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DazzaJay

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Everything posted by DazzaJay

  1. There is only one group that i know of that is Slower to release a new version of anything. and thats TeamSpeak. TS3 has beenin development since Febuary 2006. (No, im not bitching about the MTA Team beins slow or anything) but i would like to see that little update thing they used to have on the front page come back, cos that made it look like the team was auctually doing somthing.
  2. Well, 28 days of uptime later, and the Bug is deffinatley still there. I havnt been in the server for 3 days so i dont know if it started after 25 or not. any other ideas? Or is it just a problem with the MTA DP2 server itself and random choosing of things? ____________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  3. Well, The auctual server window on the Server says its FPS Stays around 80 to 90FPS Does not matter how many people are in the server. and that only drops on Map Load.
  4. Ah, more fun with the "Awesome new Text system" that is completley shizen houzen.
  5. Nah, CPU Is a AMD Athlon AM2 X2 Dual Core 4600+ @ 2.40GHZ Per core. theres plenty of speed there And i can run Single Player at 200+FPS With a mod that causes a LOT more traffic on the roads than normal. :::EDIT::: Got some Screenies. This is the GPU's Usage at Idle. This is the GPU activity while holding a stable 47FPS as i am the ONLY PLAYER in the server. This is 5 players in the same MTA server. This is 10 Players in the same MTA server. (Note the Usage is LOWER THAN WINDOWS AT IDLE, WHAT THE HELL!) This is SINGLE PLAYER at about 200+FPS (Yes, Vsync is off, i always have it Off) (Activity drops at end as i had to alt tab to screenshot)
  6. nah, 30% usage with just me, and a Severe Drop per extra player that joins, no matter what distance they are away from me. CPU Usage stays the same (around 60 to 70%) which is normal for most games, (Only UT3 and Quake 4 take this CPU all the way to 100%)
  7. Here is somthing Interesting. If i am in the server ON MY OWN, My Riva Tuner shows my GPU activity at around 30% and i run at a stable 47 - 48FPS But once more people come in, till it gets over 10 players, the GPU activity has dropped off to my earlier Observation, (0.25%) (One Quarter of a Percent) and run at less than 10FPS Just checked some other servers, and they all show the same trait. Is this the FPS issue with DP2.*? The more players you have, the Less your GPU Processes, the Lower your FPS? You would think the need for GPU power would INCREASE with more players, and not Decrease like this.
  8. I auctually thaught of it being the images a few days ago, and i shut off every unnessacary resource, reconnected, and it made no difference, FPS was still low as hell. but yeha, ive heard its better in DP3.
  9. another thing ive noticed about Object placement, is, in Race maps with a ARSELOAD of objects, in MTA:Race on a Geforce2 MX440 i could hold a stable 25FPS. But the same map on MTA:DM on a FAR superior GFX card, a far less framerate. But another thing, on MTA Race, the map would load almost instantly, where as DM The exact same map file... My Download speed Maxes for a short time to get 1 to 2MB of data, im guessing just object placements and such. But in MTA:Race that same map didnt do that. did MTA:Race send out the map files in some Compressed Form? Either way, it was better.
  10. Kind of hard in a 24/7 Race for Dm server. But yeah, what causes the lag in the first place, as its got a Lot of GPU just sitting idle. Like, this "Improved text syetem" that apparently gets better FPS than MTA:Race, and yet it causes flickery sky and still the framerate is overall lower than MTA:Race. It almost seems like what MS Did with Vista: Released 3 Betas, First one was Great, second was crap, an the third beta was Unbeliveably buggy, unstable, slow and terrible, and then the Full release of vusta was just a rebadge of the worst beta. So like, MTA had overall better framerates in MTA:Race, and now DM has terrible framerates, you would think that if the older system was working, why make it so much worse?
