Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 29/02/24 in Posts

  1. Hello everyone, I'm incredibly excited to announce some big changes that's come to everyone's favorite World War 2 TDM server! Back when this server first began I remember playing with my friends and having an amazing time - and over the years although Einheit got busy and could not dedicate as much time to server work, the gameplay held up and people continued to have a great time. I eventually extended my offer to help as a moderator or administrator to keep the server clean and ended up contributing in that way until today. As I stated, unfortunately Einheit got busy and was not able to continue giving the project the love and attention - but recently I did some thinking and wanted to do more: Einheit and I - amidst our usual DM conversations - privately came to an agreement for him to sell the server and all related properties to me. Now with this being said, I am very aware of the time, effort, and love he put into this from-scratch project and how much it matters to him. He has been the sole owner and developer on this project since the beginning with only a couple admins and mods to helpfully watch the server from time to time (looking at you @*UndecomingMedic9). I think in order to preserve this server properly and ensure it doesn't end up like many other servers we've seen eventually shut down, It's important for someone with the time, interest, and motivation to take control of it. A bit of background about me - I'm nearly 27 years old and from the US, I joined MTA in 2013 with it being nearly the first online-multiplayer game I've ever played (although I didn't even know the forums existed until two years later haha). I started on freeroam and eventually moved to English roleplay, owning and helping with some servers there while still keeping some enjoyment in freeroam on and off. I'm a huge history guy focusing more around WW1 and WW2 but very much enjoy learning about any past conflicts. I'm currently in the US military doing what I love and aside from that, just trying to live life. So I guess everyone's next question is what's going to happen from here? I'll start with saying nothing in SAAW is going to get worse - It's only going to get better with time. Personally I'm not to best developer on MTA and Einheit was certainly better than me regarding that, but I'm still capable enough to make good things happen with little to no error given the right amount of time. On the player side, the only two things that will change is the IP (which will be attached to this post, announced in our Discord when it's ready, and appended to the original server's name to redirect people in-game) and the fact that development will finally continue. On the development side, in the long scale of things I'm hoping to: Eventually move to MySQL for certain data (while making sure current players don't lose their existing stats/hours/etc) in hopes to move away from the mass amount of element data used Redesign a bit of user interaction such as the login/title screen and potentially some light in-game hud as well Convert several of the maps to utilize the createBuilding function once out of nightly Improve some current features to the best of my ability Address existing bugs and see what can be done to remedy them Create new features given some ideas I've had from players/friends that will fit well in-game More, as time goes on Some final notes: All current staff on the server will remain in their same positions for the time being, but may be replaced if I notice they haven't logged into the new server months after its release. Einheit will remain a permanent staff member The new SAAW will be a server managed under my multi-game community, Monky Gaming Community. Aside from a War Thunder squadron and Minecraft server, this community owns Monky Gaming MTA and San Andreas: A Singleplayer Experience. Our Discord is https://discord.gg/WtRCWSjJuM Interested in helping or have suggestions? Join our Discord and send me a message there or drop suggestions in our suggestions channel Thank you @Einheit-101 for trusting me to keep the project alive and well, and thanks for creating it in the first place If anyone has any questions, comments or concerns please feel free to comment them or send me a message and I will answer to the best of my ability The original SAAW forum post: (To be slightly edited later to encompass this post) A cool feature video made by @Didi:
    4 points
  2. @MGO_SA @Magiz0r @Reda_Iq @CarCrasher @Woffi1221 @Lt.Price @MoHaRx @Marinovv @DreaM40BG I pushed a small update to Cinema Experience (version 2.3) on March 20th, 2024. This is mostly a release to fix some long standing issues. The changes include: Fixed video playback issues with auto click through and ad skipping Improved screen resolution from 360p to 1080p Smoothed ambilight color transitions Unlocked Audio Toggle and Change View settings Added screen aspect ratio adjustment in settings Added YouTube Shorts support (.com browser only) Minor UI and texture updates Fixed hud compatibility issue Fixed some multiplayer sync issues A couple of new features added as well: onscreen video start messages, and the ability to Change View to look directly at the screen. I also cleaned up some unused settings and code. Note that if YouTube TV acts up, you can try enabling the embed video fallback by setting useEmbeds=true in shared.lua. This may cause some videos to error out though due to an embedding issue which is unfixable. You can download the updated version here. Let me know if you run into any other issues. Enjoy!
