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Everything posted by Bonsai

  1. Sorry, I cannot edit anymore. I installed the latest nightly build and that seems to have fixed the crashes. But obviously normal players won't have that version.
  2. Hey, our server is still on 1.5.4. The min required version is set to 1.4. When trying to join the server, it asks you to update to the latest version anyway for some reason. Afterwards, it randomly crashes pretty fast once you joined the server. Version = 1.5.6-release-16535.0.000 Time = Fri Feb 22 19:03:30 2019 Module = C:\Program Files (x86)\MTA San Andreas 1.5\mta\netc.dll Code = 0xC0000005 Offset = 0x001B9227 EAX=11AF1924 EBX=FFFFFFFF ECX=DE16F9FB EDX=00000000 ESI=00002745 EDI=00000000 EBP=2187FD44 ESP=2187FC38 EIP=68299227 FLG=00010206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B Nothing on the server has changed recently, therefore there must be a problem with the update as it seems. Bonsai EDIT: Updated the server to the latest version, did not help.
  3. Some really nice new functions. But why does GetElementsWithinRange use a box and not a circle or sphere? Wouldn't that be much further away from the center when an element is near the corners?
  4. Basically the same features as there are now just that the map editor doesn't have to run on a server for all players, but can be loaded and unloaded and used by certain players only. Basically like a gamemode such as race etc. on a Multigamemode server. Maybe this is possible already with the current map editor, but I guess that requires some changes as I assume it was designed to run on the whole server, same as the default gamemodes.
  5. Hi, I would have reported this on the bug page, but I lost my password and restoring somehow doesn't work at the moment. The problem is, when using the queueName argument of the callRemote function, it just times out. Without using a queueName, it works fine. Bonsai
  6. That's indeed a little confusing, but it's because of the "sendTo" argument being optional (notice the [ ] brackets). You don't need to provide it, then root will be used.
  7. I'm a little ashamed of that first version I released. I never planned to release it, I just started working on it some day for fun and didn't spend much time on planning it or writing good code, therefore it was kinda dirty. But then it got bigger and I felt like it would be a waste of time if I didn't release it, so it's good to hear that despite of the problems of the that version, it was useful to some people.
  8. This is not how this forum works. Explain whats wrong, what you have tried to fix, show debug log. Why would anyone go through that code and fix it for you if you?
  9. Check the options parameters: share which can be set to 0 or 1. (Default value for SQLite is "share=1", for MySQL is "share=0"). When set to 1, the connection is shared and will be used by other calls to dbConnect with the same host string. This is usually a good thing for SQLite connections, but not so good for MySQL unless care is taken. Maybe this helps.
  10. I might have found a reason for this. There is another resource using fetchRemote, it seems to work smooth when that resource is not running. I wonder if that new "queueName" argument can help to fix this. I will try that. Thanks! Bonsai
  11. Hi, I have a problem with the callremote function. When I use the URL of my API that I made in the browser, I get an instant result. When I call this URL in MTA using callremote, it takes ages until I get a response, or it will just time out. Does anyone know what could be causing this? The URL works perfectly fine in a browser, but in MTA it just takes soooo long. I'm not using the MTA php sdk. Bonsai
  12. Hey, Thank you! I will try this out! The main reason why I decided to use the default MTA Gui in my Multigamemode is because of the editboxes. If this works good then I can change it so it will probably look much better!
  13. Hey, after a long time I am releasing a newer version of this Multigamemode. You can find it on Github. Some Features: - Create as many arenas as you like by just calling a simple function providing a name and other properties. - Allow players to create their own arenas, in which they are automatically added as an admin for their arena. These custom arenas are destroyed the moment everyone has left them. - Use the Training button to train every map available on the server. - Common features like respawn, rewind, cp/tp etc. to help practising maps. - Custom ACL system: Each arena has their own acl file, yet you still can define global admins in the usual server acl. - A few maps have been included to make it easier to test and show the way how maps have to be organized. A little screenshot of the Lobby: More Screenshots can be found on Github for now. In order to use this Multigamemode, you will have to follow a quick instruction: Some of you might have seen this Multigamemode on the DDC server. This is a slightly different version from what we use on DDC. It excludes a few resource such as Userpanel or Stats, as they rely on our MySQL database and therefore cannot be shared so easy. Also, you will have to change the way Login works, if you want to login using an account of the mta server or remotely by using a website. Right now you can only login with an account on the ddc forum, as most people are gonna change the login to what they need anyway. Not everything is done in the best way and I would probably do some things differently now, but it works quite good and might be a good base for people to start their own project. If you want to contribute, you can create a pull request on Github. Bonsai
  14. dxDrawImage = function() end Overwrite it and it will do what you want. Only works inside a resource of course. (If this is what you mean)
  15. Describe your problem rather than just posting some code maybe? I think I already see the problem but still.
  16. Anyone maybe still has an idea whats wrong here? I mean, it doesn't look thaaaat bad, but its still a difference compared to normal rendering. Maybe the problem is not even the drawing inside a rendertarget, but the drawing of the image of the rendertarget itself?
  17. Not exactly sure what you mean but adding and removing works like this: --add table['a'] = "abc" --remove table['a'] = nil --check if table['a'] then
  18. Yes it is. Okay, I will try that later, but the problem still exists for pictures too
  19. This is how my example looks: If you check how e.g. the "Hunter" or "Freeroam" text looks compared to the Training or Logout text (which are out of render target), its not as clear. Also, its hard to see, but under the pictures, there is also something that shouldn't be there. (the dark lines under the colored area) Its not scaled and the font size is the same. The render target just makes it look a little blurry for some reason.
  20. I ran into the same problem now. Even though the render target is not being scaled (its size is exactly the size that is used to draw it) because I only need to be able to scroll with it, it still looks like the images and text are blurry. Changing the blend mode doesn't make it much better either. I have used something like render targets in another environment outside of MTA, and there everything looks fine. So there seems to be something that is done different in MTA, or something that could be tweaked to improve the quality. Anyone has an idea what to do about this?
  21. I actually tried this some time ago! The fonts sizes didn't match so it looked weird the longer the text in the editbox got. I have actually downloaded and tried this framework some month ago. It seems to work pretty good but I usually don't like to use external resources. I might have to use the default mta gui for now and change it to something more fancy looking later.
  22. I tried guiSetAlpha( edit, 0 ) already. But this makes everything invisible, not just the white background. So you can't even see the text anymore. Basically only the white background needs to be transparent.
  23. Hi, is there already a way to make the default gui editboxes transparent? It seems to always have a white background, which doesn't look so good if they are used within a dx environment. If not, then this might be a good way to make the default editboxes usable outside of an actual gui window. @ccw Bonsai
  24. This should work too: a = b < 0 and 'negative' or 'positive'
  25. Oh wow, thank you! It works. This was a lot easier than I thought. It also fixed another problem I had so now I don't even have to use dxDrawImageSection anymore and can use dxDrawImage instead. Thanks!