, but say hi to Mr. big download. + 1 for you MTA can change the Game engine : and get this : MTA 100% HD DD/DM your dream become reality. Joke hmmm maybe not .. or wait for MTA IV or MTA V or wait for another game like MTA with a better engine. sry if I put this vid there, I like 3D
  11. lol well , if you use low poly + a working IDs like 2053 the collision will stay there, of course the collision will disapear If you go in another interior or another dimension. With less than 8 players the game FPS is ok, but try the map with 40 players ...
  12. MTA will absorb samp like a rag vulgar if they fit together and the number of players will increase which will allow MTA to grow quickly. I do not see any problems with this
  13. You can use a Timer , but Hello LAG
  14. This script start when the map start , but it is possible to start it exactly after the 3 2 1 GO in race (after the GO) when the player can move, because the server wait for the other players and because of that waiting time is always different. : function createBomb1() setTimer(createExplosion, 8000, 1, 337.13577270508, -2672.0153808594, 39.778259277344, 2 ) setTimer(createExplosion, 8000, 1, 326.68267822266, -2671.3786621094, 39.778259277344, 2 ) setTimer(createExplosion, 8000, 1, 326.19787597656, -2681.62109375, 39.778259277344, 2 ) setTimer(createExplosion, 8000, 1, 336.29052734375, -2682.634765625, 39.778259277344, 2 ) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), createBomb1) function slowmo1 (player) setTimer(setGameSpeed,8000,1,0.3) setTimer(setGameSpeed,10000,1,1) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), slowmo1) function createBomb2() setTimer(createExplosion, 19000, 1, 370.1022644043, -2715.5942382813, 39.778259277344, 2 ) setTimer(createExplosion, 19000, 1, 371.42962646484, -2706.2380371094, 39.778259277344, 2 ) setTimer(createExplosion, 19000, 1, 381.72714233398, -2705.4663085938, 39.778259277344, 2 ) setTimer(createExplosion, 19000, 1, 381.18441772461, -2716.8752441406, 39.778259277344, 2 ) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), createBomb2) function slowmo2 (player) setTimer(setGameSpeed,19000,1,0.3) setTimer(setGameSpeed,21000,1,1) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), slowmo2) function createBomb3() setTimer(createExplosion, 28000, 1, 375.88031005859, -2655.0949707031, 39.778259277344, 2 ) setTimer(createExplosion, 28000, 1, 377.40100097656, -2667.4272460938, 39.778259277344, 2 ) setTimer(createExplosion, 28000, 1, 388.40686035156, -2667.9453125, 39.778259277344, 2 ) setTimer(createExplosion, 28000, 1, 387.88250732422, -2656.8972167969, 39.778259277344, 2 ) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), createBomb3) function slowmo3 (player) setTimer(setGameSpeed,28000,1,0.3) setTimer(setGameSpeed,30000,1,1) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), slowmo3) function omg_rot() roue1 = createObject(2372, 333.17449951172, -2712.9213867188, 33.903285980225, 0, 0, 0) omgMoveroue1(1) roue7 = createObject(2052, 406.34017944336, -2740.7580566406, 34.834205627441, 0, 0, 0) omgMoveroue7(1) roue6 = createObject(2052, 384.79470825195, -2716.4147949219, 34.834205627441, 0, 0, 0) omgMoveroue6(1) roue5 = createObject(2052, 379.76644897461, -2749.7158203125, 34.834205627441, 0, 0, 0) omgMoveroue5(1) roue2 = createObject(2372, 367.12335205078, -2669.2465820313, 33.303340911865, 0, 0, 0) omgMoveroue2(1) roue8 = createObject(2052, 408.68197631836, -2684.7224121094, 34.834205627441, 0, 0, 0) omgMoveroue8(1) roue3 = createObject(2052, 308.14709472656, -2750.2890625, 34.834205627441, 0, 0, 0) omgMoveroue3(1) roue10 = createObject(2052, 313.23291015625, -2650.1105957031, 34.834205627441, 0, 0, 0) omgMoveroue10(1) roue9 = createObject(2052, 402.79202270508, -2643.3493652344, 34.834205627441, 0, 0, 0) omgMoveroue9(1) roue4 = createObject(2052, 342.90881347656, -2757.10546875, 34.834205627441, 0, 0, 0) omgMoveroue4(1) end function omgMoveroue1(point) moveObject(roue1, 3000, 333.17449951172, -2712.9213867188, 33.903285980225, 0, 0, 360) setTimer(moveObject, 3000, 0, roue1, 3000, 333.17449951172, -2712.9213867188, 33.903285980225, 0, 0, 360) end function omgMoveroue7(point) moveObject(roue7, 800, 406.34017944336, -2740.7580566406, 34.834205627441, 0, 0, 360) setTimer(moveObject, 800, 0, roue7, 800, 406.34017944336, -2740.7580566406, 34.834205627441, 0, 0, 360) end function omgMoveroue6(point) moveObject(roue6, 1000, 384.79470825195, -2716.4147949219, 34.834205627441, 0, 0, -360) setTimer(moveObject, 1000, 0, roue6, 1000, 384.79470825195, -2716.4147949219, 34.834205627441, 0, 0, -360) end function omgMoveroue5(point) moveObject(roue5, 500, 379.76644897461, -2749.7158203125, 34.834205627441, 0, 0, -360) setTimer(moveObject, 500, 0, roue5, 500, 379.76644897461, -2749.7158203125, 34.834205627441, 0, 0, -360) end function omgMoveroue2(point) moveObject(roue2, 3000, 367.12335205078, -2669.2465820313, 33.303340911865, 0, 0, -360) setTimer(moveObject, 3000, 0, roue2, 3000, 367.12335205078, -2669.2465820313, 33.303340911865, 0, 