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AlexTMjugador

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Everything posted by AlexTMjugador

  1. Currently at nightly.multitheftauto.com 1.5 is referred to as "next release version", when it's the "current release version" (as www.mtasa.com and Wiki suggest). Although this is a very trivial "issue", I think that it should be fixed nevertheless. Thanks for reading
  2. After applying the patch the three modules work flawlessly, as they did in the 1.4.1 server. Thank you very much!
  3. I replaced the modules I had with the ones you provided. Then I launched the 32 bit server and the server.log file outcome changed a bit: [2015-07-23 16:11:23] MODULE: Loaded "SHA Module" (1.02) by "mabako" [2015-07-23 16:11:23] MODULE: Unable to load mods\deathmatch\modules\mta_mysql.dll! (126) [2015-07-23 16:11:23] MODULE: Loaded "Sockets Module" (1.30) by "Gamesnert, MCvarial & x86" Now SHA and sockets modules work, but mta_mysql.dll is still unable to load. I would also like to mention that I downloaded the original modules from this website: https://github.com/mabako/mta-paradise/ ... er/modules
  4. I use the 32 bit version of every module (even in the 64 bit server). I know that doesn't work anyway, but as I said I just wanted to see what would happen. Then I decided to mention that in the post because error 126 is strange, even when trying to load a 32 bit module on a 64 bit server (or that's what I think). Thanks for your quick response
  5. Since I updated to MTA 1.5 (both client and server), the server stopped working properly, although the client still works as it always did. I run the aforementioned servers in my personal computer, which has Windows 8.1 64 bit. Below I will describe my issue more properly. When opening the 1.5 32 bit server, it is unable to load two of the three modules that I need for some resources to function. These modules are exactly the same I used on the 1.4.1 server, and they loaded fine. The server.log file outputs these errors: [2015-07-22 19:37:06] MODULE: Loaded "SHA Module" (1.02) by "mabako" [2015-07-22 19:37:07] MODULE: Unable to load mods\deathmatch\modules\mta_mysql.dll! (126) [2015-07-22 19:37:07] MODULE: Unable to load mods\deathmatch\modules\ml_sockets.dll! (14001) (I know that these modules are nowadays unnecesary, but anyway I still need them because I wouldn't like to redo the resources that use them). I tried to ask Google what these errors mean, and found that the error 126 is related to not finding the DLL. This is not the case of mta_mysql.dll, because it is in the required path: Then, out of curiosity about the error, I decided to give the 64 bit server a try, to see whether it works or not. For my surprise, the server wasn't able to load the SHA module AND the other two (but this time with the same error, 126): [2015-07-22 20:00:17] MODULE: Unable to load x64\modules\sha.dll! (126) [2015-07-22 20:00:17] MODULE: Unable to load x64\modules\mta_mysql.dll! (126) [2015-07-22 20:00:17] MODULE: Unable to load x64\modules\ml_sockets.dll! (126) The modules for the 64 bit server were located in their respective folder too. Looking at these errors, I decided to execute both 32 bit and 64 bit server (one after another) with elevated privileges, but it had no effect on the outcome of both of them. After doing further research in Google, I tried to repair my WinSxS folder using these instructions and reinstalled/installed some Visual C++ Redistributables. These are all the redistributables that I have now: However, even after doing all of these things, the errors are still there. And last, but not least, the version of the servers that I use are: MTA:SA Server v1.5-release-7364 (32 bit 1.5 server) MTA:SA Server v1.5-release-7364 (64 bit 1.5 server) MTA:SA Server v1.4.1-release-7073 (32 bit 1.4.1 server) MTA:SA Server v1.4.1-release-7073 (64 bit 1.4.1 server) If someone could help me fixing these errors I would be very grateful. Thanks in advance
  6. Nice update! That "tiny" changes are, for me, the ones that make a difference between a bad and a good mod.
  7. No es mi teoría. La he leído en un bug/petición (no recuerdo muy bien) en Mantis. Desde entonces la he usado y funciona bien.
  8. Para caminar con algunas anims (no todas lo soportan, ojo) usa setPedAnimation dos veces seguidas en el cliente con tiempo 0: setPedAnimation(localPlayer, "ped", "factalk", 0) setPedAnimation(localPlayer, "ped", "factalk", 0) Es importante no modificar el parámetro freezeLastFrame, y si se hace hay que ponerlo en true (el valor predeterminado) para que este truco funcione. También cabe destacar que esto no funciona si se ejecuta desde el servidor, por lo que hay que hacer uso de eventos personalizados si se quiere sincronizar con el resto de jugadores. Por otra parte, la única forma que tiene MTA actualmente para importar nuevas animaciones es crearlas a partir de otras animaciones ya existentes.
  9. That would be very nice I thought that, but with the functions we actually have it would look a bit "laggy" and buggy, or simply uncomfortable to players at moments when you have to shoot quick EDIT: I looked at the weapon.dat and found this line: $ PISTOL INSTANT_HIT 30.0 35.0 346 -1 2 colt_cop 17 25 0.25 0.05 0.09 [b][u]3[/u][/b] 5000 1.0 1.0 6 15 6 6 15 6 99 7031 Because of the 3 I underlined, I think that this suggestion isn't more than an extra skill level for the Colt 45, so it should be easy to script to MTA developers (if they think so ).
  10. Well, I know that there is setWeaponProperty, but it doesn't have any effect on the actual animations used to fire a weapon. The thing I request is simple: I only want to change the animations used for aiming a weapon and such. Watch this image: The cop at the center of the screenshot holds the Colt in a non-common way that players can't do. Thanks for reading, and comment if this would be a nice add or not
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