    3 points
  3. Currently, you can find Milestones on GitHub that track the intended updates for the next MTA release, as well as other issues for future releases (backlog).https://github.com/multitheftauto/mtasa-blue/milestones There are also several project boards on GitHub that track the progress of certain topics like Framerate fixes. https://github.com/multitheftauto/mtasa-blue/projects?type=classic I feel like these methods of showing the goals for the platform are limited. The milestones are just plain lists of GitHub issues and pull requests, with no categorization other than basic labels (ie. enhancement or bug). I believe that Multi Theft Auto should have a central development roadmap, like any major work-in-progress project, that lists the general goals for the platform and its services: we are talking not only about MTA:SA-Blue (the GTA:SA multiplayer mod), but also about its web services (like community.multitheftauto.com that should be modernized), and other plans. It is not a small project. It seems crucial that the objectives are organized in categories, and also sorted by priority that is according to the MTA Staff, Contributors and the community's general interest, as well as how everything spans across time. Why not create a Wiki page, a forum thread or a dedicated web page for this purpose? MTA still has a lot of improvements to make, and this would be a step towards more transparency and coherence. Everyone would appreciate having easy access to such information on the development process & plans. I often see people criticize MTA Staff for their lack of communication on the development of the main MP mod. PS. I know this Roadmap wiki page exists, but it pointed to a Roadmap on the old Bug Mantis, which essentially just became the GitHub milestones we have today. I believe something more detailed is necessary, like described above. Opinions?
    3 points
  4. UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    2 points
  5. Nenhum desses exemplos vai funcionar pois faltou fechar o parênteses do addEventHandler. Adicione um ) depois do último end.
    1 point
  6. Hello everybody I'm currently working on a server and have been playing around with loads of different resources and scripts, but I've just come across one that has properly grounded all my gears completely. I downloaded this promising looking resource called "housing_system" which turned out to be a massive headache. It's great, it's simple to use, but it doesn't save any of the properties and as soon as you close "MTA Server", all your work goes. This is very annoying when you spend a night doing almost 400+ properties, just for them to all disappear. Nothing in the readme or description that may hint in any way for you to save anything yourself. Here's a link https://community.multitheftauto.com/index.php?p=resources&s=details&id=1841 Quite disappointed after loosing all that progress, and has genuinely put me off doing the server a bit as I now have to go all around LS (when I find a resource that works as described) It's been uploaded by a guy called "TheTurboCow" but apparently got permission from "JasperNL=D" to edit it and re-upload it. Any help would be much appreciated as the author hasn't linked a thread to it so you can't ask them for support. I don't know if I'm doing anything wrong or if I should be doing something else, as the uploader isn't really much help. Cheers everyone!
    1 point
  7. Hola @Shadox, Parece que el problema está en la creación del área de radar. Aquí está la corrección en el código para asegurar que el área de radar se cree correctamente y se muestre en el radar: if bUseRadarArea then for _, a in ipairs( aRadarAreaPlaces ) do local x, y, width, height, r, g, b, a = unpack( a ) pRadarArea = createRadarArea( x, y, width, height, r, g, b, a ) end end Asegúrate de que los valores de x, y, width, height y los colores r, g, b, a estén siendo definidos correctamente en la tabla aRadarAreaPlaces. Esto debería garantizar que el área de radar se cree con las dimensiones y colores correctos y se muestre en el radar según lo esperado.E Espero haber ayudado.
