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Pirulax

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  1. I guess there's some kind of memory leak, and while the stats are reset the actual shader aren't destroyed.
  2. Just create some peds, insert them into the table, and thats it.
  3. I'd just get the angle between the hit pos and vehicle's pos + vehicle.rotation.z, thats it.
  4. Thats what I was talking about.
  5. Meh, doing that'd be pretty hard, since screen source only containts the image that is drawn by GTA.
  6. That was helpful. What's the error?
  7. -- Positions for the matrix view for the login screen local matrixViewPositions = { {2060.693359375, 1323.3287353516, 65.554336547852, 2154.0563964844, 1301.9788818359, 36.787712097168}, {-488.73297119141, 2129.7478027344, 131.07089233398, -577.43792724609, 2095.4423828125, 100.17473602295}, {355.38235473633, -1999.6640625, 34.214122772217, 401.36798095703, -2077.3337402344, -8.8294067382813}, {2373.4975585938, 69.472595214844, 68.322166442871, 2420.0559082031, -10.329551696777, 30.060695648193}, {2055.7841796875, 1197.9633789063, 25.738883972168, 2141.7668457031, 1147.1596
  8. // // blackwhite.fx // texture screenSource; float fIntesity; // the value set must be between in the range [-1, 1], so set it like this: urValue / 255, ex.: dxSetShaderValue(thisShader, "fIntesity", 128/255); this will make the image brighter. sampler TextureSampler = sampler_state { Texture = <screenSource>; }; float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0 { float4 color = tex2D(TextureSampler, TextureCoordinate); return float4((color.r + color.g + color.b) / 3 + fIntesity); } technique BlackAndWhite { pass Pass1 { PixelShad
  9. He's talking about server framerate, not client framerate, so, what @majqq said: Isn't correct, the mentioned things only affect client FPS, but not server.
  10. or you might as well just do a ("%i"):format(getElementHealth(localPlayer) or 0) thing
  11. Math.floor-ing coordinates doesn't help: in MTA Lua is configured to use 64 bit doubles, so even an int will be represented as a 64 bit double.
  12. Well, drawing from path is the same as creating the texture internally, just 6x slower.
  13. You sure about that? On the wiki it says:
  14. Well, those unused objects can't be replaced if I remember correctly.
  15. It always returns false server-side. Bug report here.
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