  11. Now, i know you get a lot of these, but i do want to know the auctual cause. because i have a fairly decent PC: AMD x64 Dual Core 4600+ ATi HD4850 6GB DDRII 800MHZ Ram Now, i am barley able to hold 30FPS in MTA if theres over 10 players. If theres over 15 players, i can hardly hold 10FPS. I have a few monitoring things showing my CPU Usage Never goes past 70% in MTA. and Riva Tuner shows my GPU never goes over 0.25% usage. (Yes, ONE QUARTER OF A PERCENT) Now, the question is, Why dosent MTA use more of the the GPU? as i can imagine if it did, it would lag less. i know FPS is improved in DP3, and i should just wait for it and all that, but i just want to know How come it lags so much in DP2. and uses so little GPU power. (Just inquisitive)
  12. The North one is a Custom client end file, only I see it.
  13. Sure enough, changing it to 512x512 was the issue. Now, as for how to make your own radar, its really easy. Its an entire clientside script, hel, iil even give you that. function displayMainPlate() RadarPlate = guiCreateStaticImage(0, 0.7458334, 0.225625, 0.2541666, 'radar.png', true, nil) guiMoveToBack( RadarPlate ) end addEventHandler("onClientResourceStart",getResourceRootElement(getThisResource()),displayMainPlate) all you need now is a radar.png (Dont use mine) Here is how i made it. Got a 1600x1200 screenshot of the game, and cut the screenshot down so all i had left was the bottom corner of it at a sise of 361 x 305. then using a new layer in photoshop, add your design in, fitting it around the radar. (Remember, what you see thru the layer in Photoshop is how it will look in game) Once you have done, Hide the background layer (of the original game screenshot) then change the Image sise all the way to 512x512 save it as a .png (radar.png) add it to the resource, and run it.
  14. I made the image to be a Native rez over the Radar with No scaling / stretching needed on 1600 x 1200 But i will try that, and see how it goes.
  15. Well, im going to try a few other ideas soon, (Cutting off a Picl from the oppisite sides, so the transparancy does not go all the way to the edges) As i have the strange feeling that thats the cause, not sure tho. iil get back. As The Race Spectate mode, with the arrows > Dont show the lines, even tho they are PNG, and the only difference is, The image inside the PNGS for the arrows, does not go all the way to the edges.
  16. Ive noticed a anoying Bug with Transparent PNG's They have Horrid White Lines that show up on the Borders of them (ONLY IN GAME) Here is an image... as you can see, there is nothing wrong with the image. Here is what it does in MTA: also, heres a Full Screenshot Showing its done the same thing around the URL image in the Top Right (Its harder to see because its Daytime in game) http://files.potholestudios.com/mta/logo.jpg Whats the go with this? and is there a Different way to Save the .PNG files? (not that i think Photoshop is the cause)
  17. I hope you know that Once Dual Core Optimiser is installed, you dont "Run it" it ads itself to the windows Boot.ini and loads everything it needs into the kernel on boot.
  18. Yeah i had this problem, i GAURENTEE you dont have the Dual Core Optimiser installed. Now, i KNOW it works for me because its running on this PC. and heres my CPU: AMD Athlon 4600+ AM2 Dual Core 64Bit. Download Link: http://www.amd.com/us-en/assets/content ... _1.1.4.zip Info:
  19. Well, its better than what we have at the moment, which thanks to DP2.3 is NOTHING.
  20. It makes a Buttload of sence. Serials were stored in the clients registry, and they were easy enough to change if somone knew what they were doing. so its not like the method hasnt been used before
  21. im auctually trying somthing similar with Bans, placing a xml that looks like a part of a gamemode that really just tells the server if they have been banned in the server before, and if so, bans again.
  22. Auctually, FUCK STEAM and its DRM horseshit. just encrypt the registry keys or somthing, so their harder to change.
  23. The main reason why Serials were good is so if a cheater was banned by Serial for cheating. and they had a dynamic IP, the ban would still stay in effect due to the serial. An absolutley BRILLIANT idea. and it needs to be braught back, sooner, rather than later. but i also recon the Reg keey needs to be encoded or somthing, so its no eaisially adjustable with regedit. or even better, make it so its not stored in the registry, but online, so each time a player loads the game, it checks their serial to make sure its correct.
  24. ... looks like iil have to get a mate to make a script. OR if Serials and Unique Usernames are braught back, then i wont have to make a pointless script.
  25. well, i tried just adding the first two blocks, and it obviously hasnt worked. as some little bugger keeps rejoining. iil try the * idea, but i wait for a reply from somone who knows for sure. Thanks anyway Simbad De Zeeman
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