    1 point
  8. We have this event on client. https://wiki.multitheftauto.com/wiki/OnClientChatMessage
    1 point
  9. Niște afiramții/formulări ce pot fi utile când dorim să aflăm informații legate de un anumit tabel sau coloane ce corespund unui tabel dintr-o bază de date. --- varianta MySQL local rez = dbPoll(dbQuery(connection,"SELECT table_name FROM information_schema.tables WHERE table_schema = '"..name.."';"),-1) -- inlocuiți name cu numele bazei de date de la care doriți să aflați informații legate de tabele -- rez o sa returneze un tabel cu denumirile tabelelor din baza de date pe care ați asociat-o cu variabila name for k,v in pairs(rez) do outputDebugString(v.table_name) end local rez = dbPoll(dbQuery(connection,"SELECT COLUMN_NAME,DATA_TYPE FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_NAME = '"..table.."' ORDER BY ORDINAL_POSITION"),-1) -- selectam denumirea coloanelor si tipul datelor pentru tabela aflata sub variabila table for k,v in pairs(rez) do outputDebugString(v.COLUMN_NAME) outputDebugString(v.DATA_TYPE) end ---------------------- -- Pentru SQLite local rez = dbPoll(dbQuery(connection,"SELECT name FROM sqlite_master WHERE type='table';"),-1) -- aici nu mai aveti nevoie de denumirea bazei de date deoarece se returneaza tabelele din baza de date la care sunteti conectat. for k,v in pairs(rez) do if v.name ~= "sqlite_sequence" then outputDebugString(v.name) end end local rez = dbPoll(dbQuery(connection,"PRAGMA table_info("..tostring(table)..")"),-1) -- selectam date legate de coloane -- table este denumirea tabelului de la care dorim sa aflam date legate de coloane. for k,v in pairs(rez) do outputDebugString(v.name) outputDebugString(v.type) end
    1 point
  10. Oi @#DeltaSCR, vi o tópico e infelizmente não entendi como aplicar. Sou novo em Lua/MTA, desculpe se a pergunta é besta mas segue o código: addEventHandler ("onPlayerJoin", root, function () showChat (source, false) end) function onChat(message, messageType) onChat(message, messageType) if string.find(message, '/showChat') then -- Searches for the string 'kill' in the message sentif string.find(message, 'kill') then -- Searches for the string 'kill' in the message sent cancelEvent()() outputChatBox("#FF0000[ERRO] #FFFFFF Chat desativado! Use o somente o chat local!", source, 255, 255, 255, true) endend end --End of the functionend --End of the function addEventHandler("onPlayerChat", root, onChat)("onPlayerChat", root, onChat)
    1 point
  11. DBFrame este o resursă dedicată celor care nu au experiență în utilizarea bazelor de date sau celor care doresc o abordare diferită în utilizarea acestora. Resursa oferă un panel pentru: - inserare in tabel - update de tabel - creare de tabel - ștergerea unui rând din tabel - crearea de baze de date - pentru a vizualiza bazele de date existente - pentru a vedea denumirea coloanelor dintr-un tabel și tipul de date pe care îl reprezintă Bonus funcții exportate: updateTable() InsertIntoTable() SelectFromTable() // Funcțiie sunt explicate mai detaliat in documentul info.txt din arhiva unde sunt regăsite resursele. Link -> https://community.multitheftauto.com/index.php?p=resources&s=details&id=18897
    1 point
  12. Volumetric street light cone with vertex alpha
    1 point
  13. Hi, Would not the attached players follow the vehicle when switching dimension or interior if player is set as children of the vehicle. I'm not sure if it works, could be worth to try. Maybe attachElements is already setting element as children ... -- NOT TESTED function attachPlayerToVehicle(player, vehicle) if not getElementType(player) == "player" then return end if not getElementType(vehicle) == "vehicle" then return end attachElements(player, vehicle) setElementParent(player, vehicle) end edit : I tried with runcode, attached myself to a vehicle, set myself children to this vehicle, set a different interior and dimension to the vehicle and I was following it. I tried also wihout setting myself as children and I was not following. You whole code can only be a short function You could also override attachElements to handle any case by default. Have a nice day
