kurta999 Posted August 2, 2013 Share Posted August 2, 2013 This project is still active? Look's very good! Link to comment
kurta999 Posted August 10, 2013 Share Posted August 10, 2013 Then why not any updates since 2 monts? Link to comment
ixjf Posted August 10, 2013 Share Posted August 10, 2013 (edited) The project is still under development, but that doesn't mean there have to be new announcements every week. EDIT: The_GTA just resumed development on MTA:Eir. He was working on a MTA:Lua Interpreter, as you can probably see above by videos. Edited October 13, 2013 by Guest Link to comment
kurta999 Posted August 25, 2013 Share Posted August 25, 2013 I have got three question about this project: I saw there was noted the GTA building/object crash fixed and the object pool limit is increased to 4000. So in EIR I can use 4000 objects at same time without any crashes? Because this would be the biggest bugfix ever. (If not 4000, then 1000-2000 would be fine without crash) About buildings, I try to use buildings in MTA, but some objects doesn't use collisions, some yes. So made this working also would be big update. And CPhysicalSA::ProcessCollision is crashes for me. And another thing would be try to make SetObjectScale() scale object collision. This would be new revolution for mappers and all MTA servers. Link to comment
qaisjp Posted October 3, 2013 Share Posted October 3, 2013 Yep, kurta999. 4000 simultaneous objects. I'm not experienced with green but from my experience with the_gta I'm not sure that scaling object collisions is within the scope of the renderware engine. Link to comment
zero Posted October 13, 2013 Share Posted October 13, 2013 Nice, great job and good luck. Link to comment
jRT5F65x Posted November 15, 2013 Share Posted November 15, 2013 Hi, I just wanted to show interest in what Causeless said, in the quote below. Also, I note you mentioned you replaced some of the default SA models - is it possible to now just go over and ahead of the SA limits are are we still currently ground in the reality of the hard brick wall once we want more objects or models loaded in? Also, is it possible to remove the old SA map completely? I would like to know this too, so please do tell! Link to comment
ixjf Posted December 2, 2013 Share Posted December 2, 2013 There have been many updates in the repository and I've been in contact with The_GTA.. Let me quote some of the recent commits: - reversed the engine entity render logic - the GTA:SA engine can now render an infinite amount of entities at once - improved streamer sector definitions (now Streamer::streamStaticSectorEntry has proper member names) - added various engine Lua functions - fixed various bugs - fixed object collisions (just had to add support back for referenced coll files. I love this streaming system!) - extended GTA:SA streaming entity garbage collection service, due to a limitation to 1000 streaming entities, the engine could not display more than 1000 objects, buildings and dummies at once. by removing that limit, GTA:SA displays very clearly - reverse engineered some world functions (CWorldSA) - fixed my archive loader - localized the CRunningScript hook into game_sa - improved list macros (rwlist.hpp) - improved CCameraSAInterface (offsets realigned, pls verify) - fixed animation loading bugs (some incompatibilities resolved) - split the streaming logic into seperate files for easier maintenance - updated MTA:Lua Interpreter -- improved the OpenGL driver -- added JPEG support -- added some Win32 functionality - reverse engineered GTA:SA world caching system (CCacheSA) it is based on a CINFO.BIN file that contains the most important details about a GTA:SA total conversion. Rockstar Games removed the CINFO.BIN feature (slowing down engine loading) to make GTA:SA modding possible. Guys, they do not want to screw us over! - reverse engineered car group loading (CCarGroups.SA) - created CFileUtilsSA for special GTA:SA file management functionality - researched more on collision loading and management (CColModelSA) - reverse engineered GTA:SA Sectorization -- reverse engineered quad tree nodes -- reverse engineered IPL/COL sector handling -- discovered and engineered the CStreaming::Update function that is streaming the whole world every frame. Now we know how to keep specific sectors of the game world alive if we need to (multi camera support possible). Setting a streaming entity to CGameSA::SetCenterOfWorld is no longer crash-prone. - removed some hooks in CMultiplayerSA in favour of CGameSA logic. - reverse engineered POPCYCLE.DAT loading (CPopulationSA) - added memory functions to the RenderWare export set (CRenderWareSA) - reverse engineered GTA:SA sectorized entity streaming (CStreamerSA) - fixed various bugs in my code (e.g. heading calculation in CPlaceableSA) - reverse engineered the GTA:SA pathfind node management (CPathFindSA) Link to comment
