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Dutchman101

MTA Anti-Cheat Team
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Everything posted by Dutchman101

  1. I believe (client - gta3.img only) tree mods were blocked because of anticheat reasons (someone would replace the tree with a small object to gain unfair advantage over assault/deathmatch maps, being able to see and shoot through trees and woods where others were hidden and they couldn't.
  2. I explained you before that OEM drivers are the ones you can get from laptop manufactorer driver page. And obviously a driver update tool will interfere with that.. As you still don't understand, let me clarify and repeat: Simply go to the laptop brand manufacturer site and then their driver/support page, enter your laptop model and get the drivers supplied for your laptop specifically, even if they are way outdated. There are too many laptops architecturally bad that suffer from having the latest drivers (generic) available, as it can disable your whole Nvidia card by breaking Optimus. (so if true, MTA would run on that slow Intel HD graphics only) And don't forget to uninstall that ''driver update tool'' before doing so, as it will interfere by overwriting what you just installed from OEM drivers.
  3. In that case I doubt the freeze originates from MTA, does your whole laptop lock up till you hard reboot? And also are you sure other players on your server got the same problem, and do they also have this permanent freeze without debug.txt working by that method?
  4. Your previous topic wasn't clear that it's about a freeze. Yes, create a debug.txt in MTA installation dir (next to launcher) and then press CTRL + CTRL when it happens again, share the dump through upload.mtasa.com But as said before, you ain't allowed to post code snippets/let anyone look into your resources to find the problem if the dump doesn't tell (read reasons: https://forum.multitheftauto.com/topic/96505-my-server-makes-players-crash-on-login/)
  5. Dutchman101

    Mods

    Use these functions: https://wiki.multitheftauto.com/wiki/EngineLoadTXD https://wiki.multitheftauto.com/wiki/EngineImportTXD https://wiki.multitheftauto.com/wiki/EngineLoadDFF https://wiki.multitheftauto.com/wiki/EngineReplaceModel They already contain plenty of code examples, some of which provide complete, instantly working code to do what you want: replace vehicle/skins/weapons with mods. I honestly didn't expect you aren't known with something basic as how to create a valid resource @Sia, but alright here we go; 1) create a directory, name it for the resource, like: ''modelmod'' and move the GTA SA mod files in there (dff, txd) 2) create a .lua file called ''applymod.lua'' 3) paste the code f.e from the code examples (specific to skin/weapon/vehicle-mod, from wiki link(s) into the ''applymod.lua'' file, edit the (model or GTA) ID's to replace and the mod filenames to match the .txd / .dff files. 4) create a file called ''meta.xml'' and paste this in it: <meta> <script src="applymod.lua" type="client"/> </meta> Now move the whole directory into server > deathmatch > resources and start the resource. If you're doing it correctly, this resource contains now the following: modfile.txd modfile.dff applymod.lua meta.xml That's the essentials for it to be a valid resource, following all steps as I listed them up above. Clearly you never did this before @Sia, but hope I helped you.
  6. This is very unclear, please describe understandably why you're unable to follow pa3ck's suggestion. Otherwise no one can help you.. if I wasn't writing this post, most likely there'd be no further replies. And @pa3ck is most likely right, there seems to be a memory leak inside of one of your resources.
  7. Dutchman101

    MTA Error [CL33]