    1 point
  14. Good Luck to everyone who will contribute to this in the future. Maybe we meet again for some submarine action!
    1 point
  15. Please read this post regarding SAAW - It is now under new ownership!
    1 point
  16. 1 point
  17. I have some wild guess in the animation that you probably looking for, which might look like holding a zipline. "CAMERA", "picstnd_take"
    1 point
  18. Hi, there are already several threads in the Suggestions forum regarding the improvement of community.mtasa.com Also, there is currently an active discussion channel on the MTA Development Discord for this topic. @Carl Rayanitch DZ
    1 point
  19. It's basically using combinations of binding a key and telling it what to do, then you need to render the fly sequence where you define which key does what, for example if the player presses up then it goes forward or something like that. You can use these: BindKey Math functions getCameraMatrix setElementPosition setElementRotation
    1 point
  20. Add a larger column to the database: VARCHAR(64)
    1 point
  21. oh that sounds like a good idea, a resource starter script!! Tyvm for the heads up i wasn't thinking about that. I can find out how to do it myself, to not bother you guys much more! Was a nice tip. Ty!
    1 point
  22. You can prioritize the resources which means two ways. The first way is to prioritize their download, so you can kinda line them up, which should be downloaded first and things like that. But I think you mean, you need to start the other resources first, then I recommend you create a serverside resourcestarter script, which basically will use timers and predefined args to make your own way of loading the needed resources.
    1 point
  23. Yeah I bet, but without proper info on these things, we cannot help and if somebody is not willing to do the search for it, then it is what it is.
    1 point
  24. #WePaid Join us, today! @ UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    1 point
  25. he means the interiors table structure like what columns and data type do you have and so on.
    1 point
  26. dbExec(connection,"UPDATE interiors SET megujitva = CURRENT_TIMESTAMP(6) WHERE id = ?",idd)
    1 point
  27. #WePaid Join us, today! @ UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    1 point
  28. A törlés teljes mértékben kivitelezhető, viszont utána foltozgatni kell az adott maprészt, vizeket létrehozni az adott squareben és a többi. A szigetet cserét is meglehet oldani viszont valószínű hogy azt neked kell lemodellezni(már ha online nem találsz valami hasonlót) is beilleszteni úgy a pályára szintén kóddal ahogy neked azt ízlésed teszi.
    1 point
  29. addEventHandler("onClientSoundStopped", resourceRoot, function(reason) local soundtrack = playlist[math.random(#playlist)] if reason == "destroyed" then playSound(soundtrack[1], false) elseif reason == "finished" then playSound(soundtrack[1], false) elseif reason == "paused" then playSound(soundtrack[1], false) end outputChatBox("Agora você está escutando: " .. soundtrack[2]) end)
    1 point
  30. local sound = playSound("https://upload.wikimedia.org/wikipedia/commons/0/0d/Hino-Nacional-Brasil-instrumental-mec.ogg", false) addEventHandler("onClientRender", root, function() for i, v in pairs(getElementsByType("sound", resourceRoot)) do if getSoundPosition(v) >= getSoundLength(v) - 10 then setSoundVolume(v, getSoundVolume(v) - 0.005) end end end)
    1 point
  31. Let's not be extreme like that, MTA isn't exactly stuck in time, it has evolved a lot over the years, although slowly. A roadmap of this nature would be beneficial for showcasing the project's big goals and give people an overview and better understanding of the necessary progress. I can't see any cons/downsides.
