Jump to content

FernandoMTA

Recommended Posts

  • 2 months later...

After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now.

https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0

 

The custom map editor has also been updated! The previous version was broken (sorry).

https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor

 

I'll try to get back to pushing regular updates :P

  • Like 1
Link to comment
On 9/8/2023 at 12:28 AM, FernandoMTA said:

After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now.

https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0

 

The custom map editor has also been updated! The previous version was broken (sorry).

https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor

 

I'll try to get back to pushing regular updates :P

When will the loading of standard model scripts on the new id be fixed?

Link to comment
2 hours ago, FernandoMTA said:

i don't understand your question 

Your script specifies the id of the standard car, presumably the new car should take over all the properties of that car. For example, bagboxa/b swivel wheels, tractor/tow truck hooks, police helicopter lights, zr 350 headlights, swat/firetruck water cannon, rhino cannon and finally the ability to hook trailers (unitvan, luggage, linerun, petro, rdtrain). BUT the loading of these very properties does not occur in new cars. Will this be fixed in the future?
If not, how can I fix it on my own?

Link to comment
2 hours ago, Lance_Delmago said:

Your script specifies the id of the standard car, presumably the new car should take over all the properties of that car. For example, bagboxa/b swivel wheels, tractor/tow truck hooks, police helicopter lights, zr 350 headlights, swat/firetruck water cannon, rhino cannon and finally the ability to hook trailers (unitvan, luggage, linerun, petro, rdtrain). BUT the loading of these very properties does not occur in new cars. Will this be fixed in the future?
If not, how can I fix it on my own?

That is a bug, see https://github.com/multitheftauto/mtasa-blue/issues/1861

I don't know if it will be fixed in the future, you can ask in MTA development discord (it's been discussed in the past).

 

It's very disappointing, I know how it feels 😢

Edited by FernandoMTA
Link to comment
50 minutes ago, FernandoMTA said:

That is a bug, see https://github.com/multitheftauto/mtasa-blue/issues/1861

I don't know if it will be fixed in the future, you can ask in MTA development discord (it's been discussed in the past).

 

It's very disappointing, I know how it feels 😢

It's sad that it won't work out that way :(
Is it possible to add NEW cars with these properties, but not use your resource? Others somehow managed to implement it.

Link to comment
2 hours ago, Lance_Delmago said:

It's sad that it won't work out that way :(
Is it possible to add NEW cars with these properties, but not use your resource? Others somehow managed to implement it.

And is it possible, with the help of a separate resource, to still force the scripts of the parent model to be loaded from the new one?

  • Sad 1
Link to comment
2 hours ago, FernandoMTA said:

I'm sorry but that's not possible. This stuff is hard coded in the game and we need help of MTA contributors to make it possible.

Wait, do I need to edit the game code or the MTA client/server code? The js team  managed to add 9 tractors to its project. And in addition, there are no files handling, vehicles, carcols, carmods and other in their client gta.
Is it possible to decompile a ready-made custom Mta client if it loads scripts default SA cars?

Link to comment
1 hour ago, Lance_Delmago said:

Wait, do I need to edit the game code or the MTA client/server code? The js team  managed to add 9 tractors to its project. And in addition, there are no files handling, vehicles, carcols, carmods and other in their client gta.
Is it possible to decompile a ready-made custom Mta client if it loads scripts default SA cars?

MTA is open source. Anyone can make a "fork" of the codebase. Search mtasa-blue on GitHub and visit the MTA development discord. It's not an easy task though!

Link to comment
  • 3 months later...

It's possible to have custom new vehicle & skin models in the Freeroam default MTA gamemode while not replacing any GTA vehicles or skins!

Download & Instructions: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-freeroam

  • detects all mods you have added in your newmodels resource so you don't have to edit the lists (XML) manually
  • runs this procedure automatically when you start the freeroam_newmodels resource
  • there is a command for you to scan for new models and update the lists
  • involves very few code changes to the original freeroam resource
  • works flawlessly with newmodels, syncing the models of your server's vehicles & skins to every player automatically

PS. The concept is very similar to what I did for newmodels Map Editor.

Link to comment
49 minutes ago, FernandoMTA said:

Sorry, I usually don't accept Discord friend req out of the blue. Send me a forum PM :-)

Sure thing

(problem is I can't, think I need 20 posts to able to send a PM. Discord is more convenient nonetheless, but I'll try to get a workaround)

Link to comment
  • 4 months later...
On 15/01/2024 at 00:57, FernandoMTA said:

It's possible to have custom new vehicle & skin models in the Freeroam default MTA gamemode while not replacing any GTA vehicles or skins!

Download & Instructions: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-freeroam

  • detects all mods you have added in your newmodels resource so you don't have to edit the lists (XML) manually
  • runs this procedure automatically when you start the freeroam_newmodels resource
  • there is a command for you to scan for new models and update the lists
  • involves very few code changes to the original freeroam resource
  • works flawlessly with newmodels, syncing the models of your server's vehicles & skins to every player automatically

PS. The concept is very similar to what I did for newmodels Map Editor.

Hello, i have a question. When i put newmodels engine and freeroam_newmodels on the server, i have a problem. Car in game doesn't spawn. Maybe I'm just missing something? 

Link to comment
17 hours ago, teyasacu said:

Hello, i have a question. When i put newmodels engine and freeroam_newmodels on the server, i have a problem. Car in game doesn't spawn. Maybe I'm just missing something? 

Maybe you are missing something, I can't know.

Give me more information :-))

Link to comment
  • 5 weeks later...
On 08/09/2023 at 02:28, FernandoMTA said:

After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now.

https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0

 

The custom map editor has also been updated! The previous version was broken (sorry).

https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor

 

I'll try to get back to pushing regular updates :P

Hello, why is the link to the map editor not working?

Link to comment
  • 4 weeks later...
  • 2 months later...

Hello! Thanks for your work. We literally just updated our systems to Newmodels Reborn yesterday. So far, it's performing well with 120 players online. We've replaced over 20+ motorcycles. There are occasional crashes and client crashes, but I think it's due to the model weight.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...