    If you got that error of filename MULTIT~1.EXE with CL33, you're most likely infected with a virus, more specifically W32.Nestha Please read here (someone else's case) how to remove that virus and undo the damage it caused to the file/shell system, that led to CL33 MTA error; https://forum.multitheftauto.com/topic/90196-cl33-error-mtasa/#comment-819400
  8. You're not following my instructions, as you're running non-OEM drivers. Either follow the steps and only say you did so when you actually did, or I won't continue helping you.
  9. Basically you first need to replace dff & txd's onto some GTA world model ID's (make sure not dynamic ones) then load that script while in map editor so they apply, now go to the location you want the map to be at.. Then; - create the object model ID's you replaced map mod files on - position the map parts (now being those models) to connect to eachother, I advise grossly positioning it with rightclick cursor freemove first and then more exact with object coordinates (rightclick in Map editor on them once placed) - Make plenty of backups and save the final version, use the .map as usual and include the code loading custom map models + its files, within the resource too. About the hardships vs the mapping you're used to: The problem is that mapping with custom objects can be very delicate and precise (to avoid crack and gap linings) because of their nature, it's generally hard to map it perfectly without it ending up looking like a "crappy mapper job". For that reason avoid obj rotations in editor, they can cause fixing positions of some object later on, affecting the others by creating new cracks and breaking uninterrupted surface with them (this will happen really quick anyways but that contributes, so make sure you work in sequence, like from bottom to the last object up (and pledge to not touch each obj's coords again after you proceed to the next one which means perfecting it before moving on to higher/further objects. A few facts: - You can theoretically load a kilometre big map land part onto a small GTA model (like a table) aslong its not dynamic (beginners mistake and if it is, hitting certain map parts can trip away the ground under your feet while playing and glitch out - Don't replace world models that are (broadly) used or else you can see map parts popping out in the streets or blocking/encapsulating interiors. Try to use unused models much as possible. - By mapping this you're basically creating an instance of the GTA map that MTA understands, from scratch (GTA mod will load on a location made by the mod programmer and MTA needs mapping) so not any "automatic converter" will exist for it, by having to do it all over you are replicating it in MTA and therefore also have the unique chance to make major location decisions as you choose a starting point from object 1 on (like create it in SF while f.e the original SA map is found in LS)
  10. That's not completely true, on certain servers that allow using gta3.img skin mods you can still use them. There are quite some servers who did so by editing <allow_gta3_img_mods> setting in mtaserver.conf to: <allow_gta3_img_mods>peds</allow_gta3_img_mods> and the reason I'm explaining that here is so you could ask your favourite server's owner to allow it. By default it's disallowed because it's undefined. Also you're saying you ''cannot use custom models'' which may confuse some people; for clarity, only Skin/ped mods are disabled for use by default unless the server allows. When a server didn't make a conscious decision/took steps to block vehicle or other type of client mods, it will just work. But as I said in the case of skin models the majority of servers are already blocking it because of a default setting. and @Fiction-^ I cannot avoid to mention you could've been a little less rude/bold in your answer to a new forum user. Besides my last answer you're not really clear about that but if you're not neccesarily wondering about client mods (adding the skins to your gta3.img) but for example own or administrate a server, you can use this script example to load server skin mods: addEventHandler ( "onClientResourceStart", getResourceRootElement ( getThisResource() ), function () txd = engineLoadTXD ( "skinmodel.txd" ); -- change 'skinmodel' to your mod's file name engineImportTXD ( txd, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod dff = engineLoadDFF ( "skinmodel.dff", 190 ); -- change 'skinmodel' to your mod's file name engineReplaceModel ( dff, 190 ); -- change the ID 190 into the GTA skin ID you with to replace with mod end ); as you say you're really new to it and know nothing, I will also go more in-depth: name the above file ''replace.lua'' and then proceed creating a new .xml file and add in the below code & save as ''meta.xml'': <meta> <info type="misc" name="Load skin mod" author="none" description="Replace skin script" version="1.5" /> <file src="skinmodel.txd" /> -- rename to your mod filename, likewise and matching in replace.lua <file src="skinmodel.dff" /> -- rename to your mod filename, likewise and matching in replace.lua <script type="client" src="replace.lua" /> </meta> Put this replace.lua and meta.xml in a folder and use it as resource within your server (place in MTA San Andreas 1.5 > server > mods > deathmatch > resources, and start it by entering to the server: ''start [resourcename aka how you named the folder] And ofcourse if you own/administrate a server or a local server is sufficient to do what you need with the mods, you can allow client gta3.img skin/ped mods on the server (using the mtaserver.conf instruction in the beginning of my post) rather than resorting to running serverside mods like the script example. @Yelrix
  11. Odd that it looked like improvement for a short while using OEM drivers.. maybe something is reverting the driver's compatibility with optimus. Is windows update auto-replacing the driver with a newer/non-OEM version? Do you have some sort of ''Driver update'' program that may monitor the change in background and re-install the non-OEM driver as fast as it can? Please generate a new MTADiag log
  12. Dutchman101

    Anti-cheat problem

    You're getting: You were kicked from the game (SD #16 021A) This server has detected missing anti-cheat components.Try restarting MTA. Please follow the steps listed for SD #16 021A first: Next time please be more detailed to start with
  13. Please make sure to re-install with default GTA SA, not some pre-modded version including these nonstandard audio files.
  14. Go to both Nvidia control panel/Intel configuration center, and make sure any setting similar to ''Use this GPU by preference'' is set to use the ''powerful Nvidia GPU'' (as how it's called in the Nvidia control panel - if not set like that it may pick the Intel GPU to run applications and games with, explaining the FPS decrease.. you don't have a Nvidia dedicated GPU for nothing.) Also you updated to the latest drivers from Nvidia/Intel sites, but in some cases that breaks Optimus compatibility as some notebook models require running OEM drivers. If the first solution in control panels doesn't work, just give it a shot; go to laptop manufacturer driver page and download & install OEM intel HD and Nvidia drivers. I've seen that way too often, laptops never utilising the Nvidia/dedicated GPU anymore when you use generic drivers.
  15. Any other third-party ENB that's based off a more recent version, is working. If some ENB doesn't work, you must ask its creator to update the underlying official ENB version. Third-party ENB's can seem very well updated (its creator uploading new versions on recent dates) but that doesn't mean they ever replaced their dependency ENB with a modern version. Just find one that has, if you prefer other versions rather than default/official ENB...
  16. Dutchman101