    1 point
  32. aclGroup = aclGetGroup("Corp") or aclCreateGroup("Corp")
    1 point
  33. Thanks for sharing this PNG optimization tool! It's awesome to see community members like you contributing to improving performance in gamemodes. Using ZopfliPNG sounds like a great way to optimize PNG files, especially considering how heavily they're used in MTA. Reducing the download size for players and improving performance is always a win-win. For anyone looking to further optimize their images, they can also consider compressing them using tools like this compress image website. This can help reduce file sizes without sacrificing too much quality.
    1 point
  34. 1. We create an application in https://discord.com/developers/applications 2. We copy the application id: 3. Now we are making the script (start with creating a .lua file) --// discord_c.lua local app_id = "your_app_key_here" function ConnectRPC() setDiscordApplicationID(app_id) if isDiscordRichPresenceConnected() then local name = getPlayerName(localPlayer) iprint("RPC: Discord RPC is now connected") setDiscordRichPresenceAsset("your_app_logo_string", "Yey, this is my app logo") setDiscordRichPresenceButton(1, "Join Discord", "url_here") setDiscordRichPresenceButton(2, "Connect Server", "url_here") --// NOTE: you can show only 2 buttons setDiscordRichPresenceState("Playing") setDiscordRichPresenceDetails("Playing as: "..name) else iprint("RPC: Discord RPC failed to connect") end end addEventHandler("onClientResourceStart", resourceRoot, ConnectRPC) --// Now, we reset the rpc details so the status will not be bugged addEventHandler("onClientResourceStop", resourceRoot, function() resetDiscordRichPresenceData() end) 4. So, we have our discord_c.lua file and now we need to create the meta.xml <meta> <info author="YourName" description="YourResourceDescription" type="YourScriptType", version="1.0" /> <script src="discord_c.lua" type="client" cache="false" /> </meta> 5. In the console you can now type refresh and after start theResourceName
    1 point
  35. Nice guide! You can upload images to your application on the Discord Developers Platform; these are called "assets" and have a name. You can use these asset names in the first argument of setDiscordRichPresenceAsset. For example: -- will display my server's logo asset image -- with the server name text when mouse hovered over the image setDiscordRichPresenceAsset("my_logo", "Server Name")
    1 point
  36. Hello, Effective immediately it's no longer possible to: - Report players to AC team - Appeal any global bans Do not attempt to report players to MTA staff team, or appeal any bans. It doesn't matter what you think or believe in, they will no longer be processed. A) If you need to report a player, please contact admins on the server they are playing on. Server admins should pay the amount of attention that staff in other multiplayer games (with hosted servers) typically pay, and owners should be mindful of script security and scripted anti-cheat solutions to fill in some cracks that started to be created over the past few years, and continue to do so as a result of lowered manpower within the MTA AC team. B) Appealing bans is no longer needed as permanent bans have been removed last month, and any of the handful of cases not covered aren't meant to ever be appealed, without exception. Temporary bans were never meant to be appealed, although some staff member's intepretation of that (while redirecting users) has varied - if you got a temporary ban, wait for it to expire and surely you got a feeling of what not to do/not to run next time while MTA is opened, to avoid getting banned again. AC team is actively monitoring the reliability & integrity of standard detections that may lead to temporary bans, that's one of the things its manpower still allows it to do, so you can see why we're confident to go this route - any leakage of appeals in places they don't belong/users contacting MTA about their bans anyways, our experience has learned is 99.9% users that know why they got banned but won't accept it and are persistent.. as before, all such inquiries won't lead anywhere, but especially now we said "No appeals anymore" there will be zero interaction and certain behaviors may also lead to removal from the respective platforms where inquiries are made in a persistent or disruptive fashion. Finally, regarding cheaters - the level of sophistication that our AC has reached due to years of playing a cat mouse game with cheaters, is a hugely raised border for cheats to be made and will continue to do so (as methods that were used in the past were patched as per the spoilered text in this topic, so they can't be re-used). However, with the loss of dedicated AC developers within AC team, comes that we can no longer keep up as before, this situation has existed for the