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Einheit-101

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Posts posted by Einheit-101

  1. Yeah but i cant fix that, they automatically freeze but if a player with a very slow pc is streaming these vehicles they might fall through the ground after they got unfrozen by another player and the ground is not loaded... Its a complicated issue. Players need to destroy the vehicle again when it sunk into the ground. 

  2. Yes, a somewhat decent GPU can easily handle this server. But i recommend turning some settings off, for example radial blur, depth of field, palette. They dont look good (my opinion). And i recommend setting "ship model detail" to low, because it causes CPU load and ships will lag even on a NASA PC.

    I also just uploaded a new version of my post processing resource, it improves sun/moon godrays and adds new rain drop effects, just as i promised.

    • Like 1
  3. @Ren712 found a fix for the shore foam depending on view angle. But that fix introduces a new bug, because it does no longer account for water waves and the shore foam doesnt change its shape when waves are shaking the water up / down. The shader literally thinks that the water is completely planar, but it isnt.
    We are currently working to fix this, if possible.

  4. KNOWN ISSUES (01.08.2020):

    - Reflections are flawed, we get flickering and non-correct reflections in some situations (i have commented the shader very well, and some potential fixes are there, but i am no smart enough)
    - Reflection edges are not stretched yet, we can see artifacts at the screen borders because of that. I dont know (yet) how to fix that aswell
    - Refraction of stuff below the water surface seems to be impossible to add, but i am pretty sure that some genius can find a way
    - Shore foam currently depends on camera view angle because i am not smart enough to calculate the vertical water depth at any given surface position

  5. Today i proudly present to you: OSWS (OpenSourceWaterShader) for MTA: San Andreas!

    What is this?

    This resource is a project that i started long ago in order to finally (!) get a decent water shader working for MTA that benefits everybody. The main goal is to get an amazing shader where everyone should contribute to make it the very best looking water that we can get for this game engine. The code is pretty well optimized and the performance should be good for everyone, but a shader model 3.0 graphics card is REQUIRED for this resource!
    The effect is applied to the water texture itself. It is NOT a post-processing water shader. This means that we do not have to deal with any issues that come with post-processing, for example smoke and any other effect that is rendering behind the drawn water. The downside of this method is the fact that we can not (as far as i know) add refraction to the stuff that is below the water surface. But maybe some genius knows a way to make it happen, or fix the rendering issues of post-processed water. Stuff like that is the main reason why i decided to make this resource a community project, improvements for everyone!

    Features:

    Water reflections, surface refraction:
    iCzP2cr.png

     

    Shore fading, shore foam:
    4u1Tlpg.png

     


    Dynamic_sky support with sun + moon specular lighting:
    VZGZMOd.png




    DOWNLOAD:
    https://community.mtasa.com/index.php?p=resources&s=details&id=18239

    DOWNLOAD DYNAMIC_SKY RESOURCE BY @Ren_712:
    https://community.mtasa.com/index.php?p=resources&s=details&id=6828

    • Like 13
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  6. UPDATE:
    -Smoke grenades will now explode after 5 seconds and eject smoke that is synced from the creator to all other players to prevent smoke desync
    -Fixed non-working mortar smoke shells
    -Fixed satchel detonator not working when the player is sitting in a vehicle
    -Satchels can now be detonated with any weapon equipped (No longer needed to equip satchels specifically)
    -Satchels can now be "defused" by shooting them or by exploding something in their proximity (Beware, satchels have no collision, you have to hit the surface that is next to the satchel)
    -Players can no longer switch first person mode while reviving to cancel the revive animation
    -Changed default key for "Sonar Ping" to "J"
    -Changed default key for "Toggle vehicle light" to "O"
    -Changed default key for "Detonate satchels" to "P"
    -Added new key "Call artillery", default key is "lalt" (I separated artillery call from satchel detonator)

    I will soon upload the new maps Westerplatte and Budapest. I wont create a new post for that and i dont know when they will be added exactly.
    Also we have currently a problem with missing killer information when a satchel explodes. I will fix this soon.

    • Like 2
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