0, -360) end function omgMoveroue8(point) moveObject(roue8, 800, 408.68197631836, -2684.7224121094, 34.834205627441, 0, 0, -360) setTimer(moveObject, 800, 0, roue8, 800, 408.68197631836, -2684.7224121094, 34.834205627441, 0, 0, -360) end function omgMoveroue3(point) moveObject(roue3, 800, 308.14709472656, -2750.2890625, 34.834205627441, 0, 0, -360) setTimer(moveObject, 800, 0, roue3, 800, 308.14709472656, -2750.2890625, 34.834205627441, 0, 0, -360) end function omgMoveroue10(point) moveObject(roue10, 1000, 313.23291015625, -2650.1105957031, 34.834205627441, 0, 0, -360) setTimer(moveObject, 1000, 0, roue10, 1000, 313.23291015625, -2650.1105957031, 34.834205627441, 0, 0, -360) end function omgMoveroue9(point) moveObject(roue9, 800, 402.79202270508, -2643.3493652344, 34.834205627441, 0, 0, 360) setTimer(moveObject, 800, 0, roue9, 800, 402.79202270508, -2643.3493652344, 34.834205627441, 0, 0, 360) end function omgMoveroue4(point) moveObject(roue4, 800, 342.90881347656, -2757.10546875, 34.834205627441, 0, 0, 360) setTimer(moveObject, 800, 0, roue4, 800, 342.90881347656, -2757.10546875, 34.834205627441, 0, 0, 360) end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), omg_rot) function omg_rot() epic1 = createObject(2918, 330.650390625, -2676.7880859375, 154.40269470215, 0, 0, 0) omgMoveepic1(1) epic3 = createObject(2918, 383.44787597656, -2660.5300292969, 213.66796875, 0, 0, 0) omgMoveepic3(1) epic2 = createObject(2918, 377.0383605957, -2711.1281738281, 185.08781433105, 0, 0, 0) omgMoveepic2(1) end function omgMoveepic1(point) if point == 1 then moveObject(epic1, 8000, 330.65069580078, -2676.7880859375, 48.497566223145, 0, 0, 0) setTimer(omgMoveepic1, 8000, 1, 2) elseif point == 2 then -- OBJECT STOP end end function omgMoveepic3(point) if point == 1 then moveObject(epic3, 1000, 383.44787597656, -2660.5300292969, 186.65783691406, 0, 0, 0) setTimer(omgMoveepic3, 1000+19000, 1, 2) elseif point == 2 then moveObject(epic3, 8000, 383.44787597656, -2660.5300292969, 48.697608947754, 0, 0, -140) setTimer(omgMoveepic3, 8000, 1, 3) elseif point == 3 then -- OBJECT STOP end end function omgMoveepic2(point) if point == 1 then moveObject(epic2, 1000, 377.0383605957, -2711.1281738281, 177.83781433105, 0, 0, 0) setTimer(omgMoveepic2, 1000+10000, 1, 2) elseif point == 2 then moveObject(epic2, 8000, 377.0383605957, -2711.1281738281, 48.817588806152, 0, 0, 0) setTimer(omgMoveepic2, 8000, 1, 3) elseif point == 3 then -- OBJECT STOP end end addEventHandler("onMapStarting", getResourceRootElement(getThisResource()), omg_rot)
  15. No they have always been the same since MTA 1.0 and even before.
  16. Find a solution : This happen when you replace vcarshade objects or objects with a huge collision , but if this can happen on vcarshades , this can happen on other IDs
  17. LoL thats so simple, but if I create an explosion with a timer on the gta sa map, will it be more synced client side or server side ?
  18. yes the custom models system is unstable, but the big weak point is the COL (collision) system. In my new map I mix 2 resources that replace collision, texture and models, Why ? Because one of my resource is used in some of my maps and It will be great to download it only one time and the other is to test the map scripts and have a control on them. BUT look like MTA cant handle this, the map begin , I restart the 2 resources and some collision disapear on the custom models. The texture = ok model = ok collision = FAIL But the thing most strange and disturbing is this : Some default gta sa objects lose their collision ... What the Hell ! This is client side so you must restart your MTA to solve this. SO if you go on the next map , the collision will not be returned and the chat box will start to fill with WTF.
  19. It is possible to attach a 3D sound on a moving vehicle or on a moving object ?
  20. Nice, Im sure you can rip the car models and other things in S.T.A.L.K.E.R. Look like you already do it. Rarely a gamemod like that can be 90 % - 100 % finished, I hope you can do it
  21. Bye ! The Kid, I will put those minecraft cubes to the garbage ... snif !
  22. No, except that it is useful for samp mappers to import their objects into the MTA map editor, because we all know that 90% of the samp mappers use it. I'd like to talk on their forum, but I am banished from the samp community, because I made ​​fun of them in some way by showing a video that featured multitheftauto aspects impossible to reproduce in samp and I wondered their forum on how to do all this, they did not like my short game. I do not know how to contact them. If there is disagreement, it would be good to simply remove these links.
  23. Thanks for mirror ! But I cant make this resource automatic (im not a scripter) you cant just put your selection in the folder and its ok , you need to edit 2 files ... META.XML of course
  24. okay , but look like ... the .. textures ... need to .. be ... reworked.
  25. Yup , I (not just me LoL) prefer exclusive servers.
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