Jump to content

dugasz1

Members
  • Posts

    285
  • Joined

  • Last visited

Everything posted by dugasz1

  1. Somewhy the value of your email field is left. You triggerd the email and surname in this order(... name1, name2), so on your client the show function will be called with this arguments with the same order.
  2. Thank you for yours answere. I will avoid the http solution. And Bonsai answere makes a question in me. If i cache a data on client from mysql when it connects (because it will be used frequently ) then i should store this in element data? Not in a simple variable? So if the client lost connection then i can send the data to the mysql without the client? And which element should i use to store data?
  3. I tought something like inventory for example. Player join he needs the data cache it in client side. After quit data need to be sended to the mysql server for save. But it's all in just theory. So which is the faster? And another question: Should i use one or more mysql connection?
  4. Hello guys. Recently i heard this thing that it's better if i use fetchRemote for saving data. So, if the client have to save something to the mysql database instead of trigger it to the server then it saves it with dbQuery/dbExec (then trigger back if it's a SELECT) it's better to use fetchRemote on the client and call a php script. (mta, php, mysql server are on the same host) What do you think about it?
  5. I will do it on client side. It looks the best choice. Thanks all
  6. dugasz1

    3D dxDraw

    I know but i wanted to create as texture but know i checked it uses the same part of memory so never mind. Thank you.
  7. Ohh i missunderstood something about the concept of col shapes. It makes more sense then what i tought. Thanks for the answers.
  8. dugasz1

    3D dxDraw

    And another question about rendertargets. How can i make a texture from my rendertarget ? Or is it possible ? because i want to delete my render target just keep the texture and draw it? local renderT = dxCreateRenderTarget(400,400, true) dxSetRenderTarget(renderT) dxDrawText("Hello world", 0,0 200,200) dxDrawRecentagle(0,0,200,200, tocolor(255,255,255,255)) --etc.. dxSetRenderTarget() local createdTexture = --get somehow the texture destroyElement(renderT) dxDrawMaterialLine3D(0, 0, 5, 0, 0, 5-2, createdTexture, 2) --Draw it
  9. I will use them to everything. Interacting with the 3d world for example if there is an atm, you don't need to click to the atm. If the col shape created on server side the client will send infromation to the server when he/she hit/leave it? So if i don't want this unnecessary data transfer i should create them on client?
  10. Well, i looped throught 10 000: for i=1,2500 do createColSphere(2496 + i,-1670,13, 2) end for i=1,2500 do createColSphere(2496 - i,-1670,13, 2) end for i=1,2500 do createColSphere(2496,-1670 + i,13, 2) end for i=1,2500 do createColSphere(2496,-1670 - i,13, 2) end And it's looks fine, uses ~0,25% CPU and 125kB memory (according to performancebrowser resource) So, i guess it's will be oky?
  11. Hello! So, i would like to use a lot of collision shape for interactions (i don't like click on things). And my question is will it cause fps drops or low fps for the clients? I never used that much collision shapes. Any suggestion or experience? I don't know now how many col shape will be exactly. Let's say 5000 or 10000
  12. Same problem today with me You have to draw a vertical line not horizontal. This line "will be" in the center of your image and this will be the flat of your image. And as Dealman said you can also rotate it on this line. (The difference between the start and end points will be the height of your image.)
  13. dugasz1

    3D dxDraw

    Yes the other important benefit and then i don't need to do the math of transformations
  14. dugasz1

    3D dxDraw

    Thank you for your answer. It's an opportunity but i realised i was blind I can use DxCreateRenderTarget and DxSetRenderTarget then i can just use all the dxDraws and after all draw it with DxDrawMaterialLine3D .
  15. dugasz1

    3D dxDraw

    Hello everybody. I would like to draw in 3D. I use DxDrawMaterialLine3D for it. So i have a background image but i want to write text to it and draw recentagles to it. Is it possible? Can i somehow set the dxDrawText output to my background texture?
  16. Bocs hogy csak most vettem észre hogy válaszotál. "onclick=warpMe" itt lehet a hiba. Nincs olyan hogy warpMe funkció, warpTo meg warpToCommand . Nem tudom pontosan hogy működik a scripted de szerintem oda a funkció kell amit meghív majd.
  17. Ohh so that's not wroth the time. Thank you for your reply!
  18. Hello guys. I would like to compile the 1.5.2 server files to ARM architecture to host an MTA server from Raspberry Pi 3 (just for fun/it's interesting). I'm not expert in compiling (real big projects) but as far as i see there is only x86 and x64 "one click" compile support (or how can i call it). So, do you have guys some tips how to start with it?
  19. Oh, i mean ":Test/test.png" not ":GUI/test.png" it was late Thank you for the answeres
  20. or https://wiki.multitheftauto.com/wiki/GetWorldFromScreenPosition
  21. You can maybe use onClientClick for detect 3D world click. Maybe you have to set the cursor in the middle of the screen with setCursorPosition if it possible without set it to visible but i think it will be inaccurate.
  22. So if i have two resource for example: Test --test.png --lua,meta files etc. GUI --lua,meta files etc. Test have an image test.png in the reosurce root directory. Gui want to use thet image. Then i have to write ":test.png" or ":GUI/test.png" in the gui scripts?
  23. dugasz1

    isNil?

    Today i tried it again and it worked. I don't know what was wrong last time. Thank you
  24. Hello. I have a resource which handle my dx gui. And i need to pass them the image with an exported function if i want to render one. But how can i do it ? If i just pass the path for it for example "images/myimage.png" the resource will try to find it in his own directory. Can i pass some kind of absolute path? Or i have to make a texture from it first with dxCreateTexture then pass it? But then will it loaded twice in the memory? Which is unnecessary. Edit: I noticed something strange. So, If i pass an texture with dxCreateTexture from a resource test to my gui resource it's works fine but if i restart test resource then in gui the variable will be empty and the image disappier. I tried to modify the images variable in test resource but it doesn't change the image in the gui resource so it's not a pointer i guess. Someone now an explanation to this?
  25. Error or please write it more specified? Is it show something etc.
×
×
  • Create New...