WillChris Posted June 26 Share Posted June 26 Hello, I create the map in the editor, I can position the objects perfectly, but when I save the map the game does not recognize the ids, the object is in the .map but it is not being loaded by the game, Link to comment
FernandoMTA Posted September 7 Author Share Posted September 7 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 1 Link to comment
Lance_Delmago Posted September 9 Share Posted September 9 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 When will the loading of standard model scripts on the new id be fixed? Link to comment
FernandoMTA Posted September 10 Author Share Posted September 10 16 hours ago, Lance_Delmago said: When will the loading of standard model scripts on the new id be fixed? i don't understand your question Link to comment
Lance_Delmago Posted September 10 Share Posted September 10 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
FernandoMTA Posted September 10 Author Share Posted September 10 (edited) 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 September 10 by FernandoMTA Link to comment
Lance_Delmago Posted September 10 Share Posted September 10 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
Lance_Delmago Posted September 10 Share Posted September 10 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? 1 Link to comment
FernandoMTA Posted September 11 Author Share Posted September 11 10 hours ago, Lance_Delmago said: 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? 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. 1 Link to comment
Lance_Delmago Posted September 11 Share Posted September 11 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
FernandoMTA Posted September 11 Author Share Posted September 11 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
FernandoMTA Posted Sunday at 19:42 Author Share Posted Sunday at 19:42 v3.3.0 released! https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.3.0 PERMANENT SOLUTION (NON-LAGGY) TO VEHICLE HANDLING FOR ADDED MODELS Thank you @Grafu and @botder for creating and merging mtasa-blue PR #1935 respectively, which now allows clients to set vehicle handling, thus making synced new-model vehicle handling work! Link to comment
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