    Crash on connect

    You're either re-installing GTA with a premodded version (shady download) or only replacing GTA3.img when I see you got other modified GTA files. Please do a complete clean install of GTA SA, when I look around for this exact crash this has fixed it in most occasions for other people and as I said there's many modded files other than GTA3.img in your installation. Also, does it happen when connecting to any server, or a particular one?
  17. Done, but please make further improvements to fullfill all section requirements, read: https://forum.multitheftauto.com/topic/93773-rules-and-formatting-for-this-section/ This is basically a summary topic, giving you 24 hours to fix it or the topic may get removed. @Sia
  18. I don't believe that infernus is UV mapped or you might need to adapt the script to actually load one of the texture/wrap samples, the f2 isn't a panel but a shader start/stop switch. I would advise you to start using this resource as soon you know more about texture shaders/wraps and models. Someone who knows what he's doing would have it up and running using this resource within a few minutes, also I can't answer all questions regarding UV mapping of models, maybe ask @Ren_712 in-depth questions about resource usage.
  19. Please generate and send me a new MTADiag log
  20. Ofcourse or I wouldn't have made it public on community
  21. Here's a new shader texture replacement resource: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14436 *Note: your vehicle models must be UV mapped/wrap compatible for it to work, default included infernus.dff is NOT working for that reason and is just a placeholder. (if I get to, might add a working UV mapped model to resource in update at a later point) It allows you to load textures onto vehicles (even for unique instances; same ID and vehicle, different for each player) and vehicle wraps *(see image below for example so you get what I mean.. unique vehicle print)* Also provides you with a learning tool on how to make things like this work with scripting and FX, the technique used here takes NO performance toll on MTA, as it uses GTA texture reference so it will be equal in load. Example as named: (there's also smaller sample icons/images within the resource) The above image is more like a new PAINTJOB.. Also I'd like to give fair credits to @Ren_712 for finishing this custom request to me a while ago, (I went to him because he's reputable in the field of shaders/fx scripting) he created this for especially me, (It doesn't exist nor was published anywhere, he made it from scratch and I paid for it) but it was collecting dust on my HDD so a pity to not share it if I wasn't going to use it. This resource reflects his shader skills, not mine.
  22. If it was all .dff files you would just need to load and replace random object ID's with the models / then place them in the right coordinates in Map editor, but in the case of the mod you linked it's .IDE files, you need to convert them first, I'm not very well known with that but I believe 3DS Max + Kams scripts (.dff/GTA plugin) contains a ''Map IO'' and IDE/IPL toolset allowing you to convert it to .dff and .col (you might need ''X Scripts for SA'' too) Once that's done, you can as I said replace and load the dff's and map it correctly. Maybe you need to find a modeller for this, just try it out, or find another building/similar mod that's already in DFF/TXD format. EDIT: for the .img files within this mod you'll need something like this: http://gtaforums.com/topic/792411-relall-img-factory-13-now-kgm/ @Turbo777
  23. Somebody might help you if you provide code/exact debug errors. Please read: https://forum.multitheftauto.com/topic/94790-guidelines-and-formatting-for-this-section-read-before-posting/
  24. I apologize for the late reply, I was on vacation for about a week. Please follow these steps: 1) clean GTA SA installation (some mods to audio files may play a role in the issue) 2) update audio drivers (your current drivers seem corrupted and are unrecognized): http://12244.wpc.azureedge.net/8012244/drivers/rtdrivers/pc/audio/0008-64bit_Win7_Win8_Win81_Win10_R281.exe and also update chipset drivers just in case: https://downloadmirror.intel.com/20775/eng/SetupChipset.exe Your OS seems to be in bad shape in general (many type of errors and seemingly windows files corruption) so please do this: - Download and run as Administrator (rightclick): https://www.dropbox.com/s/7w1a8ge92yic6u3/os-servicing.bat?dl=1 - Restart your PC after that, and then open commandprompt (cmd) as Administrator, enter: '' DISM /online /cleanup-image /restorehealth '' restart PC after that, and when booted up, open commandprompt again, this time write: '' sfc /scannow '' Restart your PC once more after the SFC system files scan completed, and see if your problem is fixed. If it's not, get back to me. @Heibara Note: please make sure you fully complete all steps: clean GTA install, .bat file system mainentance, and DISM/SFC scans. Don't get back to me if you haven't done all of it.
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