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Creating elements


Antibird

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Hey there. This might be a bug I guess..

When I'm trying to create object or vehicle at the x/y of ( 0, 8000 ) everything goes well. However when I Increase the distance from the center of SA, like by setting "y" or "x" to 8500 or 9000 or further, it creates the element at about ~8200 all the time. Those "weird 8200" works in every direction, making a border around SA, giving me no chances to build up anything which doesn't fit that distance. Same for vehicles. Doesn't matter if it was created by script during the game or by *map file on resource start. Objects or vehicles can be moved further than 8200 after creation, but newly created appears to be placed within border.

I've tried that with several different resources so guess this hopefully can't be my own failure. Looking for anyone explaining me what's wrong.

P.S.

1. The "Z" value can be set to as many as you like. Only x and y causes the problem.

2. There is no problem with objects created client-side !

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Thanks, makes it clear. But also means I need to use some kind of workaround to place objects so far.. I guess no one is going to remove the limitation?

May I also ask another question. When you look through the window of a vehicle (like cockpit camera), the water and clouds disappear. It definitely was Ok in MTA dp2.2 and it is Ok in SAMP for example. Can this be solved by somehow?

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May I also ask another question. When you look through the window of a vehicle (like cockpit camera), the water and clouds disappear. It definitely was Ok in MTA dp2.2 and it is Ok in SAMP for example. Can this be solved by somehow?

turning on the cars light somehow fixes this bug

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  • 3 months later...

BUMP

Both problems still exist. The "unpleasant issues" 50p was talking about might be a random disappearing/reappearing of map objects for 'far placed' maps. I have no idea either this is because of MTA streamer or anything else, just would like to ask if MTA devs will ever try to fight this issue.

Second one is water/clouds invisibility while looking through the vehicle window. Switching on the vehicle light helps to avoid it, but there should be an "ordinary" solution. Once again, the bug never appeared in MTA 'dp' versions.

Should both requests been put on bugtracker, by the way?

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BUMP

Both problems still exist. The "unpleasant issues" 50p was talking about might be a random disappearing/reappearing of map objects for 'far placed' maps. I have no idea either this is because of MTA streamer or anything else, just would like to ask if MTA devs will ever try to fight this issue.

Second one is water/clouds invisibility while looking through the vehicle window. Switching on the vehicle light helps to avoid it, but there should be an "ordinary" solution. Once again, the bug never appeared in MTA 'dp' versions.

Should both requests been put on bugtracker, by the way?

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theres another "bug" in GTA (not only MTA). if you get player too far from center (i dunno how far), when your player are chaning its position it.. shakes.. in vehicle/on foot, no difference..

and about "Z" limits. I was unable to set Z position to 70 000 000, but 700 000 works ok. however, this fits my needs xD (few hours of player free falling)

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theres another "bug" in GTA (not only MTA). if you get player too far from center (i dunno how far), when your player are chaning its position it.. shakes.. in vehicle/on foot, no difference..

and about "Z" limits. I was unable to set Z position to 70 000 000, but 700 000 works ok. however, this fits my needs xD (few hours of player free falling)

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theres another "bug" in GTA (not only MTA). if you get player too far from center (i dunno how far), when your player are chaning its position it.. shakes.. in vehicle/on foot, no difference..

Yep, this is a headache. It's quite comfortable to stay within 30-40k away of the 'world center' thought. Also noticeable not only on movement, but when rotating the camera too.

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theres another "bug" in GTA (not only MTA). if you get player too far from center (i dunno how far), when your player are chaning its position it.. shakes.. in vehicle/on foot, no difference..

Yep, this is a headache. It's quite comfortable to stay within 30-40k away of the 'world center' thought. Also noticeable not only on movement, but when rotating the camera too.

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By some reasons I need all that space, the "shaking" bug is not a problem at all actually while staying within some optimal limits away of SA, but the objects "blinking" is a critical thing for me to deal with ( and the "glass" problem). If only you could fix that by somehow or suggest any kind of solution.. well.

