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Everything posted by The_GTA
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How about you add an <include resource="inv" /> tag to your resource meta.xml file? This way your inv resource will be started before your resource and kept running, possibly preventing such errors in the first place?
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Have you considered the possibility that your "interior system" has no support for assigning interior values to your "item loot"? I suggest you to extend the createItemLoot function with an "interior" parameter and then put the following... ... local col = createColSphere(x,y,z,1.25) local lootMarker = createMarker(x,y,(z-1),"cylinder",0.5,255,255,255,30) local hasLoot = false setElementInterior(col, interior) setElementInterior(lootMarker, interior) lootPilesDataTable[col] = {} ... Have you been looking at what @Tut has suggested to you? What I have summarized here is what he wanted to tell you anyway so I wonder why you have not responded to him. In the GTA SA engine an interior is an integer index of the original game world to display. The world with index zero is the main game world with all the buildings. Every other index is special because it has an empty atmosphere. You can only see those elements through the game camera whose interior value matches the one of the camera.
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I am sorry that I have no direct answer to your inquiry as it seems difficult based on the little amount of information provided by you. Could you share more details about the code that you are looking for? Did you previously find the resource at community.multitheftauto.com? Who was the creator of the code?
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wiki Invalid CSRF Token
The_GTA replied to The_GTA's topic in Site/Forum/Discord/Mantis/Wiki related
Hi @Tut, thank you for the quick response! Yes, I have tried it, even with a different IP address but the error has persisted. If you try logging into the wiki with invalid, random details you should see the same error message as I have depicted. Anyway, here is a random proof: In order to further assess the situation I want to kindly ask you to try the same process as I depict in the above picture and tell me if you also receive the same error message as I do. ? -
Dear MTA wiki support team, recently I have been trying to perform changes to the MTA wiki content but have been denied due to a strange error message. A different message is being shown when trying to log out and log in. By assessing the whole set of error messages I am assuming that the MTA wiki is hit by a web service outage and cannot be maintained. Please note that the error messages do wrongfully put the blame on the user or the hijacking of his data but I doubt it is true because I have also tried to login with invalid login data through a Tor node and the same errors happened. Error message when trying to edit content Error message when trying to log out Error message when trying to log in I am sorry if I have missed any official statement about this issue. But it has started pretty recently and I would like to know when it is going to be repaired. Content meant to be added to "Where to buy GTASA"
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Hello mucuk6547, your question is out-of-topic. It sounds like a question that is either related to MTA in general or scripting integration. Please consider opening up another topic in the appropriate section about your inquiry!
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Hello MTA community, I have decided to share my internal RenderWare texture chunk documentation for some of the platforms that I have been researching. The documentation that I share is very complete and can be taken as reference for implementing your own parser. Algorithms for the contained data structures are not explained. Now that there is a new engine for the original 3D GTA Trilogy I see that the RenderWare research might not be as valuable anymore. But this information might help in getting back support for the old formats into the new engine, if MTA would ever be ported to it. The documentation is shared as .PDF documents, some of them having to be viewed as double-page. I appologize for the awkward format but I could not export it in a better way. https://magic-txd.osdn.jp/uploads/renderware/texnative/rwd3d8.pdf https://magic-txd.osdn.jp/uploads/renderware/texnative/rwd3d9.pdf (double-page) https://magic-txd.osdn.jp/uploads/renderware/texnative/rwgc.pdf https://magic-txd.osdn.jp/uploads/renderware/texnative/rwps2.pdf https://magic-txd.osdn.jp/uploads/renderware/texnative/rwpsp.pdf https://magic-txd.osdn.jp/uploads/renderware/texnative/rwxbox.pdf Based on my own stance, I don't mind whatever you want to do with that information. The described data structures themselves are containers and thus do not essentially portray valuable intellectual property. Some of the data structures or algorithms are further explained in confidentially-shared documents of the vendor companies. You might have to consult these if you want further information. Have fun!
