Kaltsu

Members
  • Content Count

    110
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Kaltsu

  • Rank
    Sucka
  • Birthday 18/05/1989

Details

  • Location
    Finland
  • Interests
    Aviation
  1. Have you tried updating your DirectX to the latest version? http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en Gettin the latest drivers for your graphic card might also be worth of trying.
  2. One of CJ's girlfriends is a cop - but I guess that's one of the missing/story-related skins. Hopefully you're right. I just read about a medic girlfriend too, hopefully she will be one of the new skins aswell.
  3. Does anybody know if there's any female police character (apart from the stripper) that could be added as a playable skin?
  4. I'm not a programmer so I really can't say for sure, but I suppose it wouldn't require that much of work to compile a new version of MTA:VC containing Towncivilian's update + a server browser fix? As I mentioned earlier, an update like this would definitely help to recover the MTA:VC community. At the moment it must be extremely hard and tricky for new players to get involved into MTA:VC gaming due to the lack of a working server browser so a working server browser would be the step number 1 in my opinion. Then the volunteer guys could work in peace with the new MTA:VC while others could keep enjoying the old MTA:VC with the minor update.
  5. How about starting off by releasing an updated version of MTA:VC, simply just containing the unofficial update made by Towncivilian and a fix for the server browser? I'm sure this alone would be good for now since new players would be able to find servers to play easily again while oldschoolers would enjoy the new things brought to them by Towncivilian's work. After this the volunteers could possibly start concentrating on a MTA:VC version based on the MTA:SA source...
  6. Sorry for bringing this up but I just noticed that one section in the forums is still called "MTA:San Andreas Deathmatch". Should the "Deathmatch" maybe be removed from there too?
  7. This issue seems to be fixed for me at least in the latest r664 nightly (didn't try the one before).
  8. Kaltsu

    Problem With Nightly

    http://forum.multitheftauto.com/viewtopic.php?f=87&t=24459 Similar thing happend to this guy but i didint find the answer there. So if someone know's something about it please post it here. I don't know, but why did you download MTA:SA DP2.3 first? It's not really needed in case you want to run nightly only. If you want to have DP2.3 and nightly side by side, then install nightly to another directory (e.g. C:\Program files\MTA San Andreas (nightly)) and DP2.3 to the default one. Have you got Windows Vista or 7? In that case try running the installer and nightly with admin priviledges (right click on file and choose corresponding option). I also recommend downloading and installing: - The latest DirectX updates - The latest Visual C++ runtimes for 32-bit or 64-bit systems
  9. I'm experiencing exactly the same problem as Copkilla here. The problem appeared when I updated my nightly. Can't remember from which revision to which but recently. Just tried the latest build (r647) and at least that didn't solve the issue.
  10. This is what lucasc190 noted in the Mantis report (http://bugs.mtasa.com/view.php?id=4120). I can't really say much about this, since I'm not very experienced in scripting etc. but at least to me this looks like somekind of a step forward... ( )
  11. I've tested VCO but I must say that I guess I'd personally prefer playing a MTA:VC update rather than VCO.
  12. How about you go here, and read everything again with care: http://code.google.com/p/multitheftauto/wiki/NightlyBuilds Especially concentrate on the Download the run dependencies -part.
  13. Really? Damn, that's really good news then!
  14. That's what I've been doing, but some users might accidentally mess up their DP2.3 installation by installing nightly to the same folder, since the nightly installer uses the same folder by default.
  15. The traffic lights change in turns, depending if they are pointing more towards North/South or more towards West/East. No matter where in the map the light is located, they still change at the same time depending on their direction (tested in Map Editor). So basically there are 2 different sets of traffic lights that would need to be synced. Here is the timeline for the loop: 0:00 - Set 1 turns green / Set 2 stays red 0:12 - Set 1 turns red / Set 2 turns green 0:22 - Set 2 turns red / Set 1 stays red 0:31 - Set 1 turns green / Set 2 stays red Total: 31 seconds * Set 1 = Pointing towards North/South * Set 2 = Pointing towards West/East Both of the lights stay red for the last 9 seconds of the loop, because that's the only period in the loop when the pedestrian lights for both sets turn white. However, at the moment it seems that the sync of the traffic lights between two players depends on their FPS.