Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by codeluaeveryday

  1. I think it'd be great if you allow us to read all the connected gamepad controllers. I have an idea to create a 2-8 player couch co-op MTA:SA server, and if I could read individual controllers, get their inputs and map them to a pedestrian, we could make some pretty cool servers.
  2. Nice, but your script seems to run just run the average ip location. When I talk about the Geolocation api, its a lot more accurate, usually straight to your house address. Each browser handles the API differently and chrome being the most accurate because google uses nearly everymethod to track you. Google's cars will capture network signatures as they drive through streets taking photos, and will map them in their location access point db, and use that data to identify you. In googles words: If you allow Google Chrome to share your location with a site, the browser will send local network information to Google Location Services to get an estimate of your location. The browser can then share your location with the requesting site. The local network information used by Google Location Services to estimate your location includes information about visible WiFi access points, including their signal strength; information about your local router; your computer's IP address. The accuracy and coverage of Google Location Services will vary by location. Google Chrome saves your location information so that it can be easily retrieved. This information is periodically updated; the frequency of updates depends on changes to your local network information
  3. Hey guys I know I've been inactive for a long time, but am interested in joining the community again. I've had my eyes on CEF since it came out and I want to ask if it supports all the newer HTML features. Specifically Canvas, WebRTC (i'd hope so, but you may see it as a security threat ) and the geolocation api, ooh and webstorage? Just curious
  4. Who wants an updated version of this? I have progressed a lot since developing this and could easily setup an automatic updater for it.
  5. Guys, this is easy. Really easy, in-fact I'm still surprised that there are so many people in these forums that are so inexperienced. I don't mean to be rude, but this one is very obvious. I suggest someone updates those forum pages immediately too. That website is outdated and broken, they should have used one that has a higher reputation. http://bot.whatismyipaddress.com/ - 16 Years running and a great service, use this URL. https://api.ipify.org/ - Great, kinda new and should be here for a long tiem to come. Use either one. function getServerIp() callRemote("http://bot.whatismyipaddress.com/",function(value) if value ~= "ERROR" then ip = value end end) return ip end I suggest not giving people other alternatives, the guy asked for a method to programmatically get his IP, not so he can define it with an IP Variable.
  6. Hmm, try using: getElementBoundingBox This should be able to get the vehicles bounding box, but i'm not too sure if its what you need, just experiment with it, it may get you what you need.
  7. Try this. addEventHandler("onClientPlayerDamage", localPlayer, function(theAttacker, theWeapon, theBodypart) if ( theAttacker.type == "vehicle" and localPlayer.vehicle ~= theAttacker ) then cancelEvent() end end ) You can also use OnClientPreRender and run a quick check to see if a player has collided with the vehicle and quickly allow it to pass through
  8. This post is 4 years old... I was about to say to used dbExec and I don't even program in MTA anymore...
  9. Yep, it's pretty much making use of the external web server. We've ran tests using Cloudflare CDN and we've found that it can be slower than the original host. If you're using a bad host then sure a CDN is appropriate, but our host is high speed. I'll explain why a CDN can be slower, mainly cause a CDN such as Cloudflare has millions of users flowing through their servers, for us it worked better to just use a static web host. If we get customers we may head for Windows Azure, but we don't know yet. Thanks It's just giving players extra options and for lower prices.
