diegofkda Posted March 15, 2011 Share Posted March 15, 2011 (edited) Bugs: Is not possible to make a public place (detailed like enterable skyscraper, or a big boat enterable), Map Editor wont load it or it will lag server. engineReplaceModel replaces anything and does not import vehicle collisions For some maps, city lags (objects fade in and out, getting 1 fps using modern computers) Map Editor doesnt save sometimes MTA SA 1.0.4 and 1.0.3 suck in FPS (FPS isnt estable there) more than 8 coronas lag all coronas Replacing vehicle DFF causes timed out Replacing vehicle DFF sometimes closes game with cars fortune and all emergency cars Sometimes, Freeroam Map never appears Some objects crash the server Scaling images fails sometimes Attaching more than 50 objects to an object moving causes lags after 5 minutes (sometimes it happens) setVehicleHeadLightColor, using timers it starts to spam logfile (but they work correctly) DFF and TXD wont replace if they are not in map (i.e. replacing wheels) These bugs have to be FIXED before work with LOD models of course Edited March 17, 2011 by Guest Link to comment
Towncivilian Posted March 15, 2011 Share Posted March 15, 2011 If you can provide detailed steps to reproduce these issues, please report the issues on the bug tracker (you may have to select "Multi Theft Auto : San Andreas" from the Projects drop-down menu at the top right for this page to work). Some of your bugs may have already been reported, too; you can check the roadmap page to check. Link to comment
Deltanic Posted March 16, 2011 Share Posted March 16, 2011 function timer1() thetimer1 = setTimer (timer2, 1000, 1) end addCommandHandler ("crashserver", timer1) function timer2() thetimer2 = setTimer ( timer1, 1000, 1) end crash the server Are you f*cking serious? That is SUPPOSED to crash. I'd rather call it computer instability than a bug made by MTA. Link to comment
diegofkda Posted March 16, 2011 Author Share Posted March 16, 2011 function timer1() thetimer1 = setTimer (timer2, 1000, 1) end addCommandHandler ("crashserver", timer1) function timer2() thetimer2 = setTimer ( timer1, 1000, 1) end crash the server Are you f*cking serious? That is SUPPOSED to crash. I'd rather call it computer instability than a bug made by MTA. No, with that i crashed KoG and Xtreme-Players freeroam :l Link to comment
Deltanic Posted March 16, 2011 Share Posted March 16, 2011 Learn english. As I said, that script is supposed to crash since it's an infinite, fast looping, instable process. That's not a MTA bug, it's the law of computers. Ofcourse MTA could make "deny" thing for that, but MTA is about the game, not about computer limitations. You can make a denier for that easily by yourself. Link to comment
diegofkda Posted March 17, 2011 Author Share Posted March 17, 2011 Learn english. As I said, that script is supposed to crash since it's an infinite, fast looping, instable process. That's not a MTA bug, it's the law of computers. Ofcourse MTA could make "deny" thing for that, but MTA is about the game, not about computer limitations. You can make a denier for that easily by yourself. I think i have enough english knowledge talking on real life ffs But yeah i failed saying it was a bug, so ignore that lol Link to comment
Faw[Ful] Posted March 20, 2011 Share Posted March 20, 2011 These bugs have to be FIXED before work with LOD models of course Yea, agree. Here is another example of more or less detailed bug : if the opacity of custom objects is below about 60 (approximately), they will be invisible. Same for the opacity mask (texture with a gradient of transparency). It is difficult to make a gradient of light for example. An object with an opacity of 70 for example will be translucent, but most other things we use will not be visible through our translucent object and it may depend on the angle of view. Link to comment
diegofkda Posted March 21, 2011 Author Share Posted March 21, 2011 (edited) These bugs have to be FIXED before work with LOD models of course Yea, agree. Here is another example of more or less detailed bug : if the opacity of custom objects is below about 60 (approximately), they will be invisible. Same for the opacity mask (texture with a gradient of transparency). It is difficult to make a gradient of light for example. An object with an opacity of 70 for example will be translucent, but most other things we use will not be visible through our translucent object and it may depend on the angle of view. here another: Shadow wont show if youre on a custom DFF (RUNNING WITH LOW RESOLUTIONS!!) Edited March 23, 2011 by Guest Link to comment
Faw[Ful] Posted March 21, 2011 Share Posted March 21, 2011 These bugs have to be FIXED before work with LOD models of course Yea, agree. Here is another example of more or less detailed bug : if the opacity of custom objects is below about 60 (approximately), they will be invisible. Same for the opacity mask (texture with a gradient of transparency). It is difficult to make a gradient of light for example. An object with an opacity of 70 for example will be translucent, but most other things we use will not be visible through our translucent object and it may depend on the angle of view. here another: Shadow wont show if youre on a custom DFF Which shadow , what do you mean diegofkda ? Link to comment
