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Deixell

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About Deixell

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  1. Or you can stop being lazy and learn to integrate them into each other for them to run alongside each other, as have I. Yeah, it's not hard. All you need to do is find the part of the script where sky gradient and fog distance are changed and delete those lines.
  2. WARNING: Don't use other scripts that use these functions: setFarClipDistance(), setFogDistance(), setSkyGradient(). A lot of Role-Play and DayZ servers are using these functions so keep this in mind.
  3. Hello folks, Here's a little resource I made, mainly aimed at all these zombies servers that are overflowing MTA:SA. I wanted to see something more than just regular zombie deathmatch (because that's really all we can see). Thanks to this script, players will be far more afraid of zombies at night, tending to hide and be more aware of surrounding environment. Combined with flashlight and dynamic sky, it brings some really great gameplay experience. I hope everyone will enjoy it and I'm open for suggestions to improve the script or survival game-play in general. https://community.multitheftau
  4. I saw an idea like this on mantis before but I can't find it anymore. Something like setBodyPartRotation() I think. Anyway, I like the idea a lot. Custom animations and physics is what MTA totally needs. Ragdoll effects, dancing and so on.
  5. Deixell

    RPG vs Roleplay

    No, not really. They are two totally different things. Oh... Achronym RPG means Role-Play-GAME. Achronym RP means Role-Play, but Role-Play IS a GAME mode. Well, that's true. The title should be "Light RP vs Strict RP". Some of the people got used to calling game-modes RPG and RP because that's how servers are being named. Light RP servers like SAES add "RPG" to the title while strict RP servers like Valhalla/Root add "Role-Play". So to avoid further confusion, I suggest changing the title to "Light RP vs Strict RP".
  6. http://community.multitheftauto.com/ind ... ls&id=5578 DONE
  7. http://community.multitheftauto.com/ind ... ls&id=5657 DONE
  8. Okay so it turns out that it's not that kind of tessellation I thought it is. But it's still a pretty good feature. Finally, an example of it was added to the shaders list in the wiki (big thanks to the person who dedicated his time to make it): http://wiki.multitheftauto.com/wiki/Sha ... ssellation
  9. Wow, that was quick. Good job once again.
  10. If that is true, then I love the idea. And I think I know how to make it come true. So CJ skin model consists of various body parts that have their own specific functionality. We can customize the model and texture of a part any way we want and the whole concept will still remain the same. In order to apply this on another skin, we would need to replace the texture (.txd) and model (.dff) of some random skin with CJ's skin (remodeled any way you want). As a result, clothes could be applied to the skin (if addPedClothes() skins limit would be expanded of course). However, I am not sure whethe
  11. http://community.mtasa.com/index.php?p= ... ls&id=1292
  12. Well, the whole point is to get a new alternative for that. With your suggested method, quite a lot of world objects will be sacrificed and using onClientRender to attach some objects to each player will cause some lag. So obviously, this isn't efficient enough. You could only change the color of the clothes but you won't be able to properly customize them. Also, the texture won't be changed for each player individually, it will apply for all players who use the same skin.
  13. As far as I know, CJ skin is just another skin with a few additional features (clothes, muscles, fatness) that other skins can't have. Seeing how much MTA team have managed to modify the GTA SA engine, I'm pretty sure that they should be able to make these additional features work on all other skins. I've noticed that fat and muscled CJ are separate models in gta3.img so something like setSkinVariant() could be added. As for clothes, addPedClothes() would simply work for all skins. /discuss
  14. Hello guys, Few days ago I found this new shader function - dxSetShaderTessellation(). I was kinda amazed that MTA can support shader tessellation and decided to put it for a test. Unfortunately, I didn't manage to get it working due to no knowledge of how this function actually works. Well, at least I didn't see any visual changes. Therefore I'd like to know how to make the shader tessellation work. I would also like to know if having DirectX 11 is required to see any visual changes as it seems to be one of its feature in other games. Thanks in advance PS: For those who don't know what tes
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