qaisjp Posted August 14, 2012 Share Posted August 14, 2012 For object model replacement, model_id.extension can be used. In fact, instead of having vehicle names, use model ID. So instead of using :res/subdir/infernus.txd use :res/subdir/411.txd this way you support each and every model For maps, you can tell them that the maps have to be numbered Link to comment
Deltanic Posted August 14, 2012 Author Share Posted August 14, 2012 No... Just. NO. I have wat better plans for 2.0, don't underestimate my plans. Link to comment
kalyn Posted August 17, 2012 Share Posted August 17, 2012 Hi guys! Recently I downloaded the ModLoader so I can add some custom skins/vehicles/players. I don't know if ModLoader is the problem or this https://forum.multitheftauto.com/viewtopic.php?f=91&t=46805&sid=11272c796e17dc8628f732cba31b3d4c but since I made this two changes my server laggs (for fraction of seconds only depends how ofted the it do the lagg), even I lag and my server is on my computer, if it's the modLoader is there something that I can do, a streamer or something, begause the lagg is not huge, just a little but enough to get annoyed in 2-3 mins of play. My computer specs are: Intel 2 Core Quad Q8300 @ 2,50 GHZ (4 CPU's) 3 GB RAM 250 GB HDD On-Board Video Graphics NVidia GeForce 7100/ nForce 630i And the down/up speed on aprox 800km's is: Link to comment
Deltanic Posted August 17, 2012 Author Share Posted August 17, 2012 Is there any recognizable point where the lagg starts to happen? Link to comment
kalyn Posted August 17, 2012 Share Posted August 17, 2012 Is there any recognizable point where the lagg starts to happen? nope, it just 1 fraction of the second lag, somethimes it lags often sometimes rarrely, depends on on how the server wants Link to comment
Deltanic Posted August 17, 2012 Author Share Posted August 17, 2012 The serverside scripts of ModLoader are only active when the resource starts and when a player joins. After that, the client will replace the models. Thats basically the only activity. The issue might be related to MTA's and GTA's model replacing system. When there are a lot of custom models, MTA sometimes gets somewhat unstable or laggy. Not sure if this is your issue though. Link to comment
qaisjp Posted August 17, 2012 Share Posted August 17, 2012 viewtopic.php?f=108&t=46775#p465291 I solution to this is using a private server key file stored using "@filename" and downloading client models to priv folder. Link to comment
kalyn Posted August 19, 2012 Share Posted August 19, 2012 *sigh* I have another question, how to make modloader to start sendig the mods only after the player spawns, so the player can play on the server too before the mods are downloaded, or to download each mod at a time so the player don't get bored waiting to download 300MB for example , or if I can make both of dese it will be great Thanks! Link to comment
Deltanic Posted August 19, 2012 Author Share Posted August 19, 2012 Wait for the next version. Link to comment
kalyn Posted August 19, 2012 Share Posted August 19, 2012 Wait for the next version. I don't want to be rude but when do you think you can release the next version:) Its only informative Link to comment
Deltanic Posted August 19, 2012 Author Share Posted August 19, 2012 I don't know when, but expect it next month. Link to comment
JeriTron Posted October 22, 2012 Share Posted October 22, 2012 Does this not work on Police Cars? Link to comment
xTravax Posted October 22, 2012 Share Posted October 22, 2012 i put files in folder of vehicles and it doesn't work -__- Link to comment
Deltanic Posted October 23, 2012 Author Share Posted October 23, 2012 For xTravax: Make sure your filenames are correct: - Vehicles are replacing existing ones. If you want to replace the infernus, call your files infernus.txd and infernus.dff. - Entirely lowercase (infernus.dff is correct, Infernus.dff, infernus.DFF etc are NOT correct.) Also make sure that either ModLoader has permission to restartResource, or restart it manually after adding your mods. Link to comment
xTravax Posted October 23, 2012 Share Posted October 23, 2012 Remi-X when i add skin mod it works good but when i add example rancher in there i put it everything what is needed and i also do correctly putting in but it doest recognize or it crashes but its valid mod i checked twice Link to comment
Deltanic Posted October 23, 2012 Author Share Posted October 23, 2012 show me some screenshots of what you did Link to comment
Daedelus Posted October 30, 2012 Share Posted October 30, 2012 Remi-X, really appreciate the work so far! Made replacing cars a whole lot easier, especially with the "handling" file integration. Unfortunately I encountered a problem changing the police cars; - copcarla - copcarsf - copcarru these should be the right names (including .dff and .txd ofcourse). The rest of the cars still work, but these three will still use the original models and texture. Have you got a solution for that, or will this be fixed in the next version? Can't wait for the next version though Keep up the good work! Link to comment
MrCor Posted November 18, 2012 Share Posted November 18, 2012 THANK YOU The Script is very Good Link to comment
DeletedAccount1111 Posted December 2, 2012 Share Posted December 2, 2012 Yes hello. There's seem to be a problem where if you add a car (added a fix for some cars, the cars were almost the same model) the paintjobs only apply to old model parts (in my case, bodikits) Any fix in a future for this? EDIT: Images showing the errors Without paintjob With paintjob Link to comment
Tete omar Posted December 3, 2012 Share Posted December 3, 2012 That depends on where have you downloaded this vehicle from ? , and modloader is just loading the model you have assigned to afaik, you have to download another vehicle from a better source. Link to comment
DeletedAccount1111 Posted December 3, 2012 Share Posted December 3, 2012 http://www.gtagarage.com/mods/show.php?id=1007 It's just a simple fix for Uranus. What do you mean to download another vehicle Link to comment
Deltanic Posted December 3, 2012 Author Share Posted December 3, 2012 ModLoader is not causing this. It's your mod thats causing trouble. Please contact the author of that mod. Link to comment
xTravax Posted December 3, 2012 Share Posted December 3, 2012 I am now gonna complain on ModLoader. When you delete something ModLoader doesn't detect that is deleted and it doesnt delete in meta and it says like hydra.dff is missing resource modloader failed. so everytime i delete something of modloader i need to open meta and delete in there manually.Please fix it. Link to comment
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