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Posts posted by FernandoMTA
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Hi, there are already several threads in the Suggestions forum regarding the improvement of community.mtasa.com
Also, there is currently an active discussion channel on the MTA Development Discord for this topic.
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1 hour ago, Carl Rayanitch DZ said:
It's important to keep evolving instead of getting stuck in the past. can't keep it 2007 all the time.
Let's not be extreme like that, MTA isn't exactly stuck in time, it has evolved a lot over the years, although slowly.
A roadmap of this nature would be beneficial for showcasing the project's big goals and give people an overview and better understanding of the necessary progress. I can't see any cons/downsides.
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Currently, you can find Milestones on GitHub that track the intended updates for the next MTA release, as well as other issues for future releases (backlog).https://github.com/multitheftauto/mtasa-blue/milestones
There are also several project boards on GitHub that track the progress of certain topics like Framerate fixes. https://github.com/multitheftauto/mtasa-blue/projects?type=classic
I feel like these methods of showing the goals for the platform are limited. The milestones are just plain lists of GitHub issues and pull requests, with no categorization other than basic labels (ie. enhancement or bug).
I believe that Multi Theft Auto should have a central development roadmap, like any major work-in-progress project, that lists the general goals for the platform and its services: we are talking not only about MTA:SA-Blue (the GTA:SA multiplayer mod), but also about its web services (like community.multitheftauto.com that should be modernized), and other plans. It is not a small project. It seems crucial that the objectives are organized in categories, and also sorted by priority that is according to the MTA Staff, Contributors and the community's general interest, as well as how everything spans across time.
Why not create a Wiki page, a forum thread or a dedicated web page for this purpose? MTA still has a lot of improvements to make, and this would be a step towards more transparency and coherence. Everyone would appreciate having easy access to such information on the development process & plans. I often see people criticize MTA Staff for their lack of communication on the development of the main MP mod.
PS. I know this Roadmap wiki page exists, but it pointed to a Roadmap on the old Bug Mantis, which essentially just became the GitHub milestones we have today. I believe something more detailed is necessary, like described above.
Opinions?
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please stop using Windows 7, for your own good
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background_logo.png updated (1.5 text removed)
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@BRbugadao Opa tudo bom? Pf coloque o código dentro da caixa correspondente clicando nesse botão: fica muito mais fácil visualizar.
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On 13/01/2020 at 17:44, Woovie said:
Funny, I actually added this functionality too, via https://mtasa.com/api/
Interesting. Is there any documentation? Like a route to get information on a specific server instead of obtaining the full list as JSON?
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I opened a merge request to add two little client function defs that were missing
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This is incredible. I use it with the VSCode Error Lens extension, it's so useful!
https://marketplace.visualstudio.com/items?itemName=usernamehw.errorlensTHANK YOU
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14 hours ago, Cinematic said:
Is this clientside or serverside?
It doesn't work anymore
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11 hours ago, BranD said:
In the end I saw your code and I liked it, but there is a small error that you could correct, when you use the gameSpeed above 1 the head will bug, the solution is simple, put the following: setPedLookAt(player, vx, vy, z, -1, 0)
Anyway, I appreciate your contribution to the community.Ah that bug is unfortunate However, passing -1 as the time parameter in setPedLookAt will make the head face that direction forever, and this is not a good idea because you want the player's head to reset in some circumstances (when they're aiming, for example, as coded in the script).
4 hours ago, Stan1y said:This is an undocumented bug, but changing localPlayer's look at position prevents them from grabbing onto particularly high ledges they normally can grab onto. If you care about players being able to perform parkour normally, just like they would do in a singleplayer, you should avoid using setPedLookAt() on localPlayer.
That's interesting. I'll test it. You should report it here if you have proof
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On 27/01/2024 at 12:37, Tekken said:
Not sure os functions work in MTA, but I may be wrong
The ones that haven't been blocked do work! os.date can be useful to format dates for example
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shorter version:
math.randomseed(os.time())
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yes, good suggestions. sadly it's a closed-source project that we can't contribute to, but there are people in the MTA Team that want to remake the community.mtasa.com site
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doesn't really make sense to pick a serial on installing MTA, it's just a thing for admins and server devs
However maybe one day when community.mtasa.com is revamped we will have Usernames & everyone will have their unique community account connected... with unique nicknames etc
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reshade does make the game look sexy as f*ck i can't deny that
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4 hours ago, Zekotron said:
Sure thing
(problem is I can't, think I need 20 posts to able to send a PM. Discord is more convenient nonetheless, but I'll try to get a workaround)
Rip. Send me a friend req I'll make an exception
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1 hour ago, Zekotron said:
Hey @FernandoMTA, I need some help with this mod. Sent a Discord friend request, let me know when you're available
Sorry, I usually don't accept Discord friend req out of the blue. Send me a forum PM
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22 hours ago, SDabdlmounaim96 said:
the effect breaks when Ped is aiming, i tried using the isPedAiming function from the wiki to perhaps make it revert to stock lookAt settings but couldn't, give that a try maybe u can.
Fixed in latest of https://community.multitheftauto.com/index.php?p=resources&s=details&id=18882
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It's possible to have custom new vehicle & skin models in the Freeroam default MTA gamemode while not replacing any GTA vehicles or skins!
Download & Instructions: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-freeroam
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detects all mods you have added in your
newmodels
resource so you don't have to edit the lists (XML) manually -
runs this procedure automatically when you start the
freeroam_newmodels
resource - there is a command for you to scan for new models and update the lists
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involves very few code changes to the original
freeroam
resource -
works flawlessly with
newmodels
, syncing the models of your server's vehicles & skins to every player automatically
PS. The concept is very similar to what I did for newmodels Map Editor.
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detects all mods you have added in your
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@BranD @SDabdlmounaim96 Sorry but what you guys are saying about element data doesn't make sense. Look at the script BranD posted. It does setElementData on the localPlayer with the sync value to true (default), it is synchronized and BrenD's comment above is wrong. All other clients have this synced to them and can do getElementData on their side, to retrieve other players looking at position. This is how he syncs the looking at position, it's with element data that is transferred from the client to the server and then to all clients.
Doing this every 100ms is not a good idea period.
I'll look into what you said about ped aiming.
2 hours ago, BranD said:I recommend that you test the system with more than 30 players, you will notice that it does not produce any negative effect on the server, the synchronization is client to client, not client to server and server to client.
Previously, the solution for some was to use triggers, but that has an impact on the server's CPU.
There is no such thing as client to client synchronization
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Your script spams element data every 100ms, this is not good for the server. Synchronization calls will be too excessive and it will result in horrible lag.
Your script also won't work properly as it's obtaining Z position of 10 with getWorldFromScreenPosition(width/2, height/2, 10), resulting in players' heads looking down or up if they're not at that height on the map.
I had come up with a simple optimized solution that is 100% clientside: https://community.multitheftauto.com/index.php?p=resources&s=details&id=18882
Please take this as constructive criticism, no offense. -
Join my new Discord Community where I post updates of all my projects!
https://discord.gg/eUK7HcnT2J -
On 18/05/2023 at 13:44, TheFixeR said:
Is passwordHash and passwordVerify the recommended functions for this or they're used in the tutorial for their simplicity ?
They are recommended functions to handle password hashing in MTA, yes. Check the wiki:
Alternative data system
in Scripting
Posted
The idea is good: having server data, synced data and private data :+1