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rain_gloom

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    Desert Bluffs sucks
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    Clocktower
  • Occupation
    art enthusiast, hobby scripter

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  1. Running a `wget -m` download right now, not sure how it will turn out. If it works I'll upload it. Couldn't the server do this automatically? The Löve 2d wiki has auto generated offline copies and it's not a huge site. Update: the download is not done yet, but no links on the main page are working, so it probably failed to properly copy the site's structure. The files are there but not accessible through links.
  2. 50/50 Cars have their own Coronas, but they are using the Texture i am using too, so you would have to replace the Vehicle Corona to get the old Corona Back. You can't exclude the effect from vehicles in any way. I tried that with my night_mod for dynamic_lighting. Well. But still i think you did a good job for DAYZ community. You can use something like the dynamic vehicle lights resource to re-add them.
  3. Arch x64 v225 Ah... that might be a problem, it's an rc version. https://nightly.multitheftauto.com/multitheftauto ... 1DA.tar.gz But does that explain the error? The 32 bit was from linux.multitheftauto.com, that one runs fine. (ok, it does give an error about missing configs, but I expected that and it was only downloaded to see if it starts at all) edit:ok, the release version works fine, but I'm still curious about the GitHub build as it doesn't seem like one of the usual errors due to some missing header or shared library.
  4. Problem 1: The x64 version is giving this error: ]$ ./mta-server64 libtinfo.so.5: cannot open shared object file: No such file or directory ERROR: Could not load ./x64/core.so * Check installed data files. Press enter to continue... But the x64 folder is right next to it with all the files. What's wrong then? I tried ldd on the executable, but I'm not exactly how I should interpret the output. linux-vdso.so.1 (0x00007ffc0ab7e000) libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x00007f2ebc974000) libdl.so.2 => /usr/lib/libdl.so.2 (0x00007f2ebc770000) libz.so.1 => /usr/lib/libz.so.1 (0x00007f2ebc55a000) librt.so.1 => /usr/lib/librt.so.1 (0x00007f2ebc352000) libm.so.6 => /usr/lib/libm.so.6 (0x00007f2ebc054000) libgcc_s.so.1 => /usr/lib/libgcc_s.so.1 (0x00007f2ebbe3e000) libc.so.6 => /usr/lib/libc.so.6 (0x00007f2ebba9a000) /lib64/ld-linux-x86-64.so.2 (0x00007f2ebccf6000) libpthread.so.0 => /usr/lib/libpthread.so.0 (0x00007f2ebb87d000) Problem 2: I thought maybe I could build it from source, but there is this error: ./logic/CObjectManager.cpp:51:1: error: narrowing conversion of ‘-1’ from ‘int’ to ‘unsigned int’ inside { } [-Wnarrowing] make[5]: *** [deathmatch_la-CObjectManager.lo] Error 1 make[4]: *** [all] Error 2 make[3]: *** [all-recursive] Error 1 make[2]: *** [all-recursive] Error 1 make[1]: *** [all-recursive] Error 1 make: *** [all] Error 2 I've downloaded the code from GitHub and checked out the 1.5.0 release. There was an initial problem with the ncursesw headers not being in the correct place, but that is an Arch bug(/feature) and I managed to fix it by some symlinking. Note: I'm using the gcc-multilib package instead of the usual gcc, is that the problem? (the experimental Linux release of Unity 3D needs the multilib one)
  5. Oooh, nifty! Thanks a bunch, it does work with a delay!
  6. I'm not sure if this is intended behavior or just me messing things up. I have a resource that stops any resource being started, does a few modifications on it then starts it again, but the new resource does not actually start. All I see in the server log is: start: Resource "test" start was requested () here is the relevant code: local startSet = {} local function procd ( resource ) if startSet [ resource ] then startSet [ resource ] = nil else cancelEvent () processResource ( resource.name ) startSet [ resource ] = true startResource ( resource ) end end addEventHandler ( 'onResourcePreStart', root, procd ) If I manually start it after that message, it works as expected and the processing is not run.
  7. Yes, I realize that, but it seems it automatically interprets JSON. Try making a setting with a value like "[true]" or "[1]" or "[[1,2,3]]" and print the type of whatever `get ""` returns. If the value is enclosed in [], it will be automatically converted. edit: Maybe I should clarify the original question then.
  8. I'm thinking about streaming at Livecoding.tv and I was wondering if anyone else is doing it? The EIR project has/had something like this, but last time I checked there wasn't much activity, nor are there (m)any Twitch streams about MTA. Is MTA streaming a thing? I think it would definitely be fun to do and could bring in more players if the streamers put out quality content.
