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Guedes747

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Everything posted by Guedes747

  1. My best guess is, he probably seeks a script that allows the server owner to change the text that displays upon vehicle entry. if that's the case, I'm also interested on this as I haven't found a working script yet.
  2. I really enjoy your maps, great fun for quick races, keep up the excellent work.
  3. At the moment it only supports replacing vehicle models, nothing to do with handlings. I haven't decided if I'll add some type of cusotm handling data yet, but probably wont because it's not hard to script custom handling with setModelHandling. If such thing is so easy to implement why would you simply discard such a small yet important feature, considering your resource is 100% focused on replacing vehicles, which benefit and sometimes require custom handling to work as the author originally intended? Not complaining, just really intrigued.
  4. Holy smokes I was looking for something like this, thank you. Does it support custom handling? Does it handle more than one model per ID ? (i.e: allow players to choose between models that replace the same car)
  5. Apologies in advance if this is not the correct section to make such post, but anyway, without further ado.. I run a private/friends-only multi-gamemode server and I'm looking for a scripter to aid me 'complementing' a few elements on my server that I deem extremely essential, but unfortunately, are lacking at this moment due to my inability to produce code. Requirements: 1- Efficient and presentable* code (* i.e - proper use of annotations/comments inside sheets and such) 2- Experienced with handling of custom 3D models (cars, objects, skins, etc) through LUA 3- Experienced with GUI's Main Tasks: . Creation of a client-side panel that allows users to have full control of the mods(vehicles, skins..) and resources (shaders, textures..) their game downloads and runs. [Freeroam] . Fix issue with current gamemode where custom 3D models do not load as intended. [Race, DM, etc] . I may also request other small pieces of code that might need a complete rewrite or small adjustment accordingly to my preferences, this will heavily depend on your performance as a coder (read: performance as in work methods, not speed) If given the possibility I'd also like to accompany the work progress as close as possible, so that I can try and pickup something in the process but above all get reasonably acquainted to the structure of the work I'm having commissioned. Payment: I'm pro-capitalism, obviously I do not expect anyone to work for free, I won't make you rich but I guarantee you a decent amount of pay for a job well done. Method of payment and process will have further discussion in private. (PayPal of course) Contact: You can PM me on the forums, reach me on Steam, or Skype. I believe I tackled the fundamental information for the work but I'll answer any questions in this thread Thank you.
  6. Yeah it did make a difference, the models load in fine with no lag or crashes this time around, however, it seems that the collisions are not being loaded, car falls right through the object once it's 'released' upon race start.
  7. I asume you are talking about this If so, where is the underscore suppose to go exactly? i can't really make much sense of it by reading previous posts. The custom model files? (i.e: _example1.dff or example2_.dff). EDIT: Ok so based on what I could gather from the previous posts, I changed the following lines on the wrapper_c.lua: engineLoadDFF = function(path, model) local dff = _engineLoadDFF(mapname.."/"..path, model) -- added a "_" -- table.insert(wrapper.models, model) return dff end --Timers _setTimer = function(...) -- Added a "_" -- timer = _setTimer(...) table.insert(wrapper.timers, timer) return timer end The problem still persists regarding the custom 3D models pertaining to racing maps, they just refuse to load, even though everything works fine for DM, DD (Cross) and Shooter maps. I'd really appreciate a little bit more support on this if possible.
  8. I've been toying around with this gamemode for a bit and I noticed that loading race maps with custom 3D elements doesn't seem to work properly, at first my system completely froze and crashed upon loading a racing map, at second time I got back into the server everything, seemed to load well, apart from said custom 3D models. Does your gamemode support this type of maps by nature or is there something I must add / correct for it to function as intended?
  9. Love the design, the community has way too many obnoxious HUD's, I'm glad to see someone investing in minimalism for once. Well done, I'll give it a try.
  10. Sounds pretty good, I'll give it a try, thanks
  11. Would depend on your computer specifications. I'm asking in the sense of, if these particle effects drain the performance as much as the standard San Andreas ones do, regardless of hardware. Taking into account the fact that San Andreas is a pretty awful port by itself and being familiar with multiple reports from friends getting their frames tank when doing burnouts or flying at cloud level, whilst running the game on latest graphic cards and Intel i5/i7 CPU's.
  12. This is quite impressive, is there any noticeable impact on the client's performance?
  13. This is pretty damn useful, tell me, does it support custom handling? Any plans to make it support skins and weapons as well?
  14. This is pretty impressive, although the skybox seems a bit low quality... do the clouds move separately or is the sky part of one single image?
  15. Yes the poor execution is pretty noticeable, but I believe most of the videos are done purely out of fun by people who just want the viewers to experience the same fun as them, a high percentage of MTA players probably still runs PC's with low end dual cores. Regardless, I think a good gameplay video with carefully thought-out commentary and constructive criticism will certainly help give 'outsiders' an insight of the different types of game modes available to play on MTA. And above all prove that there are much better alternatives GTA:Online By the way, just throwing off a little suggestion, maybe consider adding a simple logo for this series in the beginning of your future videos instead of just text, just to spice it up.