  10. Hi there! I'm Chris, I've just thought of a pretty nice idea which I can complete in 1 nights work and will guarantee your server faster download speeds. I've been working on numerous projects in my time, and I still have quiet a few I operate in. This one is a newer project that I'm extremely excited about, mainly because I was once annoyed by the slow upload speed on some of the servers. You're probably thinking WHY should I use this service? That's an excellent question, and I'm going to answer it with proven facts. It has been proven in numerous studies that people do not like to wait any longer than 1 second to load a webpage, any longer and they start to leave. The similiar principle applies in a game server, I've joined servers with 60mb download and sat there for 30 minutes, when I could have been sitting there for 2 minutes. Our service provides a high-speed alternative to MTA's current web server, and for extremely cheap prices you could be getting a peace of it too. Lets say you also have a really slow bandwidth connection server and whenever someone's downloading it slows down the rest of the game-play, our service fixes this. HOW is this all possible? Another good question! We have created a server-sided file which allows you to "PUSH" files to our web server or use the automatic feature. Here's a little demonstration on pushing files: /push myResource client.lua Are my file's SECURED? Finally, the juicy part! The web server only needs to store the client-sided files. All the files that are hosted on our hosting platform are then redistributed to clients, the same way that MTA currently does it. We are also in the middle of discussing possible asset encryption, such as images as an extra paid service. What do I get from this? Fast Download Speeds ( 1mbps + ) Stability and security Automatic Compiler File analytic's How much will this service cost me? Starting price: 2 British Pound for a month worth of hosting. Addon Prices: Lua/MTA Compiler (1 British Pound per/m) Depreciation Check and Repairs (0.50 British Pounds per/m) File Encryption (1 British Pound per/m) More features on the way Lets say I wanted all of the above, each month I'd be spending 4.50 British Pound for astonishing download speeds which do not affect my server at all. I'd like to see this in action! I am living in Australia with a 10megabit per second download speed ( 1.25 megabytes per second ), and the server I'm connecting to will give me 330 + ping as its hosted in Europe. Now lets take a look at the video I recorded, or you can go to my server with the IP located under the video: IP: This is mainly a planned idea, so I'd love to hear from the community how many people are willing to buy it, the reason is that paying for a good host is a pain in the ass if we don't have customers. So please respond below. Reply if you are interested and think that you will benefit from this. Cheers, Chris.
  11. Using fetch would be a bit more in-efficient than what I'm doing with sockets, also a lot more insecure. I kind of care a lot about security and it's probably best if I avoid making this. It's the secure way, or no way.
  12. Hey, I already know about the Sockets Module, but I'd like to request an official import of the sockets module for the server side. I am in need of a real-time method to connect to my server, and this can give me the greatest flexibility while programming. I've just finished a pretty cool project and I'd like to release it to the community for free, I just need to make the distribution easier for novice users...
  13. Okay, so I've seen a lot of talk about the iOS and Android versions of Grand Theft Auto. I am willing to pay 200 British Pounds to the son of a bitch who wants to do it. The project would be completely open source. The main developer would get paid handsomely, and any other contributing developer may get up to 50 or more pounds. Why am I offering this much money? Because and I quote "progress is made when impossibility yields to necessity" (ARNOLD H. GLASOW). I want to push MTA forward into the future! I do have this money available, but I probably should not be touching it. That is why on top of that all people which would like to see this through should push money through to my PayPal account to be sent to the responsible developers. I am looking for MTA's blessing and permission to lead this other side of MTA and they will have to agree to this: Project Information: Name: MTA: On The Go (debatable) App Price: 0.99 (to help pay me back for the pounds) Type: Open Source I am really sorry that I don't have much information right now, it's mainly an idea. I want to hear everyone else thoughts and be notified if people want to legit finish it. 50% or more of the money will be delivered upon completion of Core Modules, like the networking module. I understand that there may be issues with the GTA:SA app itself. We will see. Just reply. Edit: I realise that 200 gpb isn't enough. Lets talk about regular payments eyyy
  14. when phones become computers. Phones are computers...
  15. Yeah yeah, but you gotta admit he is pretty awesome.
  16. Thanks Ren_712 It's doing perfect. It's also improved CPU performance on my computer by a lot btw I've always had a massive "coder crush" on you. You're a super amazing shader coder.
  17. Yeah it is floating, I got the actual model from the internet, I have some friends at Uni doing modelling. I'll help them with importing the DFF and they should be able to help us make it positioned properly.
