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Topo1st

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Everything posted by Topo1st

  1. For years I've been wondering, what's the point of joining a server, then spamming the server chat with nonsense like "yxxcvbn,ùmlkjhgfdsqazertyuiop^$qaaaaqqqqqqqqqqqqqqqqqqqqqqqaqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq" (real life example) and quitting fast. Are there any known spam bots disturbing MTA servers and therefore should us server owners start adding captchas to our login/registration panels (provided that a player cannot send chat messages until they've logged in)?
  2. I have this server using AVMES (Advanced Vehicle Mechanics Emulation System). Whether you're just interested in testing AVMES, or love driving cars but you're bored with the default GTA driving mechanics, you might want to check this out. BoR6 is mostly freeroam but you'll also have to work a bit: there are a few free-to-use sample cars but you're going to have to buy most of the modded cars. Have fun! IP: 51.77.245.89:22003
  3. https://community.multitheftauto.com/index.php?p= ... ls&id=7466 DONE
  4. It's so good to see you are already light years ahead of me. It's so sad that my clutch isn't as advanced as yours! The car even sounds so good, that when I tested it, I thought a car drove INTO my house. I had to check there really wasn't a car in my kitchen! I have to say you REALLY deserve that praise you got from those mountain hillbillies you told me about. An "amateur pre-puberty kid" (Or how was it? My English is so crappy, I can't understand everything I read) like me will NEVER be able to create a DESIGN like that! With one .wav, and one script. Keep up the good work while I keep working with my bitch-ass project.
  5. I modified the code to fit my purpose. Though it should look fine, the result is '-1.#IND'. Note that applyDopplerEffectToSound is called by another function called by onClientRender. function setSoundProperty(sound, property, value) if (sound) and (getElementType(sound) == "sound") then local samplerate, tempo, pitch, reversed = getSoundProperties(sound) if (property == "SampleRate") then local success = setSoundProperties(sound, tonumber(value), tempo, pitch, reversed) if (success) then return true end elseif (property == "Tempo") then local success = setSoundProperties(sound, samplerate, tonumber(value), pitch, reversed) if (success) then return true end elseif (property == "Pitch") then local success = setSoundProperties(sound, samplerate, tempo, tonumber(value), reversed) if (success) then return true end elseif (property == "Reversed") then if (value == true) or (value == false) then success = setSoundProperties(sound, samplerate, tempo, pitch, value) if (success) then return true end end end end end function applyDopplerEffectToSound(sound) local veh = getPedOccupiedVehicle(localPlayer) local soundveh = getElementAttachedTo(sound) local tpX, tpY, tpZ = getElementPosition(soundveh) local tvX, tvY, tvZ = getElementVelocity(soundveh) if (veh) then local mpX, mpY, mpZ = getElementPosition(veh) local mvX, mvY, mvZ = getElementVelocity(veh) local dX, dY, dZ = distance(mpX, mpY, mpZ, tpX, tpY, tpZ) local distance = getDistanceBetweenPoints3D(mpX, mpY, mpZ, tpX, tpY, tpZ) local dpS = dotproduct(tvX, tvY, tvZ, dX, dY, dZ) local dpR = dotproduct(mvX, mvY, mvZ, dX, dY, dZ) local vr = dpR / distance local vs = dpS / distance local f = ((1 + vr) / (1 + vs)) * (4.5 * (vs - vr)) setSoundProperty(sound, "Pitch", f) else local mpX, mpY, mpZ = getElementPosition(localPlayer) local mvX, mvY, mvZ = getElementVelocity(localPlayer) local dX, dY, dZ = distance(mpX, mpY, mpZ, tpX, tpY, tpZ) local distance = getDistanceBetweenPoints3D(mpX, mpY, mpZ, tpX, tpY, tpZ) local dpS = dotproduct(tvX, tvY, tvZ, dX, dY, dZ) local dpR = dotproduct(mvX, mvY, mvZ, dX, dY, dZ) local vr = dpR / distance local vs = dpS / distance local f = ((1 + vr) / (1 + vs)) * (4.5 * (vs - vr)) setSoundProperty(sound, "Pitch", f) end end function distance(x, y, z, a, b, c) return math.abs(a - x), math.abs(b - y), math.abs(c - z) end function dotproduct(x, y, z, a, b, c) return math.abs(x * a) + math.abs(y * b) + math.abs(z * c) end
  6. As far as I know, Virtualbox doesn't support DirectX graphics nor OpenGL.
  7. The point is that I can't figure out how to take advantage of those formulas. The sound element with the vehicle it's attached to, along with the listener (in fact, the camera element) is known. I need help at the point where I have to do those calculations.
  8. I've been having hard time figuring out how to script doppler effect for a sound (element). Can't figure it out myself, so I need help with it. Those are the sources I've been investigating: This and this.
  9. Something for those 'muscle car enthuasists'
  10. I wouldn't start comparing these two (mine and Novadex's) projects yet. Novadex just unveiled the first tasting of his project, while I've been working on mine for almost two years. I'll look forward for more progress.
  11. Is that a reference to my work? Absolutely, yours was truely the best one around when i was looking for them. Would of been so much better if i could make a video of mine to display its features, but my sound card doesnt support what-you-hear recording. Sound was the best part in my opinion. You're talking about a plural, I would be interested to see what else have you seen besides my 'thing', if I may ask?
  12. You need to import a custom handling line to make those 'large boats' work as expected. Might be difficult though, because MTA doesn't have a function to alter vehicle 'special handling' (those lines at very end of handling.cfg).
  13. It'll be used exclusively on my server I'm opening some day.
  14. The rev limiter, in this case, was at 9k. The tachometer wouldn't show more than 8k, so it shows 8k even though the engine was revving at 9k.
  15. The tachometer is fine The engine was revving at 9000rpm but I made the needle stop moving when the tacho reaches max. So, in this case it would stop at 8k It was annoying when the needle kept raising over the tachometer scale 'if you know what I mean'
  16. 'Cruising' with updated sounds. This time in a Honda CRX VTEC. The freaking lag forced me to shift like a granny
  17. Testing with FM4 sounds. Quite interesting results. But as I said, I didn't find any onload sounds from FM4 files.
  18. It's a funny thing that I extracted all the car sounds from Forza 4, just a few days ago It's just sad that there were no "onload" sounds at all, so they can't quite be used Another thing with Forza sounds is that I would need to mix exhaust/engine bay sounds to make them quite work. Gran Turismo 6 has some fantastic quality sounds (Though people say they are horrible, listen to the Volkswagen 1200 for example. Just beautiful flat-four engine sounds.), but GT is totally protected. There is no way I could get my hands on those. Totally agree
  19. I'm using the sounds I've extracted from NFS:Shift. It's clear that EA made them way too loud and overdriven. Let me know if you know a good source of sounds. (I'm a crazy engine sound fanatic too!)
  20. I can provide an example line if you wish
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