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the COL engine must be review ???


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yes the custom models system is unstable, but the big weak point is the COL (collision) system.

In my new map I mix 2 resources that replace collision, texture and models, Why ? Because one of my resource is used in some of my maps and It will be great to download it only one time and the other is to test the map scripts and have a control on them.

BUT

look like MTA cant handle this, the map begin , I restart the 2 resources and some collision disapear on the custom models.

The texture = ok

model = ok

collision = FAIL

But the thing most strange and disturbing is this :

grrr.png

Some default gta sa objects lose their collision ... What the Hell ! :shock:

This is client side so you must restart your MTA to solve this.

SO

if you go on the next map , the collision will not be returned and the chat box will start to fill with WTF.

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yes the custom models system is unstable, but the big weak point is the COL (collision) system.

In my new map I mix 2 resources that replace collision, texture and models, Why ? Because one of my resource is used in some of my maps and It will be great to download it only one time and the other is to test the map scripts and have a control on them.

BUT

look like MTA cant handle this, the map begin , I restart the 2 resources and some collision disapear on the custom models.

The texture = ok

model = ok

collision = FAIL

But the thing most strange and disturbing is this :

grrr.png

Some default gta sa objects lose their collision ... What the Hell ! :shock:

This is client side so you must restart your MTA to solve this.

SO

if you go on the next map , the collision will not be returned and the chat box will start to fill with WTF.

I agree.

But, MTA SA 1.1 Progress is about 75%, that 25%, are the bugs that MTA Team have to review, I think this will be fixed.

But, Engine functions isnt a easy part for MTA Team, I am seeing MAAAANYYY engine bugs.

These are:

When you join the game, textures have been loaded sussessfuly, but on restart, it wont be loaded / they'll be white-textures.

DFF collisions on cars 're not working

DFF wont be loaded sussessfuly for some cars (it will crash to some server players)

.map file wont be loaded sussessfuly if you're on a custom DFF / TXD Track, I mean biiig maps with many elements (MTA will crash).

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because bugs are... are... A LOT...

lol well , if you use low poly + a working IDs like 2053 the collision will stay there, of course the collision will disapear If you go in another interior or another dimension. With less than 8 players the game FPS is ok, but try the map with 40 players ... :oops:

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objects:

txd - bad support -- white textures

dff - normal support -- dff with no problems encountered

col - collision = bad support -- sometimes passes through the object

Crash - often crashes or does not load and I do not know what it is connected :?

Cars:

txd - bad support -- white textures

dff - bad support -- does not support collision in dff

Crash -because of the time crash from the game

I hope the MTA team to fix these problems .

Please Fix This Problems.

500 post :)

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objects:

txd - bad support -- white textures

dff - normal support -- dff with no problems encountered

col - collision = bad support -- sometimes passes through the object

Crash - often crashes or does not load and I do not know what it is connected :?

Cars:

txd - bad support -- white textures

dff - bad support -- does not support collision in dff

Crash -because of the time crash from the game

I hope the MTA team to fix these problems .

Please Fix This Problems.

500 post :)

mmmmmm crash =

-too many polys on the col

-too many polys on the col shadow (warning very low polys count)

*-bad converted objects (convert to editable patch then convert to editable mesh , we are in a game and in a game we play with triangles)

not load =

-vertex color error

*-too big object

-bad converted objects

-bad object (when you attach objects in 3ds max and the mesh is ... is ugly)

I will add :

-txd object = missing texture are back in *MTA 1.0.5* (I say missing and no white , because what is white is the color model

, it can be blue, red ...)

-DFF object = missing features on the *breakable objects* and texture animation

-Col object = the worst of all , if you are too far away on some IDs , the collision disapear + the collision on default gta sa objects can disapear if the resource is restarted (random ! the jump is well liked for this problem LOL) and it will destroye the MTA Client. (need to restart)

*cars DFF = crash when the cars have too many polys (in gta sa solo its ok)

cars col = this is simple , you cant , you cant make a giant car , because the col cant be replaced.

cars txd = missing texture

car dummys misplacement

* or *bla bla bla* = those I'm not 100% sure about them, because I did not have enough testing

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  • 4 weeks later...

Found new bug:

/restart command for TXD scripts.

How does restart work:

Simple, it stops and starts the resource.

When the resource stops, MTA unload the TXD file used on the resource that was running, and when the resource starts again, the unloaded txd file keeps unloading and the resource starts without importing the TXD file, so if you will restart a resource, use /stop, wait 5 seconds and start the resource again.

Another bug:

Modificated object will dissapear sometimes if it's big and it's near 40 elements.

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Another bug:

Modificated object will dissapear sometimes if it's big and it's near 40 elements.

40 elements specifically? Not 39 or 41? It's more likely a problem with the custom object/script (such as the bbox for the original object being off-screen or the object exceeding the maximum stream distance) than a certain number of adjacent elements.

I haven't experienced the problem you mentioned with restarting scripts that use custom TXD's, works fine for me, nor have I experienced the COL issue Benox posted about on my own custom models. But I would love to see more support and functionality for custom models in MTA, there's a whole realm of creativity there which can't really be realised until all these issues are ironed out. All in good time, I guess :)

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It would be nice if some of the people demanding fixes considered trying to fix the bugs themselves? You're presumably able to code as you've written scripts.

I know that's not a reasonable route for everyone, but there does seem to be a lot of moaning about bugs - as the expression goes - if you want something done, do it yourself.

And bugs should be reported on Mantis, not here. Though it's perfectly fine to discuss bugs here, but they should always be on mantis too.

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  • 2 weeks later...
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