kurta999 Posted December 2, 2013 Share Posted December 2, 2013 LOL! Very nice! In the nead future will be Nightly for this updated Eir patch? Anyway would be very good add ability to create buildings (like in IPL, + with LOD option) and better lod system for objects. Link to comment
Deltanic Posted December 15, 2013 Share Posted December 15, 2013 Some amazing pictures of Eir of a test we did yesterday: Entire map rendered at day. Entire map rendered at night. Too bad this turdish forum software won't downscale the images when I simply place them here. We did this by applying a VERY high draw distance, 200 thousand units to be exact. This is the awesome result. As you can see theres still a small issue rendering the fake sea, but this is to be fixed very soon. Nonetheless, the result is stunning Link to comment
Tails Posted February 5, 2014 Share Posted February 5, 2014 (edited) Looks awesome. Any updates? If it's possible I would like to volunteer myself as beta tester Edited February 6, 2014 by Guest Link to comment
ixjf Posted February 5, 2014 Share Posted February 5, 2014 It has been having updates all this time. Currently The_GTA is busy with exams but in about two weeks he'll resume work on the so awaited merge with the Eir fork. Link to comment
Tails Posted February 6, 2014 Share Posted February 6, 2014 I am someone who makes a lot of custom areas and custom objects so to me it's important the objects don't disappear out of sight. I'm Also hitting the object limit almost every time which is really annoys me so really looking foward to the release of this mod. Link to comment
Ren_712 Posted March 2, 2014 Share Posted March 2, 2014 ...so really looking foward to the release of this mod. Some progress (for those who haven't noticed yet) https://code.google.com/p/mtasa-blue/so ... start=6174 Link to comment
Tails Posted March 4, 2014 Share Posted March 4, 2014 Thanks Ren, Is there any way to get a version of EIR up and running on my 1.3.5 server, if you know? Link to comment
GodFather Posted March 4, 2014 Share Posted March 4, 2014 No there isn't any way to do that. Eir is a build of its own. You need Eir client and server to be able to play. Link to comment
Einheit-101 Posted March 7, 2014 Share Posted March 7, 2014 I am currently creating a map of Berlin in World War 2 and i reached the Object limit of MTA Blue 1.3.5, after ~500 GTA objects it starts lagging and fading out objects. I hope that Eir will fix this poor limit so i can add even more details to my Map! Keep on the great work! Link to comment
CWanted Posted March 21, 2014 Share Posted March 21, 2014 The_GTA now doing new commits to MTA SVN, you can see progress here ("Eir" tag). Latest Eir build can be downloaded from https://nightly.multitheftauto.com/, latest data files can be obtained here (version 1.4) You can report Eir bugs and issues to MTA Bugtracker. Link to comment
Arnold-1 Posted April 4, 2014 Share Posted April 4, 2014 (edited) Some amazing pictures of Eir of a test we did yesterday:Entire map rendered at day. Entire map rendered at night. Too bad this turdish forum software won't downscale the images when I simply place them here. We did this by applying a VERY high draw distance, 200 thousand units to be exact. This is the awesome result. As you can see theres still a small issue rendering the fake sea, but this is to be fixed very soon. Nonetheless, the result is stunning tested it today, and enjoyed the experience of that high draw distance, but not as high as in your SS, i couldn't see far things because of clouds, hope there is a way to remove them as you did in your SS. EDIT Fixed. Edited April 4, 2014 by Guest Link to comment
Noneatme Posted April 4, 2014 Share Posted April 4, 2014 I have no permissions to create a new entry in the bugtracker, so I write it down here: First thing: getElementDistanceFromCentreOfMassToBaseOfModel returns negative values. Second thing: infinite rendering doesn't work for me (Well, I don't know If I'm doing it correctly but my game runs at 5 FPS with render distance of 9999) /Edit: Half the map works Link to comment
Jaysds1 Posted April 4, 2014 Share Posted April 4, 2014 I'm not sure whether this is a bug or part of the computer problem... I'm just going to guess it's because of your FPS being at 5. Link to comment
Arnold-1 Posted April 4, 2014 Share Posted April 4, 2014 Yeah, the same problem, it's because of the bad FPS, anyways i was planning to make a google earth script on eir but seems like it will fail since not everyone has a good FPS. Link to comment
Jaysds1 Posted April 4, 2014 Share Posted April 4, 2014 That would be sick, but you're right, not everyone would have a good FPS. Link to comment
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