past 2 years so as of this post nothing is abruptly changing, it's just the point of admitting we won't be tryharding as much as in the past to be known as totally cheater-free game, a reputation we held for long. If you look around in the gaming industry, you'll see that we held up pretty well in comparison, but the cheating industry (due to toxicity demand) has also hardened, and after 20 years we are low on manpower which is fully understandable. We will continue to bring AC improvements and get rid of emerging cheats and cheaters, but at our own pace, without external pressure or too high community expectations, from now on everything is on a best-effort basis and the point is that there may be periods during which we can't make any waves due to manpower constricts. You can see that this topic intends to lower your expectations and respect the amount of free time we (as volunteers) are able to invest, and get off our backs for things being different compared to some years ago. We're also OK to restrict ban appeals and player reports so we can delegate all of the manpower that's left on our new strategy, breaking cheats (patching them) and just preventing them from working to begin with, instead of permanently banning cheat users and having to deal with them "regretting" in ban appeals. We are also OK to restrict reporting cheaters as our focus shifts to breaking the cheats, and to get the required information to break one, we have our own methods and channels so much that we don't need any sort of reports. Due to the state of anticheat and heuristics, we always have a good picture of abnormalities and what cheats are doing, so the main limiting factor is manpower to get to work with what we have & know. Enjoy the game, and remember that player desires make the market for servers - so if you see too many cheaters, ask server owners to invest their time in training server admins to be on the lookout for cheaters and ban them, script protection/alert systems, and after all, have some peace of mind because cheating in MTA will always be a raised border and still won't be as common as in directly competing projects. // Note: using the bug bounty program for security bugs remains possible, end user security will always be among MTA team's top priorities. The program has been frozen for cheats, though, and documentation will soon reflect that.
    1 point
  37. To take away some confusion, understand that the changes being announced here are mostly focussed on cutting out the 'community front' of AC team operations, so that we can optimize limited manpower and rebalance expectations for our users to accept there will be periods we can't make waves, if you were able to move yourself into our perspective on how people always want everything solved, fixed, sorted out immediately on their whim, and how persistent they are in that (and in most cases bring something misconceived/invalid, after which they can't even be convinced otherwise or that would take from our time disproportionally), you'd be straight out scared and quickly stressed out. OP was clarified by adding in this segment 1 day after the topic was made: We will continue to bring AC improvements and get rid of emerging cheats and cheaters, but at our own pace, without external pressure or too high community expectations, from now on everything is on a best-effort basis and the point is that there may be periods during which we can't make any waves due to manpower constricts. You can see that this topic intends to lower your expectations and respect the amount of free time we (as volunteers) are able to invest, and get off our backs for things being different compared to some years ago. We're also OK to restrict ban appeals and player reports so we can delegate all of the manpower that's left on our new strategy, breaking cheats (patching them) and just preventing them from working to begin with, instead of permanently banning cheat users and having to deal with them "regretting" in ban appeals. We are also OK to restrict reporting cheaters as our focus shifts to breaking the cheats, and to get the required information to break one, we have our own methods and channels so much that we don't need any sort of reports. Due to the state of anticheat and heuristics, we always have a good picture of abnormalities and what cheats are doing, so the main limiting factor is manpower to get to work with what we have & know. After all, cheating on MTA will not be left alone, and AC team will disrupt it and raise the border even more whenever manpower allows it to do so. Cheaters should realize that their fun may come to an end at any unexpected moment, and that if they're too used to being able to cheat, they will be very upset to have to adapt to playing normally for as long it takes the cheat devs to catch back up to us again.
