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A proposed solution to the modding problem


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Im not asking you to do this, or making you. I just simply ask that you take this into consideration as i, like many others is the voice of the common player, of which whom uses your mod. There is a reason (actually several xD) that i hate SAMP, one of them being mod intolerance. Before you assume that I am a cheater, read this. Car models require a handling or ide line that goes with it to make it work, or else your car scrapes the ground or the wheels are too large etc. Then, there are the ppl that think that all handling changers are the scum of the community and that they do this to cheat. I have a possible solution. Is it possible to set a parameter as to what value something can be? i.e. 0

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I guess they can integrate models for cars, weapons and such into MTA Center, have the server admins download the resources and have maps made for using those resources.

Or they can create a dedicated model database and map designers can use those avaiable resources and integrate them in their maps, which would almost eliminate the duplication of models and wasting of space/traffic.

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  • 2 weeks later...

it goes like this:

Your mods must be in a certain format to work with MTA. They dont go into your .img or anything, but you keep your .txd and .dff (and .col where applicable) and MTA can load them on the fly. However, they are part of the resource. This means that a gamemode, map or script includes some models which are imported via scripting from the server. Clients will NOT be able to have their own custom mods - you have to get them from the server as part of a resource.

All of this uses MTA's own engine to import mods. At this time, it can load and unload object and vehicle models on the fly upon request. Unfortunately, handling currently cannot be modified. Its something QA have requested, but has been postponed for R2 because we have other issues which much higher priority.

I for one certainly look forward to handling support - expect to see it soon (after first release).

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you say its impossible to to have modded models without modding the whole of hangling. well if you what you are doing this is very easy to avoid. for example the only things that you need to mod in the handling config for the model to work correctly are the size parameters. if you keep some thjings the same like the max speed, acceleration, weight, suspension etc. then that can hardly be called cheating. effectevly you still have the same car only in a new skin.

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i understand how this works now. im just replying to ivans comment. there are in fact, certain cars that look strange if its handling is not implemented. i learned the handling code language and i can change the speed and stuff without programs. but say for instance. here is an example. the 1964 mustang mod (which i use on the stallion) relies on its handling. idk what part causes this, but it looks unnaturally high, like how gangters ruin muscle cars and make them jacked up. but with teh custom handling it appears normal. well, i trust that there will be support for custom handling in the server. even if not, i will still play. MTA > SAMP in all aspects.

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no you havent quite understood what i meant, you said you understand what you are modding, speed and etc well if you keep the speed, acceleration and some other things the same and only change the numbers that make the mod appear normal just like you said ride height for example and size and what ever

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