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qaisjp

Retired Staff
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Everything posted by qaisjp

  1. Referring to people like @qaisjp is called "tagging" or "mentioning". Who in particular are you trying to tag?
  2. We will not be adding custom objects to MTA. You can replace existing objects using the existing engine functions. We might add more IDs in the future so there's less of a trade-off, and that's mostly on the cards for 1.6.
  3. @Piorun - building on macOS does not currently work but this is being developed. You can try Docker, though.
  4. Relevant issue created by @myonlake https://github.com/multitheftauto/mtasa-blue/issues/314 Please use that issue for discussion. Thanks for reporting this.
  5. Due to the nature of how MTA works this is impossible, even if we somehow managed to patch everything to use OpenGL on Windows. However, MTA on Linux, as @CodyJ(L) said, does work with Wine. There shouldn't be too much fiddling about required either. Take a look at our WineHQ entry. We also provide instructions for getting MTA to work on macOS. If you need a hand getting around any errors you run into, please do update this thread. We'll try our best to help!
  6. Hi @Simple01, This isn't really possible nor feasible. What features are you looking to get from a "conversion" from DirectX to OpenGL?
  7. FYI @Arran you can also get builds from nightlytest.mtasa.com - it's kind of a test website so it might move or go down or whatever, but it's perfectly usable. It'd be great to have you helping you out (again)!
  8. OK. I have added this feature to the admin2 issue tracker. https://github.com/multitheftauto/mtasa-resources/issues/108
  9. Very interesting approach... thanks for this.
  10. Hi there! Time sure flies fast, doesn't it? It has been a while since the last post from us so we would like to give you an update on what has been going on recently with MTA:SA. We have got two highlights for you this time. The community Do you remember our Community website? It has served us well over the years but has also caught some rust in the process. Therefore, we would like to re-visit it and improve your experience with discovering and publishing resources. Our plan is to build a new community website from the ground up using modern technologies, and we would like to hear from you what you would like to see on the new platform. Please respond to this thread with your ideas and suggestions. Technically inclined users can take a look at the first pass of our specification document. Development progress As for the mod itself, we have received many pull requests (patch contributions) on our GitHub from open source contributors lately. One of such contributions is a brand new feature: custom IFP animations support, coming from one of our community members, Saml1er. He managed to get this to work nicely in MTA:SA, while ensuring that our coding standards are met so we could include it without too much hassle. Saml1er even made a video which showcases what this feature is all about. You can find it below: We intend this to be a part of our upcoming 1.5.6 release which we hope will come soon, but you can try it out now by using a nightly build: https://nightly.multitheftauto.com/ Tips for using this can be found on our wiki: https://wiki.multitheftauto.com/wiki/EngineLoadIFP That's all for now. Take care and enjoy the summer! — MTA Team
  11. You don't need to transfer the files, you can just run from within the Bin folder.
  12. Correct. master is the latest current-version (nightly), @Arran . When we have features that need to wait for 1.6, we make a PR and attach a special label, like this: https://github.com/multitheftauto/mtasa-blue/pull/70 do you have mtasa installed on that machine (a regular installation of the latest stable)?
  13. Chris...? Hello! If you'd like this to be considered, please post on bugs.mtasa.com instead!
  14. I work on MTA for macOS. Have you followed these instructions? https://wiki.multitheftauto.com/wiki/macOS
  15. qaisjp

    Lua 5.3?

    What kind of features, in particular, are you looking for?
  16. We can do this: what username would you like it to be set to?
  17. Hi, I've deleted the comment in question for you. I've also moved your post to the relevant post related to community moderation. Thanks for your suggestions, we'll keep them in mind.
  18. qaisjp

    Help

    Please provide the code! Here are some situations where your error can occur: `tab[999] + 2` `tab[999]` does not exist, so evaluates to `nil` `nil + 2` causes the error `thing + 2` `thing` does not exist, so evaluates to `nil` `nil + 2` causes the error etc. Good luck
  19. In addition to what @koragg said, the issue is that when you first call onReceivedData you are adding the render function to the onClientRender event. You'll need to grab a hold of that render function (your render function atm is being defined globally), and execute removeEventHandler if the render function already exists. You need to do these three things: Before function drawReceivedData(...) write this line: local render; This will set the scope of the render variable Right after the function drawReceivedData(...) line, check if render exists (if not nil), and it does, run this: removeEventHandler("onClientRender", root, render) Steps to improve general code: Lift the state: make the render function a regular function (not one defined inside another function) Make it refer to a safeStatus table onReceivedData check if safeStatus is defined. If it isn't (is nil), define it, and add the event. It is already defined, redefine it (or just update fields) so the render function will print the updated fields. Good luck!
  20. @eAi: `element.position` returns the same thing as `element:getPosition()`. Thinking back on it now, whilst doing `localPlayer.vehicle` is extremely convenient, having it for almost every function is a fundamental design flaw. @AfterAll14: the vectors are mutable, but i think some of those utility functions only return new versions with the operation applied. You should do `M.position = M.position:normalize()`. Any updates on your progress?
  21. Labas! The community will have a lot of the things you are looking for. I suggest you read a couple of the resources so you have an idea of how they are made. We're happy to answer any questions you have here.
  22. Hi, I've updated the community to reflect the change that @pa3k suggested. Whenever the community is next updated the "feature" will be added.
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