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By some reasons I need all that space, the "shaking" bug is not a problem at all actually while staying within some optimal limits away of SA, but the objects "blinking" is a critical thing for me to deal with ( and the "glass" problem). If only you could fix that by somehow or suggest any kind of solution.. well.

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256 kU².

I say thank you, Captain robhol for such a useful calculation.

OK, i don't know a solution, but could you tell me for WHAT you need all that space? ~16km^2.. I'm curious about this

Not sure if it make any sense here and now, but I'm one of those who likes flying in virtual environments and MTA gives me a wonderful chance to make my own.

That's just my own motivation.

Anyway, I'll just put my little problem on bug-tracker I guess.

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256 kU².

I say thank you, Captain robhol for such a useful calculation.

OK, i don't know a solution, but could you tell me for WHAT you need all that space? ~16km^2.. I'm curious about this

Not sure if it make any sense here and now, but I'm one of those who likes flying in virtual environments and MTA gives me a wonderful chance to make my own.

That's just my own motivation.

Anyway, I'll just put my little problem on bug-tracker I guess.

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you can create larger environments if you warp the player to another dimensions when they reach the edge of the world. For a flight-sim this would be ideal, and could let you create infinitely large worlds. Just imagine a grid with each dimension laid out next to each other - go off the left edge of dimension 0 and you'll end up at the right edge of dimension 1 for example. This should be possible to do in a way that the user hardly notices as what they'd be seeing there would be sea. Even better, make it get very foggy when you start getting near the edge of the world and you shouldn't notice at all.

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you can create larger environments if you warp the player to another dimensions when they reach the edge of the world. For a flight-sim this would be ideal, and could let you create infinitely large worlds. Just imagine a grid with each dimension laid out next to each other - go off the left edge of dimension 0 and you'll end up at the right edge of dimension 1 for example. This should be possible to do in a way that the user hardly notices as what they'd be seeing there would be sea. Even better, make it get very foggy when you start getting near the edge of the world and you shouldn't notice at all.

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Thank you for suggesting eAi, but you've just described the way my world is made and works :wink: The part of project I'm working on since MTA dp 2.2.

Right at the moment I actually need 3 things:

1. 1st is the topic subject. Making a world of "tiles" 60x60 km (kUnits) is more preferable than doing the same with 16x16 ( <- 8 km "edge" fit )

2. The way to hide out (destroy, delete, non-display, remove collisions, whatever else ) the SA native landscape to "clear up" new areas for other purposes (custom landscapes and so on) OR If case of this point fail, I'd need handling functions ( which I hope to come in v 1.2 ) to extend aircrafts height limit and make new tile above the SA.

3. Is the topic second subject, the one about glass weird transparency.

Thank you once again, those who participated in discussion. If anyone of MTA team could give an answer of which of my requests may be solved one day, I'd be really thankful for it. Well, even if something is impossible to implement, still I'd like to know to think up a solution by myself probably.

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Thank you for suggesting eAi, but you've just described the way my world is made and works :wink: The part of project I'm working on since MTA dp 2.2.

Right at the moment I actually need 3 things:

1. 1st is the topic subject. Making a world of "tiles" 60x60 km (kUnits) is more preferable than doing the same with 16x16 ( <- 8 km "edge" fit )

2. The way to hide out (destroy, delete, non-display, remove collisions, whatever else ) the SA native landscape to "clear up" new areas for other purposes (custom landscapes and so on) OR If case of this point fail, I'd need handling functions ( which I hope to come in v 1.2 ) to extend aircrafts height limit and make new tile above the SA.

3. Is the topic second subject, the one about glass weird transparency.

Thank you once again, those who participated in discussion. If anyone of MTA team could give an answer of which of my requests may be solved one day, I'd be really thankful for it. Well, even if something is impossible to implement, still I'd like to know to think up a solution by myself probably.

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