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Tut

SAES Creative
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Everything posted by Tut

  1. On its way as naderea_1. Please note that for wrap uploads we only accept 256x or 512x, I have fixed the image dimensions for you
  2. Uploads should be 512x512 or 256x256 (despite the template currently being 1024x1024)
  3. If you ask a stranger they'd think it's a pizza delivery not a squad - unless you have a squad spawn named 'Carabinieri' you'll have to pick a different name to go on the wrap
  4. It's a rule - https://saesrpg.uk/forums/topic/8309-about-donation-wraps/
  5. @Zarc text on emergency vehicle wraps should be English only
  6. Doesn't look like anyone's figured this one out so let's end it here
  7. There's one issue that makes PIT maneuver unreliable even with reworked handlings : player synch, and this server isn't alone in having to deal with this issue. A few years ago we increased Crown Vic's weight in line with that of a larger van to more easily allow PIT manuevers, but for balancing reasons we didn't apply it to the rest of the police vehicles. I think this is a bit of a trivial issue as usually you would play with squads so I don't know if anything really needs changing here, but an easier solution (not saying it's balanced) would be allowing cops to use small firearms from driver's side
  8. One suggestion should be enough, if you have any more to add please edit/comment on the original suggestion
  9. LOD does not improve performance in all cases as you would still need to display a second object on screen rather than zero. It's great if you have to display an object in the distance and don't want to load high detail that far away. For us I think the main reason we would want this is if there are tall trees that aircraft crash with, or players who drive high rates of speeds and aren't able to react in time to trees that load in areas where you would drive to reach SR's and race checkpoints. I'll see with the dev team
  10. The teams are mostly lurking around the suggestions forums and gathering feedback on how we can improve the server, and while it may look like we're ignoring players suggestions this really isn't the case. In order for a suggestion to pass you'll usually need to do some research and explore your options on how to bring content into the server, and this content needs to maintain a certain standard - it should be well structured, optimized and secure so that others in the teams are able to review and make changes. This means that taking a few code examples from the wiki or a community resource might not suffice even though it could greatly speed up development of the server. As indicated in the 1.6 news post we have the second part of a major update simmering behind the scenes, bringing yet another portion of fun to the server, and while I'm not part of the development team I can tell you with confidence that what we are working on with the devs is something worth looking forwards to. You might also see a few suggestions make it to the game. Some teams in the clan dedicate hours into keeping the community safe and sorting out any issues and admin requests, while others like to spend their time resolving bugs and adding regular updates which aren't kept waiting for the major version updates. We have a set of guidelines for server moderation, and I'm happy to let you know none of us enjoy issuing punishments but moderation is a vital part of managing larger communities. Punishments are not handed out left and right, and to prevent exactly that, there are teams who audit decisions made by the team and provide feedback where needed. Without the efforts by these teams and outstanding community members who take a step forwards to help, I'm not sure the community would sustain this long. At the end of the day we are dealing with a 19 year old multiplayer modification with a great deal old code, and this naturally places a barrier between new people wanting to invest their time on this rather than projects on more recent game engines where possibilities are on another level. Some MTA servers have established themselves as "companies" and pay their "employees" while other server contributors charge for their works much like a freelancer would. Not all servers have the fundings to support this, which can be a contributing factor to less development. Be the change you want to see, whether that is helping out financially or contributing by other means!
  11. Thanks for your suggestion. We have been exploring our options with this function and while it's looking promising we are not planning on using it just yet. We'll keep the community updated on where this is going.
  12. Doesn't look like intended behavior, feel free to let the dev team know about this at https://bugs.saesrpg.uk/
  13. Thanks for your suggestion. Officially only the clan polls mods to be added to the server, but I'll be checking with the team and see what they think!
  14. @mubeen said in [SUGGESTION] HYDRA DONATION REWARD: @JohnnyEnglish I believe handling.cfg also includes aircrafts handling features such as thrust etc. So by bringing changes in them, handling can surely be changed. I found some attributes in the file, you can look at the screenshot. You're right that aircraft handlings are defined in handling.cfg, but MTA servers does not use files from local installations - they use MTA functions which in this case would be setVehicleHandling. It has a note saying you can change aircraft velocity, but that doesn't quite suffice in most cases as you'll want to look at various other handling flags as well.
  15. Vehicle mods are only polled by the clan. We appreciate the feedback nonetheless and I've voiced it with the teams. Thanks
  16. @LAPD_Spanish_VEN said in [VEHICLE MOD] - Ford GT(Bullet): I would like to see this, but could this cause problems for nanoshop vehicles that are already created? It's something we definitely try to avoid as much as possible, but yes, changing mods will also affect vehicles created at the custom garage.
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