  16. This is pretty clever, kudos, well done!
  17. It's interesting, I'm really found of the idea because MTA doesn't get much YouTube coverage on the gameplay / review department. Only downside I can see to this is the videos becoming outdated within a span of a year due to ever changing code, features, or simply because a server just dies.
  18. +1 but this subject has already been acknowledged by the MTA team it seems, just not one of their top priorities right now... https://bugs.multitheftauto.com/view.php?id=7728 https://bugs.multitheftauto.com/view.php?id=4571
  19. And intrusive scripts that are listed in the server's meta file could be ran. The first step towards security would be disabling arbitrary memory writing by CLEO. Which would take away most of its power and destroy the whole purpose of such idea. I've never used these functions, their documentation implies that all parts having a frame section in DFF can be moved. I'm not sure what functions you're talking about, since neither components nor position/rotation of vehicle seem to be related to path designer tools... Right, I forgot about the server-side abuse of CLEO scripts, now that I think of if client side abuse would probably be the least of the concerns. On the train path designer idea, I meant being able to generate code, or rather, compose and output code using GUI button pressing in order to make a usable train track with working junctions, similar to one of your NPC path scripts, except, it would be used by a player and not an NPC. But I will assume since it can be done for an NPC, it should be even simpler to make it work for a player. Illusions or not, I'll be looking forward to the introduction of the ability to add content rather than replacing it, be that a vehicle, a character or an object. In my personal opinion THAT is what will truly 'take MTA to the next level', the ability to expand further beyond the original game. Such a shame that San Andreas engine is pure garbage by itself.
  20. We're talking about two different concepts here, one is simply allowing CLEO scripts to be ran and the other is the addition of a method to make MTA handle and act as an advanced CLEO library with its own security measures, and of course I much more prefer the latter. Server-side CLEO script downloading, hypothetically, it would work pretty much the same way as resource download, but instead of dumping said scripts into the normal San Andreas directory, they would automatically be dropped into a secure folder inside MTA's resource directory. Once the player joins the server, said scripts would be called by it and loaded, preventing intrusive scripts that are not listed in the server's meta file to be ran. setVehicleComponentPosition setVehicleComponentRotation Can you control elements that have not been assigned to default vehicle parts? Such as 2 seater jets and the extra propellers and engines I mentioned? Good point about the sync allthough I would have thought sync would be possible it just by having all players running the same script file simultaneously, but as i stated above we're talking about two different methods of handling CLEO. However this brings me to a much better question not related to CLEO scripting. I'm wondering if it be possible to use those functions you mentioned above in order to create a functional simple-to-use train path designer plugin for MTA Map Editor.
  21. +1 for this suggestion. I was just thinking about this a couple weeks ago when testing out a few mods on my server, I took notice that the vehicle mod I had replaced the Utility Truck with did not support trailer attachment. It would be nice to have a work around this.
  22. not really everything but almost everything tell us what you can't do. -Run several mods simultaneously in the same entity / slot, and possibly add more slots for new content to be added (vehicles, skins, etc) I'm pretty sure I've seen a video demonstrating this with vehicles, more specifically jets... I'll post it if I come across it. -Control over the vehicles.ide file, which, as far as i know is currently impossible / unsupported by MTA Mod Link -Advanced Tunning options with part-morphing (similar to NFS's Body Sculpt feature) Mod Link -Control over aircraft / vehicle parts (eg; flaps, afterburners, instruments, extra propellers and engines) These rarely apply to default San Andreas vehicles, its mainly aimed towards moded ones -Switch train tracks whilst driving the train -Ability to load new animations Too many mods to list Feel free to call me out on any (currently possible) server-side workarounds for these. I'm also aware some of the features I mentioned above have been listed on MTA's road map: https://bugs.multitheftauto.com/view.php?id=4571 https://bugs.multitheftauto.com/view.php?id=6571 Its a shame they are listed under 'things that are not important', I understand that the number one priority is stability but other part of me believes the ability to add new content and be able to control aspects of said content would take MTA and San Andreas to the next level.
  23. Apologies for the thread bump but I just wanted to notify that the IA theme has been updated with the following changes: (See fullsize image) -Corrected spelling mistakes on the main menu tabs (*) -Added a new background to the theme (*)Kudos to forum user WolfPire for his help correcting spelling mistakes on the main menu!
  24. Glad to see some issues being addressed, mainly the train sync and the vehicle effects (burnout smoke and water splashing), as another poster stated before, It's sad some features haven't made it into this update, but we'll get there eventually! Keep it up!
  25. It'll be used exclusively on my server I'm opening some day. Oh what a shame, I was looking forward to the release of this one.
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