karlis
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Everything posted by karlis
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Other players should see me moving VERY fast, I guess... And I think it is possible in multiplayer games, I saw it in NFS World. But maybe in GTA it's not... rofl. do you have any kind of logic? sigd.
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thanks. take look at top of the script file, almost all possible settings are included there.
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you could use line2D, but it would be drawn over all 3d entities. or you could apply 3d shader to draw it 3d on your own, however that is not very easy task.
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it would be better for every1 if you just use dxscoreboard... or at least take a look at it store player names in sorted table, and draw row for each pname.
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JR10 did you read 1st post? practically its impossible, theoritically its possible, but you would have to rewrite all the weapon/damage/shoot system in order to do this.
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Scripting Board Description Change
karlis replied to SugarD-x's topic in Site/Forum/Discord/Mantis/Wiki related
anyway, that section should allow HLSL discussion/problems aswell. -
made a bit of tweaks/improvements/optimization 1)now radio slider animation work propertly even if you keep changing stations before animation finshed. 2)hp bar is now more ivstyle(armor directly at the end of hp bar), and uses almsot twice less dxDraws(14 was max before, 8now). Aibo seems busy/inactive, so i still need a photoshoper.
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how about trying to capture the hud for 1frame, and then drawing it same for both frames? "onClientHUDRender"+dxSetRenderTarget(targ,true) "onClientRender"+dxSetRenderTarget() PS:it looks like AA doesnnt work in the mirror?that sucks
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im not pro at shaders, but isn't it possible to render the mirror frame at lower res so it doesnt take as much performance as normal frame?
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in theory this doesnt even replace a single paintjob, ~100(probably less)lines of script, and you could make infinite ammount of paintjobs qunique for each vehicle, without replacing a single PJ id. some more fancy scripting and nfs style strechable/cropable/zoomable stickers could be made. probably even bump mapping textures(bump mapping shader isn't that advanced) could make infinite ammount of possible body tuning.
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might be bad pc+recording aswell what are your PC specs, OP? also, 50fps isnt great if theres no fpslimit.
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all you can do is close as many programs as you can, and strech the graphics options. all the unlag mods based on cleo doesnt work in mta(mta is well-optimized lagwise itself(at least before 1.1).).
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i meant now even the noobiest of noobs will make resoruces like that and upload them in already spammed community.
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tut isnt bad actually, good job, but unfortenatly now even noobier noobs from the top noob list will upload and spam community with car mods.
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it is correct, except #dat1, you need to specify the count of tables elsewhere...
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wow, it is cool no matter of that. if u say fps is lovered, but doesnt affect game speed like normal lag does, its fine. race are not using default hud anyway, and theres alternatives for default radar(hint: my sig) imo its good enough to be released(probably camera movement support wont hurt tough.)
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so, can you make it please?
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i need some photoshoper, any volunteers? ill try it
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made wanted star, money and weapon hud looks kind of fine, but the weapon icons need big revision and total overhaul(they have different resolutions, different styles, bad quality, res not fitting power of 2, and without united position in the image)
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what you mean by it being sensetive? if you dont like that it detects surface to be steep on 45degrees youc an multiply the zcord for different angle. for isntance, hitz/2 will detect steepyness on 60degrees, hitz*2 will detect steepyness on 30degrees
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... hit,_,_,_,_,normalx,normaly,normalz=processLineOfSight(vehiclex,vehicley,vehiclez+1,vehiclex,vehicley,vehiclez-10,true,false,false,true,false,false,false,false,vehicle) --i suppose u know what to put in the veh arugments? if hit then issteep=getDistanceBetweenPoints2D(normalx,normaly,0,0)>normalz else issteep=true end ...
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you have to sync it then using serverside scripts.
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use 3x vertical processLineOfSight that are set to not process the vehicle itself at aprox vehicle bounds, if the Z distance differs alot between those 3 outputs, youre on a steep surface. PS:remember to handle case that nothing is hit within the line of sight aswell. EDIT:i forgot 1.1 has also surface normal vector output, you may aswell process only 1 line of sight, and check, is x and/or y offset of the surface vector big enought for it to be steep surface.
