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The_GTA

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The_GTA last won the day on May 27

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About The_GTA

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    developers
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    GTA community
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    modding the game
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  1. You're welcome! Happy to be part of your vision. Not so sure about your alpha fix claims because I happen to be deeply into this research topic of per-pixel rendering order but it sure does help a little, maybe enough to fit your cause Replacing the internal GTA:SA rendering calls with MTA versions sounds fun, I hope you achieve great new creative control over MTA server content this way!
  2. OK. I forgot to subtract a zero there, should trim off the trailing '\0' now.
  3. Thank you very much for your valuable feedback! Based on the example DFF file that you have provided me (skyscr01_lawn.dff) I was able to detect an issue in the geometry chunk vertex-prelighting color reading. Instead of reading the color channels as uint8/byte, I was reading them as float About 20 minutes ago I have pushed a new commit to the GitHub repository which can now load the mentioned DFF file. If you find any further bugs then please post again, I will evaluate whether I want to support the DFF file and then fix any bugs. I am very interested in the MTA-backed DFF ren
  4. No. Go request such a feature on the MTA Github.
  5. Actually the bug is gone for me? No idea how. I just pray that it does not reappear. The bug has disappeared _without downloading another MTA:SA client version_.
  6. A bummer if it is to prevent TXD cheats. Since I am the developer of Magic.TXD I would be heartbroken if valid TXD mods like mipmaps are disabled by default. But I might pretend to not care just to have a good relationship with the MTA devs... I did try to download the earliest possible 1.5.8 build on nightly.mtasa.com but it seems like all the downloadable builds have been patched already. Or the data files are downloaded independently of the nightly.
  7. I did notice that mipmaps are broken and did the following bug report: https://github.com/multitheftauto/mtasa-blue/issues/1774 Our findings could be related.
  8. Please note that there exists another MTA bug: the camera matrix is sometimes wronly returned. See this Github issue for further details. I noticed that there was a tiny bug in the get_screen_coordinates function if the world coordinate was directly on the middle vertical line of the screen. Then the screen-y coordinate would be returned as inverted. Even though that issue would be virtually never encountered I decided to give you this following script which has the issue fixed: local function get_screen_coordinates(wx, wy, wz) local camMatArray = getElementMatrix(getCam
  9. Hello SryMan, welcome to the MTA scripting forums! Did you try searching for information on the MTA wiki? There is a helpful search bar in the left navigation pane and I typed "scoreboard" into it to find the following interesting article: https://wiki.multitheftauto.com/wiki/Resource:Dxscoreboard At the bottom of the article is an example on how to add your very own column to the dxscoreboard resource! Please take a look at it and post any questions that you may have. - Martin
  10. Hello OrbTanT, your script seems to use external map data that is not provided in your post. But you mention the map of a potential MTA resource. Could you please try to find the map lines in question that show the erratic behavior in connection with your script? We would like to have data that we can test instead of combing through potentially an entire map file.
  11. The_GTA

    Bot spawn

    Hello unkwn, I think the issue is simple code structure. The problem is that you are creating a ped while you do not know what skin it should have at first. You should first determine the array of available skins and then create the ped: addEvent( "onZombieSpawn", true ) function RanSpawn_Z ( gx, gy, gz, rot, zombieType, row ) local safezone = 0 local allradars = getElementsByType("radararea") for theKey,theradar in ipairs(allradars) do if getElementData(theradar, "zombieProof") == true then if isInsideRadarArea ( theradar, gx, gy ) then
  12. You mean the TXD that you replaced on your server, if you connect to another server the same textures are visible even though that server does not have your resource? That could be a MTA bug if you mean that...
  13. Thank you for posting about this bug. I think you can fix this by, instead of setting the indicator intensity to 0, set the indicator light intensity to a 0.2 or something close to that. Then you also have to add fog effect as well as ambient lighting of GTA:SA so that the texture looks as if it were rendered by GTA:SA. I will look into it tomorrow.
  14. Hello iwalidza, I was hesistant to respond because I have no experience in the MTA implementation of web services but I think you want to read this wiki article: https://wiki.multitheftauto.com/wiki/Resource_Web_Access It contains helpful examples on how to create a Lua-based HTML interface.
  15. Hello PeeQ, do you know about the difference between server-side and client-side scripts? It looks like your first script is a server-side script because you are using the server-side "onMarkerHit" event. Is it intentional that you want to create server-side peds and markers? I am going to assume that it is, so let's fix your script! What iwalidza tried to do is put both code onto the client-side. But that user forgot to use the client-side onClientMarkerHit event instead of the server-side onMarkerHit. Please test your code next time, iwalidza. In order to synchronize data b
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