  18. Minecraft Skin Shader Recently I had a thought about implementing a simple method for players being able to use their favourite minecraft skins in-game. Currently the features are beta, and will be disregarded in upcoming versions. Please note I am not redistributing this resource, it is for my server. If you truely want it, you can make me an offer on my skype account: chrisinater22. Preview: Features: Any minecraft skin works (incl HD & 1.7.5 +) Different players have unique skins when they select it Upcoming features: Skin streaming from web server Loading skin by minecraft username Loading skin by URL
  19. Yeah that was one of my first ideas, but I don't want to cause any possible performance issues with the client. Still I can agree with you on this one, but I will avoid it until I know there is no other answer. I would prefer to download the 5kb also over this idea, but gj anyway.
  20. Not sure if trolling or legit. Cleo mods cannot be used within MTA servers, and nor will any of the links that you have posted here help you in this idea. There is one method I can think of which will help you accomplish this, both of the Hydra's would need to use the same DFF file though, and you could use a shader to apply them on different teams.
  21. You think I'm trying to compress TXD files? If you knew anything about what I am trying to accomplish, you would at least know the TXD files are a compressed format. Just listen to what eAi said, he is completely correct. That is the feature which is needed in MTA, it won't only help with this type of script. Cody, can you please stop replying, you've been useless and unhelpful since you joined. Dude please, you literally have no idea what I am doing here. It's really basic stuff too, I'm sorry that you find this difficult, and yes I know how to work a TXD Editor. When you've been doing this for 8 years, it kind of syncs in. I understand why you would want an apology. I've been on a very short string, and it's only getting shorter. The problem is that Cody has not actually given a solution to my question. My question was related to removing the anti-aliasing on the texture elements. eAi was so kind enough to provide a proper answer, which has helped me a bit with understanding how to implement it. I've ran into a few issues, and as have my friends. We need a different method to the one which eAi offered, it's very close though. We need a method which factors in the SamplerRate and the Texture in the same method, I know it probably won't exist. It's just every method he has mentioned revolves around me forcing my clients to download more file size when they really don't need to. This is the problem with over 70% of the MTA:SA community. They constantly fail to realize the importance of stability, I go to some servers and I see 100's of megabytes needed to be downloaded. Then when I'm in the server, I think to myself, I know a few different methods that could get the exact same result for a lot less file size. I'm not mad at Cody, I just find his answers to be irrelevant and unhelpful. Mainly because I've already considered them, and I would like to give my players the best that I can give them. In Australia we are raised and taught to respect your clients and people which trust their data with you. It's why Australia has one of the best business ethics in the world. I just don't want to be that 1 server which doesn't look at for the number 1 picture, the people which bring the server to life, the community. I'm being a bit of a jerk, I realize that. It's not his fault, he seems like a nice guy. I'm not going to ramble about my life here, this is just an apology. I'm sorry for being rude and unappreciative of the time you put into trying to help me.
  22. Once again it's not the server I'm fully worried about. Plus we are hosting just over 8 servers on our dedicated, yes I like to share. We do have a pretty expensive dedjcated ser er and have a shit ton of bandwidth. I'm not fully worried about bandwidth on our server, what I don't want to do is waste our clients time with having to download that shit. On top of that, seriously man. Just shut up and take this as a good suggestion. And I already know how to resize images.
  23. No shit cody, but lets look at what happens when there is 100 skins, which there is well over 1 million registered minecraft skins. We are hoping to have at least 500 as we go on. Heres the other maths: 500 * 5 = 2500kb for one client, another 100 unique players a day: 2500 * 100 == 250, 000. Once again lets check the 30 day bandwidth usage: 7.5gb. Now assuming each 64x32 image is less than 1kb?: 500 * 1 = 500kb, 100 unique players a day: 500 * 100 = 50, 000, this is for one day of bandwidth (50mb), now lets see the 30 day: 1.5gb. Cody. I understand you are only trying to be normal, but you should know that optimization is everything in programming. There can never be enough of it. I'm actually a bit angry at you lol, its just because you are thinking of the small scale, when there is at the bigger scale side of it. I hope that someone figures out how to add a texture filter method as it will save people A LOT of bandwidth and time.
  24. yeah I thought so, I noticed this in other image converting software, I had to toggle off the Filter mode for it to work. I hope that MTA can add this sooner or later.
  • Create New...