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AfterAll14

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Everything posted by AfterAll14

  1. All updates on AVH development I'm going to post here:
  2. Никак. Надо код писать так чтобы это не вызывало баги.
  3. Anyone's willing to help me with 3d modelling?) Not much needed, I'm just a total noob there.
  4. From what I see right now - no. But it's a tricky thing when you talk about development of groundbreaking things. About a year ago I was confident that further development of physics is not possible, I was sure that I reached the limit of what you can do in MTA. But now I found a way to overcome something that seemed a concrete wall back then. So, regarding your question, with enough effort it may be possible.
  5. Version 1.5 in it's final state: Version 2.0 development is on its way. Hopefully I will post a video showing some features soon.
  6. From what I see - this script doesn't actually change the wheel size. It probably uses some object attached to the vehicle, while the original wheels are hidden using setVehicleComponentVisible. New wheels size is probably controlled by setObjectScale with the combination of ride height manipulation using setVehicleHandling.
  7. https://wiki.multitheftauto.com/wiki/Resource:DxGUI Хотя пока ни одного GUI не видел чтобы мог сравниться по функционалу со встроенными МТА функциями. У этого, насколько помню, нету списков (gridlists).
  8. Надо компилировать все проекты, а не один клиент (solution MTASA).
  9. Можно, но придется написать свою версию рейса.
  10. Studying chinese alongside z-modeller basics won't make it any harder overall, so... Learn, learn, learn.
  11. Just wait for the first GTA5 server to go live. Your understanding of the word "terrible" would be completely redefined.
  12. I can give you the script, but it is compiled. Is that ok?
  13. AfterAll14

    Set Timer

    Yeah, and thats ruined my race scoreboard script in which points were attached to player's serial. I hardly expected that two or more players could have common serial. And here they are DNA - only way to be confident. local DNA = getPlayerDNA(thePlayer) someTable[DNA] = someUselessData
  14. AfterAll14

    Set Timer

    In some countries Once I observed 4 turkish guys had same serial on same server
  15. AfterAll14

    Set Timer

    Using serial to store data is not the best option cause players from some countries have same serial for lots of people. Better use: commandTimer[thePlayer] = setTimer(function () end, 175000, 1) commandTimer = {} function Armor(thePlayer, commandName) if isTimer(commandTimer[thePlayer]) then return outputChatBox( "Armor: You can't use this command right now ! You must wait "..math.floor(getTimerDetails(commandTimer[thePlayer])/1000).." seconds to use it again!",thePlayer, 255, 0, 0) end setPedArmor ( thePlayer, 30 ) commandTimer[thePlayer] = setTimer(function () end, 175000, 1) end addCommandHandler("armor", Armor)
  16. How do I make redistributable .exe to test it on another computer?
  17. So... I found a flaw in MTA OOP concept, that compromises the whole idea of OOP being OOP. Take a look at this code: local M = Matrix( Vector3(10, 0, 0) ) M.position:normalize() This code won't work. When you use .position MTA calls its internal function GetPosition() which creates new Vector3 object and pushes it into a script. This means original position of matrix is not changed. I tried to fix it, but atm I ran into situation where OOP methods are not recognized by Lua . (What I did - replaced vPos/vRight/vUp/vFront vectors in CLuaMatrix with pointers to CLuaVector3D objects, and pushed em into script alongside matrix when Create() is called). If you have ideas how to fix it without rewriting whole OOP code - put it on the table please.
  18. Yeah, they do have double fields. Thats far from perfect decision, creates misleading references. But MTA architecture is such that it is the only way to make them work. I may rewrite this in future. But this will require rewriting huge chunk of all functions. As for now - I just want to make sure they work and not creating any bugs.
  19. Depends on. For precise dynamic calculations (when matrix transformations occur several hundred times per second) using float will result in non-orthogonal relative positions for main axises in relatively short space of time. And, ofc, precision errors will grow as you go away from zero point (0,0,0), which will result in weird object behaviour. As for commercial engines - they use 32bit as there's no sense in 64bit (graphics cards work in 32bit internally). Anyways, I made it so that you can switch precision in 1 click. So if there would be any serious performance issues it can be easily adjusted. But from what I've tested so far there's absolutely zero impact on performance. Other factors (Lua->C++->Lua conversion, internal Lua speed) are so huge, you can go with 128bits without any difference
  20. @eAi Yeah, I already figured that out. Even rotation angles are calculated using hacked function in GTASA. New classes are inherited from CMatrix and CVector, so original classes are same. But new ones have double precision and tons of new features . @4O4 Why not zero lines?
  21. Now, lets play the game. You have to guess how much lines of code in Lua you'll need to make rotation of this complexity using functions from upcoming update: The winner will get a cookie
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