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You made a mistake in applying the code that I gave you. If you read carefully then you should see that after root there is a comma (",") and not a curly-brackets (")"). Fix the script how I instructed you to and the error will disappear. draw_img is a function and you should call the function inside of the onClientRender event handler. Calling a function is done by using the function name and putting a curly-brackets after it with parameters inside into the code, for example... func(p1, p2, p3)
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Working on MTA Eir was never financially motivated so it lacked in importance about finishing it. The new compiler will be extended to different languages and be ultimatively a commercial project (Python, PHP, JavaScript, C, etc). You seem to misunderstand my drive behind it. You are judging me based on an old hacky project based on a closed source engine by a studio that programmed the engine with many issues. Please reconsider your statements as they are clearly unfair. In the end working on MTA Eir should have inspired a lot people like you and just based on that fact you should be happy that I did it. Projects like Magic.TXD have sprung from my research of these terrible old game engines and show what the GTA modding community can accomplish if they truly care about their work. And I do truly care. Thus it truly hurts me that you put such derrogatory statements about me on the internet. I was happy to receive CIT support back in the day but I don't know where this statement today is coming from. Glad to see experienced people like you around though. The GTA Trilogy DE engine will be fun to work on in the future! You want to know the ultimative reason why MTA Eir was not finished? I had no original source code, the engine sucks and the mathematical problems behind rendering have not been properly solved (read: implemented as code) to "remaster" the engine in my own vision! (for example the alpha-blend ordering problem that plagued D3D9 games) I sense disappointment in your words, but basing such negative statements purely on emotion is damaging in an unfair way. You should have asked why I did it, not try to invoke my upset to answer you. You seem to be unaware that I do this Lua compiler project as my full-time effort right now. This was different back in the day when I was doing it as a part-time research with other projects on my mind. It will definitely come out, a release candidate is scheduled for end of December. Development is a difficult affair and what motivates me is people who come to me and say how much they appreciate my work, not this kind of stuff I am reading right now. You are talking to a member of the GTA community who is thinking about contributing, spending his time helping people on this forums. Do not try to defame me or my prideful work in any way. My work for the GTA community is spanning further than you may think. I worked with people like aap, TheLink2012, DK22Pac and NTAuthority to achieve great inspirations. I am proud that I did, even though I may not share their ideals about copyright or enterpreneurship. We shared code together and bolstered our knowledge to get to the experience that we have today. These were awesome days and I like to believe that my contribution to their way of thinking has partially led to better modding quality in general. Thus it is unfair to deride my will to work on projects as a way to shame or defame. I certainly don't think your statement is doing me justice.
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No magical MTA functions are necessary to make this functionality. You just have to extend the aforementioned lines with different color values into the tocolor MTA function that is already being used. What you need is new data structures that store the color values as well as a strategy to extend the existing data structures. How about you spend the evening trying to figure that out and sharing your ideas, let's say, by the weekend? Read the code of the dxscoreboard resource intensively. I will be assessing them if you do.
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As previously mentioned, the functionality does not exist yet. You have to extend the dxscoreboard resource. I am sorry but I will not do that for you.
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It is very limited because it sets the color to all cells (as default if there is no higher priority color) and can be changed by the user.
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Thank you for the compliment! The biggest amount of work is yet for you to be made, my friend. But we should support each other as a community in the best way that we can, especially through experience. So don't shy away from consulting this scripting forums again. ? EDIT: there appear to be session data difficulties in the MTA wiki (loss of session data?) so I cannot login, logout or edit wiki pages. Invalid CSRF Token. Thus let me dump this here... EDIT: the wiki issues have been fixed thanks to @myonlake! A big kudos since thanks to him I was able to extend the wiki documentation of the dxscoreboard resource with useful hints about cell color support. It goes to show that reporting issues about MTA services does result in very quick and effective support by the MTA team.
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I have assessed the situation by inspecting the dxscoreboard resource. It looks like my assumption was wrong that generic cells would support color coding. Instead, the color coding appears to be only supported for player and team names! With that let-down in mind I was able to find the root of the problem: dxDrawText( content, topX+theX+s(1), y+s(1), topX+x+s(1+column.width), y+s(11)+dxGetFontHeight( fontscale(contentFont, scoreboardScale), contentFont ), tocolor( 0, 0, 0, a or 255 ), fontscale(contentFont, s(1)), contentFont, "left", "top", true, false, drawOverGUI ) dxDrawText( content, topX+theX, y, topX+x+s(column.width), y+dxGetFontHeight( fontscale(contentFont, scoreboardScale), contentFont ), tocolor( r or 255, g or 255, b or 255, a or 255 ), fontscale(contentFont, s(1)), contentFont, "left", "top", true, false, drawOverGUI ) At lines 750, 751 for player rows and 659, 660 for teams in the officially bundled scoreboard resource for the MTA server. It looks like you have to extend the drawing logic of this resource. I suggest you to try adding a cell-based color overwrite value that gets applied in all scenarios. Since that resource is written like a trainwreck, trying to please very special interests, I cannot guide you into a specific overhaul direction. You need to make sure that you apply proper book-keeping related to row removal and addition. Then you need to make the distinctions between player and team rows. It really looks like a mess, but good luck! Also that player count appears to be a basic configuration option for the dxscoreboard resource, so the resource you use does not seem to be that custom in hindsight.