diegofkda Posted March 21, 2011 Author Share Posted March 21, 2011 Yea, agree. Here is another example of more or less detailed bug : if the opacity of custom objects is below about 60 (approximately), they will be invisible. Same for the opacity mask (texture with a gradient of transparency). It is difficult to make a gradient of light for example. An object with an opacity of 70 for example will be translucent, but most other things we use will not be visible through our translucent object and it may depend on the angle of view. here another: Shadow wont show if youre on a custom DFF Which shadow , what do you mean diegofkda ? talking about original SA shadows... vehicle and player shadow wont show if you are on a custom DFF Link to comment
Faw[Ful] Posted March 22, 2011 Share Posted March 22, 2011 (edited) You Wrong Edited March 22, 2011 by Guest Link to comment
Deltanic Posted March 22, 2011 Share Posted March 22, 2011 Objects do not have shadows at all. The lightning they have, is done in 3DSMax with Pre-Lighting. The shadow you see there is generated by ENBSeries. And of the car: that one is actually dynamic indeed, so that one should change with a new DFF if I'm not wrong. But vehicles have also shadows embedded as Diego says. These shadows aren't reflected on the road, or they're used to reflect on the road. Not sure. What I do know, is that the shadow sort of smoothens the polys of your car. You get THIS effect if you scale the model, but not the shadowmodel. Link to comment
diegofkda Posted March 23, 2011 Author Share Posted March 23, 2011 You Wrong oh it is dynamic because you are running your GTA with high resolution and ENBSeries mod. Try run with low resolutions and you wont see any shadow Link to comment
Deltanic Posted March 23, 2011 Share Posted March 23, 2011 Try run without ENB and you wont see any shadow Resolution has nothing to do with shadows Link to comment
diegofkda Posted March 23, 2011 Author Share Posted March 23, 2011 Try run without ENB and you wont see any shadow Resolution has nothing to do with shadows Yes it has. When you run your GTA game with high resolution, you will not see shad_car texture (a kind of DFF and TXD attached to vehicle), the same thing happens (if im not wrong) with high visual treatment. Link to comment
Deltanic Posted March 23, 2011 Share Posted March 23, 2011 Resolution = size of your screen. Default is 800*600*32, maybe you recognize that number. What you mean is Visual FX Quality, if that is low, a shadow-file will be used ONLY for cars. If it's set to high, you will get volumetric shadows, ONLY for for cars. And I'm running on a low quality too, but I do see the shadow file underneath modified cars. Link to comment
diegofkda Posted March 23, 2011 Author Share Posted March 23, 2011 Resolution = size of your screen. Default is 800*600*32, maybe you recognize that number.What you mean is Visual FX Quality, if that is low, a shadow-file will be used ONLY for cars. If it's set to high, you will get volumetric shadows, ONLY for for cars. And I'm running on a low quality too, but I do see the shadow file underneath modified cars. I know the resolution is the size of game screen, but i have max resolution (cant remember number) and it doesnt shows shadow file, having low FX quality (shadow will be a TXD if i set it to default or less). That is not what i am talking about, i was talking about car shadow and headlight image (it is in practicle.txd file) wont show (for the shadow, wont show in low resolutions) if im on a custom DFF. It isnt a major bug i know, but i think it can be fixed Link to comment
Deltanic Posted March 24, 2011 Share Posted March 24, 2011 Yes, I actually DO talk about what you want. I just didn't know the correct filename, so I used "shadow file". There's just one, so that would be automatically particle.txd. And that TXD does not interact with any DFF. It's just a bug in the game itself, not from MTA. See too, that seems to have the problem either: on the singleplayer. Yes, modded shadow. But I don't think it's modded to be bigger... Link to comment
Faw[Ful] Posted March 24, 2011 Share Posted March 24, 2011 Open your particle.txd and you can understand alot of things ( I will use the name of the pictures in the particle.txd in gta sa root folder in models folder ) Yes the shad_rcbaron , shad_ped , shad_heli , shade_car ... doesnt appear on a custom DFF AND on a gta sa default object you use in your map , so they work only on native sa object (the objects of the gta sa map we CANT move) but these arent important for me , the most important of them that doesnt work of course is the car headlights and the Shad_exp. The shad_exp is a kind of poor dynamic light in gta sa like this : look the effect of light on the ground , thats not very realistic , but its better than nothing and nothing show on custom DFF and all the objects you use in your map. I dont care of the shade_car , put your graphic FX or wathever on very hight in this old 2005 game and enable the shadow in enb serie or another shadow mod and you have your car shadow (better than the shade_car and other shad vehicle) The lamp_shad_64 (why 64 lol) Work on the custom DFF and all the objects you use in your map, this is the car headlights effect, but in the air. The car headlights is important also, because MTA can change is color and its cool , maybe MTA can change colors of other TXD picture or maybe sharing them in the client side ... why not ? To see the shad_exp effect go in the MTA map editor and find the object bollar light or other objects with an light and move it on the ground of the gta sa map and look the effect. After try it on a object you place in your map and look , where is the effect ? Have fun ! Link to comment
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