    1 point
  38. Download (Github) https://github.com/gta191977649/MTASA-SkyGfx Note: the resource updates frequently, please always check the github for the latest verion SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III. if you enjoy vanilla San Andreas graphic, this mod is essential to have. to learn more about it from the original author (AAP), please see here. Now i will straight go through the documentation. Screenshots The Thanks List ren712 - for shaders & coronas help aap - for the original work & renderware engine help What have done or working in progress? Not Start yet/ not invesgate ? Partically Works Done & Fully Supported Pre-request Library Timecyc Parser Rendering the timecyc interpolation directly from timecyc.dat, interpretation algorithm conveted from librwgta. custom_coronas For rendering the classicFX, like VC style vehicle big headlight, trail light effect. DGS - (Optional) for the debugTools, But you're need dgs to work, i just a bit lazy with gui things Features Postfx Trails(Blur) - blurLeft,blurTop,blurRight,blurBottom works! Radiosity - Color Filter - ? PS2 PC Mobile - Night Version Goggles - Infrared Goggles - Building Pipeline SimplePS - BuildingVS - ? partially, some engine data requires to work, still working on that BuildingVSFX - For model with specular lighting property Not even start yet Vehicle Pipeline PS2 Pipeline - Done, you happy? Xbox Pipeline - ? Only specular lighting works. Pipeline tweaks radiosityFilterPasses - radiosityRenderPasses - radiosityIntensity - zwriteThreshold - detailMaps - leedsShininessMult - neoShininessMult - neoSpecularityMult - envShininessMult - envSpecularityMult - envPower - envFresnel - sunGlare - just see my feature PR. ps2ModulateBuilding - World Effect Dual Pass Render - Yeah, it's done, thanks to ren712 PS2 Alpha Test not even start yet Grass dualPassGrass - it overrides by dual pass render. grassBackfaceCull - grassAddAmbient - grassFixPlacement - only can do it via modify the mta engine ps2ModulateGrass - Shadows pedShadows - stencilShadows - Misc disableClouds - disableGamma - neoWaterDrops(xbox rain postfx) - neoBloodDrops - transparentLockon - lightningIlluminatesWorld - toogle timecyc lighting on world object. fixPcCarLight - coronaZtest - ? partially works, however this will breaks and bugs up the other corona's ztesting in mta. needs to work on a new solution. fixShadows - Special Misc FX (Unique addon by nurupo) vehicleClassicFx Show VC/III liked vehicle big headlight and light trails when you rotate the screen vehicleTrailLength Length of light trails (buffered frame) vehicleTrailDrawDist What distance should trails start visiable? vehicleHeadLightAlpha Alpha multiplier for head light vehicleRearLightAlpha Alpha multiplier for rear light buildingExtraBrightness Multiplier for building extra brightness vehicleExtraBrightness Multiplier for building extra brightness stochasticFilter Make repeative texture look better, ported from Valdir da Costa Júnior Bugs/Issue Sun can see through by walls -> Due to zTest disabled fixed by manually re-create sun from shader, thanks to Ren712 Element garbage collection for vehicle classic fx
    1 point
  39. There is another solution that doesn't require render targets, and it's closer to dxDrawImageSection in the way it works: dxDrawMaterialPrimitive. dxDrawImageSection only operates on rectangular sections. dxDrawMaterialPrimitive allows you to draw triangles, specifying the texture coordinates for each vertex, and since triangles can be put together to form other shapes, you can do what dxDrawImageSection does but not limited to rectangular sections. There isn't an example in the wiki page on how to use it, but dxDrawPrimitive has one, and dxDrawMaterialPrimitive works in a similar way, only it takes image as second argument, and each vertex has 5 parameters instead of 3 (2 extra parameters are for image coordinates). I came up with some function, for drawing a radially cut out section of an image. I only tested it as much as I could test it in standalone Lua interpreter so I don't know if it works in MTA, but if it does, someone may put it on useful functions page in wiki ? It uses trianglefan primitive