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FernandoMTA

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  • 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

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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?

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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?

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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
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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.

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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?

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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?

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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!

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  • 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.

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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)

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