  9. I realize that there is a transition in the login system, so my first question (can we register new accounts?) is probably pointless. The second is about the documentation of the settings registry. I've seen in a few examples and the default resource pack that one can use what I assume is JSON. I don't know much about it, so I may be wrong, but it does seem like JSON syntax to me. I couldn't find anything about it in the docs. Why haven't anyone documented it? related scripting question
  10. edit: I'm curious about setting values of the form "[]" being automatically interpreted and also what the `accept` attribute do and what its syntax is? I've found out a few days ago that the settings system is capable of more than just storing plaintext and actually seems to support something like JSON. (I don't have much experience with JSON, but the syntax seems like JSON for me) This raised a few questions that the docs do not mention. How are values interpreted? What's the syntax of the "accept" attribute?
  11. Ah. Thanks. It probably confused me that there is an optional argument between two mandatory ones.
  12. I'm trying to build a wrapper around luac.multitheftauto.com to automate builds, but I'm getting quite a few errors. this is the current script: --[[template from luac.multitheftauto.com/api: local FROM="example.lua" local TO="compiled.lua" fetchRemote( "https://luac.multitheftauto.com/?compile=1&debug=0&obfuscate=0", function(data) fileSave(TO,data) end, fileLoad(FROM), true ) ]] function compileString ( source, callback, compile, debug, obfuscate, attempts ) fetchRemote ( ( 'https://luac.multitheftauto.com/?compile=%d&debug=%d&obfuscate=%d' ):format ( compile and 1 or 0, debug and 1 or 0, obfuscate and 1 or 0 ), function ( response, errcode ) if response:match ( '^ERROR' ) then error ( ( "compilation failed with errorcode=%d and response=%s" ):format ( errcode, response ) ) else outputDebugString "compiled" callback ( response ) end end, attempts, true, source ) outputDebugString ( "compiling: " .. source ) end The function is exported btw. The error I get is "ERROR could not read file", I've tried compiling a few random scripts in my browser, but only one or two of them worked. Previously I could not even connect to the site. I've ran the function with simple things like "a=2" and "return 0" and some basic loops, but all of them returned the same error? What am I doing wrong?
  13. Link for the impatient: GitHub repository If you are not using Git, just click the "Download ZIP" button on the right I'll upload it to the community site when all basic features are implemented Preface: What is this? If you have done any serious coding with compiled languages, you probably know what a build system is, this resource provides similar functionalities. Currently it has a working Lua preprocessor, which will be expanded later, a Meta.xml based settings system that provides the necessary information for building and a "daemon" script, which automatically processes resources before they start. What is currently missing is an interface to the online compiler. I have done one previously, so it will probably be included in the following days. There isn't much documentation yet, as the syntax was constantly changing, but it is mostly stable now, so expect a proper readme soon. The basic syntax: Everything is controlled sections in your resource's Meta.xml file. You can use the and tags, the first describes a file to build and the second changes the default behavior of the builder. Each obj tag can override its settings. It should also be noted that the processing is sequential, so obj before a setting won't be affected by that setting, only the ones after the setting will be affected by it. Currently there are settings for handling file names and turning the preprocessor on and off. To be implemented are a setting for passing arbitrary arguments to the preprocessor, one for controlling compilation and a few for caching. (note: caching is not a priority currently, but it should eventually be included) Warnings: sometimes you need to clear the clientside cache for changes to take place there is only basic protection for overwriting source files the resource needs some ACL rights, read the source before you allow it to run IMPORTANT if a tag refers to a file that will only be created by the build script, the resource will fail to load there is not much I can do about it as that's just simply how MTA loads and validates them the easiest solution is creating a placeholder file with the same name and either leaving it empty or putting an error in If you want to tinker with it, the code is on GitHub. (that's also where bug reports and requests should go) Contributions are absolutely welcome.
  14. If you are versed in the ways of 3D, you could just do a retopo, if not, there are methods for decreasing polycount. I'm a Blender user, so I can't speak for Max or Maya. In Blender, you could use the `decimate` modifier, but if you mess the topology up, the shading can become ugly.
  15. not directly related but: Could you guys look at this? I thought it would be nice to have an IDE that was built for Lua integrated to MTA and there are probably a lot of people who can do this better than me. Not that I don't want to do it, I will. At least I'll try. But professional help would be nice.
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