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Jusonex

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Everything posted by Jusonex

  1. To start off with some good news: There is already a pretty detailed compile guide: https://wiki.multitheftauto.com/wiki/Compiling_MTASA Also, we started documenting some parts in the past: https://wiki.multitheftauto.com/wiki/Category:Classes_(Blue) https://wiki.multitheftauto.com/wiki/Coding_guidelines https://wiki.multitheftauto.com/wiki/Coding_info https://wiki.multitheftauto.com/wiki/Category:Development And now the bad news: The cost of documenting everything is too high compared to the resulting benefit. For most things, there are enough examples, i.e. when implementing a Lua function just string-search for an existing Lua function and copy&paste that code. This approach works fine for the most high-level code. In the lower-level modules (especially Game SA and Multiplayer SA) the explained approach doesn't work very well. But to be honest with you: We don't understand some parts of that code either due to its lack of documentation without reverse engineering it again. Documenting at least parts of that stuff is absolutely needed, but as it just works atm, our approach is to don't touch the running system. However, I could imagine documenting some "basic patterns" like "How to implement a Lua function" or general guides like "How to learn reverse engineering for MTA".
  2. It uses several threads, but most of the logic runs in a single thread so it's very close to being single-threaded in reality.
  3. I guess you're looking for processLineOfSight. However, it does not return the rotation directly so you have to calculate it from the returned normal vector.
  4. Jusonex

    hacker on mta

    Sorry, but if you open executables from random people, it's your own fault. There's nothing we can do about it.
  5. 1) MTA still works on Windows XP, we just don't give support for major issues certain people have (which are most likely related to malware activity). 2) "Tons of players" is an alternative fact. In reality, we're talking about 2.2% of our players (as of yesterday). 3) Microsoft stopped supporting Windows XP several years ago. Therefore, it's just a matter of time until people will get massive problems with malware. Well, they can actually use the browser. The XP variant just uses an old, unsupported version of the browser. So apart from XP users being vulnerable to malware, the MTA variant runs fine with the exact same features. Feel free to do it
  6. proxy_sa.exe is a slightly modified copy of gta_sa.exe to bypass Nvidia Optimus optimizations that cause graphical issues/artifacts otherwise.
  7. Jusonex

    Starting problem mta

    You're using an outdated operating system. Please upgrade to Windows 7 soon. If you don't want to update, but want to install malware on your computer, feel free to download the Windows XP Service Pack 3 from http://www-pc.uni-regensburg.de/systemsw/winxp/sp3/WindowsXP-KB936929-SP3-x86-ENU.exe
  8. Jusonex

    Again socket problems

    The log contains nearly no information. 1) Why do you think the sockets module is the problem? 2) How do you recognize exactly that the server fails?
  9. Could you please zip and upload all files from /path/to/mta/server/mods/deathmatch/dumps to https://upload.mtasa.com/?
  10. We really appreciate your interest in integrating FLA in MTA, but there are a few requirements that have to be met: Only one MTA version (2 versions would lead to fragmentation which is not our intention). The other main problem with a "moddable" version is also that such a version would be very prone to cheating and would lead to frustration due to cheaters on the long term It has to be integrated in a dynamic way. That means: No MTA restarts, but changing the limits on demand via a clientside function (or something similar) Since FLA would require modifications for MTA anyway, I don't see a reason to load FLA via an ASI loader. Instead, it should be merged with the Game SA/Multiplayer SA module. If you are still not deterred by these requirements and think it is affordable, we'd definitely appreciate a pull request on GitHub (and will accept it if the code quality is fine).
  11. Ich vermute mal in deren Forum (womöglich http://www.coa-rl.eu/)
  12. Jusonex

    Problem In URG server

    It's most likely a script problem. If you have errors in the console, you could ask in https://forum.multitheftauto.com/forum/71-scripting/ for help. If not, you'd have to contact the original author of the script.
  13. We can only block the cheat software we know. So if you know what they used exactly or can find it out, please report it via PM to ccw.
  14. It was even slightly higher: New record: 28476 players - 2017 Jan Fri 6th 17:30
  15. Another pro for using double in vectors is that Lua uses them internally anyway. We should be careful about the exact position where we convert the precision though (as GTA requires 32-bit in the end as eAi said and MTA uses float all over the place too). That's of course true. However, afaik most engines use a modified (more numerical stable) Gram-Schmidt algorithm to re-orthogonalise such matrices. MTA's CMatrix class might even have the algorithm already implemented (not sure though). Also, such precision problems are normally not that bad as long as you're only talking about the "visual experience" and not going to implement a high-precision, deterministic physics engine. Do such classes have the fields twice (float + double) then?
  16. Could you please search for all occurrences of removeEventHandler in all resources and check if only 2 (instead of 3) parameters are passed somewhere? It's not an actual MTA bug, but a misuse of removeEventHandler in your script that appeared since we slightly changed the API in build 11049 (the build ccw posted just reverts our change temporally).
  17. It's is shipped with the CEF (Chromium Embedded Framework) library as dependency and covers OpenGL components (which is used by Chromium for rendering/compositing). See https://en.wikipedia.org/wiki/EGL_(API) for a detailed description. Also, this site gives an insight into the responsibility of CEF's dependencies.
  18. Thanks for the suggestion. However, I think there are some problems with such an attribute. Implementing this would require the server to send the changed script files on each resource start to luac.multitheftauto.com (compiling it locally isn't possible due to security reasons). Also, since you probably don't want to add and remove the extra_obfuscation attribute when switching between debug and production, you'd end up with extra_obfuscation being always enabled. However, this would restrict the debug capabilities a lot as debug information are stripped as well (so you'd get bad error messages without script name and line). Instead, I'd suggest you to use a build script that compiles all your files before switching over to production mode (Python is a good language for such things).
  19. You're right, 4O4. The 'copy' command hasn't quoted the path correctly - thanks for the tip. I just fixed this in the most recent commit. Please pull your git repository and try again.
  20. That's not possible in a comfortable way (if you're looking for an uncomfortable way, search for 'pipes'). However, you can view and follow the logs via: tail -f /path/to/mta/mods/deathmatch/logs/server.log In case you want to inject input in your webinterface or something, most language standard libraries offer an API to access stdin/stdout directly.
  21. d3dx9.h is part of the (legacy) DirectX SDK which is not shipped with the Windows SDK included in Visual Studio. Instead, you've to download and install it separately from https://www.microsoft.com/en-us/download/details.aspx?id=6812 After installing, undo all your changes and regenerate the solutions.
  22. Depends on the operating system, your gamemode and the other services that are running on the VPS. It might be enough, if you: use a lightweight Linux distribution (Debian should be fine for the most part, but you could try running MTA on something like Alpine Linux) have a gamemode that doesn't use serverside scripts to a very large extent don't run other services e.g. a webserver, control panel, ... But since most VPS hosters support 1-click upgrading, it's perfectly fine to buy the small server, see what happens and upgrade if necessary.
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