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About Noki

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  1. Noki

    MTA vs SA-MP

    By coming to the MTA forums and asking which mod is better, you are only going to get one answer. But hey, at least here there can be some sort of discourse. On the SA-MP forums, even a small hint towards the notion of MTA will usually see you swiftly banned. I remember looking through old threads here one day. There was discussion and speculation about how Kyle (or whatever his name is) actually stole some of MTA's early code to make SA-MP. If my memory serves me correctly, I believe he was even a member of the MTA Team at some point in time circa 2004 or 2005. I guess that is a real testament to the way each mod is run. Politics aside, I find MTA to be much heavier on the system. The game is old enough so that shouldn't even be a factor anymore. But the trade off with that is, you get a ton more features. The extensibility of CEGUI, DirectX and CEF is honestly really amazing. All of these are a ton better than the server-side GUIs that SA-MP offers. I find MTA to be generally just made better. MTA is also open-source, whereas SA-MP isn't - if that sort of thing is important to you.
  2. Bit late to the party but oh well. I would say the community is at the point where so much has been built that it is futile to be making new scripts entirely from scratch. There are so many great server bases to build from, like GTW, UCD (shameless plug), GTI/IGC, all the RP servers (although the RP bases have been really overdone). Strip back the features and little nuances you don't want, and you're left with really solid frameworks that can be adapted as you wish. Once you're at that bare metal, then you can build all those unique ideas to your heart's content. Saving yourself a lot of hassle and leveraging years of hard work by truly talented developers.
  3. Noki


    I have a job and I study at university full time. I barely have time to work on side projects, let alone think about gaming or even MTA. UCD is open source and if you want to make a contribution, go ahead.
  4. Noki


    You will most likely need to check your client's debug log. Check `C:\Program Files (x86)\MTA San Andreas 1.5\MTA\logs\clientscript.log` and scroll to the bottom. The registration button relies on the colour of the labels (which check if what you entered is valid). So make sure you fill it out properly and that the appropriate labels are green, not red or plain. In the server console, just use `aclrequest` and allow. I am not providing an ACL file as you should be setting up permissions properly. You can view what rights a resource needs using `aclrequest` and adjust it accordingly. It is not my responsibility to configure your ACL as it is different for you than it might be for me.
  5. Noki


    Probably when I feel nostalgic about MTA. Give it a year or two maybe.
  6. tocolor converts a series of RGB(A) numbers into hex form. It is just another way of representing colour, like HSV, HSL or CYMK is.
  7. Those commands are built-in to MTA. If you want to remove the ability for people to use them, you can do so by adding these lines in acl.xml under the Everyone and Default groups: <right name="command.login" access="false"></right> <right name="command.register" access="false"></right> I may be wrong and you only need to add these in one of the aforementioned groups, but to be safe, add them in both.
  8. It's been a while since I've coded anything for MTA or done any math even remotely hard. I have a player in a vehicle at (0, 0). The player is facing ahead at (5, 7). I want to move the player's camera to be at (-7, 5) or (7, -5) (not facing, the origin of the camera, like an offset). The player is able to look ahead fine without problems and the vertical levelling, but I can't seem to get it to offset properly. So far, the camera rotates around in a weird way and cuts around. Sometimes even in a circular motion. I have tried offsetting the camera's X and Y positions using perpendicular vectors (as demonstrated in the above picture). That didn't work. -- forceSide is a variable between 0.5 and -0.5 toggleable by a user -- Yeah, all this is running in an onClientRender event local forceSide = 0.3 -- For example local camPosX, camPosY, camPosZ = getPedBonePosition(localPlayer, 6) local rx, ry, rz = getElementRotation(getPedOccupiedVehicle(localPlayer)) local theta = (math.atan2(camPosY, camPosX) * (180 / math.pi) + 360) % 360 local nTheta if (forceSide > 0) then nTheta = (theta + 90) % 360 elseif (forceSide < 0) then nTheta = (theta - 90) % 360 end local perp if nTheta then local lX = forceSide * math.cos(nTheta) local lY = forceSide * math.sin(nTheta) perp = Vector2(lX, lY) end if perp then local c = Vector2(camPosX, camPosY) if (forceSide > 0) then c = c + (perp * math.abs(forceSide)) elseif (forceSide < 0) then c = c + (perp * math.abs(forceSide)) end camPosX, camPosY = c.x, c.y end -- All these other variables are of no concern setCameraMatrix(camPosX, camPosY, camPosZ + forceHigh, camTargetX, camTargetY, camTargetZ, roll) This code is messy but it's what I've currently got. I have used other methods to get the vectors to be perpendicular but also to no avail. What I want to do is for the player's camera to move horizontally out of the vehicle, but stay directly beside the vehicle (this is all in a cockpit view) no matter the rotation, coordinates etc. So it's basically offsetting the player's camera, but maintaining that it's looking forward and what not. Like that view where you see the front side fender and wheel of your car. Thanks.
  9. Noki

    DFF Clumps

    I had the same problem a few years ago. To my knowledge you can only have multiple clumps with things like lighting, vehicles, or more complex objects. Even then, they need to be exported a certain way to be compatible with GTA. I think @CodyJ(L) has experience with map conversions, and may be able to help you. Otherwise you can just ask about compatibility with GTA on GTAForums, or even ask Brian from CIT. If it works in single player as a simple DFF replacement, it should work in MTA. If you need to do anything further, it can be a bit more complex, if not impossible.
  10. The earliest available version on GitHub is this. I suppose if you looked hard enough and weren't afraid to ask around you could find some earlier revisions. Good luck.
  11. Noki

    MTASA for MacOS

    Nope. The MTA client is currently written for Windows. Trying to make it compatible with macOS's version of GTA SA is a whole other beast in itself. This question has been asked multitudes of times and has received the same response every time.
  12. Noki

    Server DDoS

    Bad idea. You're no better than them if you perform silly illegal attacks. Gather proof, report it to the MTA Team and they will most likely ban that person, given sufficient evidence.
  13. Looks absolutely awesome. I think the animations could be a little faster. It'd just make it seem a little more intuitive and more friendly.
  14. Top position. Word of mouth. YouTube (abuse the tag system to gain massive views). Launch from another community. The most important one in my books, is time coupled with consistency. Keep the server consistently up and for a long time. There will be times when the server has more players than usual, and there will be times when the server has less players than usual. But it's up to the owners and players to stick through with it for a while. People love things that are reliable and consistent, look at relationships or cars. No one wants an unstable partner or an unreliable car. Or you can just get really lucky. That always helps.
  15. Noki

    This is ridiculous..

    There is never a "best' way to do things. Are you going for pure code speed, or readability? There are so many factors that impact the best course of action. No single solution fits all use cases. You're going to have a very hard time working with other people and coding in the real world if you have that perspective. No, you're not being poetic. If anything, you're being pathetic. Part of programming is having an open mind to new solutions and different ways of approaching a problem. You're not doing either of those.