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Hello eoL|Shady, let me continue our little chat we had through private messaging. Thank you for providing the image of your scoreboard resource. It looks like it is a customized dxscoreboard resource. There is even a player count included into the pane! Nice work. Since you are using a custom resource I am not sure how much of it is actually intact and what has changed in comparison to the original. Based on the original I would try using the #RRGGBB color coding as mentioned for the dxDrawText function to color the cell text content. You could even use the original dxscoreboard scoreboardSetColumnTextFunction clientside function to prefix the text content with a color code. Full red is #FF0000, full blue is #0000FF.
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You seem to provide conflicting information. There is no official IPL loader for MTA. Are you saying that you want something to work inside MTA multiplayer that does not work in single player to begin with?
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You can create the illusion of a bigger map by dynamically loading in-and-out the map. For example, in SP you have got the mission where CJ flies to Liberty City. By moving far away from the map, so much that the frustum cannot see it anymore due to the far-clip setting, you can load out the map and replace it. The dimensions feature was meant to allow multiple MTA maps placed on the same foundation of GTA:SA map. Thus the dimensions feature alone is not sufficient. Take a look at the following MTA scripting details: removeWorldModel engineReplaceModel engineRequestModel createObject createWater There is a really good MTA model library resource created by @FernandoMTAwhich can help you with dynamic model management. You could wait until MTA has worked out their own version of a GTA Trilogy based multiplayer mod. Since the GTA San Andreas Trilogy game is 64bits it can support a lot more and bigger mods than the old engine.
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That does not matter. MTA is trying to give you the best, most glitchless and open world at the same time. The complexity of achieving all three of these attributes is not to be taken lightly.
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The game engine is fixed to a 6000x6000 map size.
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I think you meant to do it, yes. But you used a "hitPlayer" variable which is not defined anywhere. I think you should change the line to... triggerServerEvent("chamarimagem", localPlayer, imagens) You still have to fix the ACL variable as well as implement the drawing of the image. You need to insert code into the onClientRender event handler. EDIT: the user has contacted me through private message because he is afraid of "making an essay".
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There appears to be another error that I missed inside of your server-side code. Here is a fix: addEvent("chamarimagem", true) addEventHandler("chamarimagem", root, function (theImages) local theGroup if isObjectInACLGroup('user.'..ACL, aclGetGroup("grupo1")) then theGroup = 1 elseif isObjectInACLGroup('user.'..ACL, aclGetGroup("grupo2")) then theGroup = 2 elseif isObjectInACLGroup('user.'..ACL, aclGetGroup("grupo3")) then theGroup = 3 else isObjectInACLGroup('user.'..ACL, aclGetGroup("semgrupo")) then theGroup = 4 end triggerClientEvent(client, "onClientSelectPlayerGroup", client, theGroup); end ) I wonder if you want to follow some basic Lua tutorials before starting full-fledged MTA development? You seem to hack things together, without logical connection. A big problem that is confusing me is the following part of your code: triggerServerEvent("chamarimagem", hitPlayer, imagens) Where did you copy it from and what were you thinking when you did?
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Don't worry! Try working with the template I posted above. Come back here if you encounter any further issues.
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Looks really great so far! I definitely recommend your resource to advanced modders if they want to get new models into the game. It has also become a good point for extensions using other resources that would depend on it. Once again I want to say: nice work!
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Oh, haha! I agree with you! This is a nice example how you can draw it at a different place than the game screen center. But make sure that the crosshair does really point at the location that the bullet will fly to. Not sure about the math but you will figure it out I guess, in the worst case using trial & error. You're welcome!
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Hello Emix, you could use the MTA community freecam resource to let the user see for himself how the rendered image looks on all kinds of game texture background. Just let him move the camera around and see if he likes the crosshair! crosshairs are typically drawn in the center of the game screen, the image itself being centered. I recommend you to use the dxDrawImage function to draw the crosshair along with the dxCreateTexture function to load the image into game memory. use the guiGetScreenSize function to get the size of the game screen. The middle of the screen is the halfed screen size. To get the centered-image-position just subtract the halfed image size from the centered image position. You can obtain the image size using the dxGetMaterialSize function.