type, puts the first vertex in the center and other vertices around it. local white = tocolor(255, 255, 255, 255) local degToRad = math.pi/180 local function makeVertexAtAngle(centerX, centerY, halfWidth, halfHeight, angle, color) local angleRad = angle*degToRad local xAdd, yAdd = math.sin(angleRad), -math.cos(angleRad) local maxAdd = math.max(math.abs(xAdd), math.abs(yAdd)) xAdd, yAdd = xAdd/maxAdd, yAdd/maxAdd return { centerX+xAdd*halfWidth, centerY+yAdd*halfHeight, color, 0.5+xAdd*0.5, 0.5+yAdd*0.5 } end function dxDrawRadialImageSection(posX, posY, width, height, image, startAngle, stopAngle, color, postGUI) if color == nil then color = white end if postGUI == nil then postGUI = false end local halfWidth, halfHeight = width*0.5, height*0.5 local centerX, centerY = posX+halfWidth, posY+halfHeight local roundedStartAngle = math.floor((startAngle-45)/90+1)*90+45 local roundedStopAngle = math.ceil((stopAngle-45)/90-1)*90+45 local vertices = {{centerX, centerY, color, 0.5, 0.5}} table.insert(vertices, makeVertexAtAngle(centerX, centerY, halfWidth, halfHeight, startAngle, color)) for angle = roundedStartAngle, roundedStopAngle, 90 do table.insert(vertices, makeVertexAtAngle(centerX, centerY, halfWidth, halfHeight, angle, color)) end table.insert(vertices, makeVertexAtAngle(centerX, centerY, halfWidth, halfHeight, stopAngle, color)) dxDrawMaterialPrimitive("trianglefan", image, postGUI, unpack(vertices)) end This example should display a looping 5-second animation of image going from 0 to 360 (if I didn't screw anything up): function drawAnimatedRadialSection() local angle = (getTickCount() % 5000) / 5000 * 360 dxDrawRadialImageSection(100, 100, 200, 200, "your_image.png", 0, angle) end addEventHandler("onClientRender", root, drawAnimatedRadialSection)
    1 point
  40. Long time this dont get update. Is any way to make this possible without using relay node.js server (externar things) because people buy the server and dont have acess to install that things.
    1 point
  41. here put my token? "token": "bot.token" > bot.token?
    1 point
  42. It won't look as cool as this decision.
    1 point
  43. DOWNLOAD: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14305 This script adds infinite nitro to your car, never re-add the upgrade anymore!Also changes mechanism:- Hold down Mouse button left-click to use nitro aslong you need it, release it and it'll be gone. (useful for when you need just that extra boost)- Press right CTRL for infinite persistent nitro (it will never stop) and you don't have to hold down anything. Drive with Nitro permanently, until you interrupt it (interrupt: click left-mouse again, or press right CTRL again to switch it off)The first mode (hold left click) works similarly to the ''nos-nfs'' script, so it may be familiar - but it's all from scratch and implemented differently.By default, it also removes the speed blur of nitro, due to it becoming annoying to the eye when you keep using nitro as it's infinite. Remove that from .lua beginning if you want to keep blur. Simple, but useful for several types of gamemodes.
    1 point
  44. Hi, I'm currently developing a Roleplay Server based on Vice City. We've already managed to properly incorporate the map in MTA, with a quite seamless rendering distance. All this took me quite a lot of weeks to do, all the rendering and optimization is done by my own scripts, but of course this would never be as good as having native functionality to deal with all this. If this project is implemented, I'd like to see: Ability to assign new IDs to objects, so we can keep most of GTA:SA's. Fix the interior flickering bug which happens when you replace a lot of objects. Ability to createWorldObject instead of createObject, which would behave like the SA map. Remove the object limit on the MTA streamer, causing some objects to disappear when there are a lot of them streamed in. Optimize the speed of model, texture and collision replacement That's pretty much it, Thank you for considering this!
    1 point
  45. How am I supposed to know the bullet speed,location, etc. Also how can I apply the fx as a shader to the bullet(first time i mess with shaders)
    1 point
×
×
  • Create New...