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NanoBob

SAES HQ
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Everything posted by NanoBob

  1. @VayraN said in [SUGGESTION] Search and Destroy: Excuse me, What's C++ ? Is it C bug or smth else ? Serious question :D C++ is a (low level) programming language. MTA is written in this programming language. This programming language however has no relevance to this suggestion. @Adistar said in [SUGGESTION] Search and Destroy: It is a programming language that has been used to experiment with a new mta platform on SAES This is incorrect, there is no amount of C++ code written for SAES specifically, nor is it used to experiment with a "new MTA platform".
  2. So how would this work? Imagine the following scenario: Gang A is allied with gang C Gang B is allied with gang C Gang C is allied with gang A and B When someone in gang A speaks in alliance chat, people from gang C can see it. But what happens when someone from gang C responds to it? Who gets to see it? This would mean you would need a chat per allied gang. Now I also see some people mentioning more than 2 gangs being in a group of alliances, how would that work then? You would have an alliance chat between those 3 (or more) gangs, besides the individual alliance chats? You'd end up with something like /allianceChat GangA Hey Gang A guys /allianceChat GangB Hey Gang B guys /allianceChat GangA&GangB Hey guys from both other gangs ??? That just seems like a very shitty solution. Not to mention how to actually keep track of alliances.
  3. @Homeless said in Do something with hitreg / fix bullet sync: As far as I am aware, doesn't the C bug happens when you spam it? If so, can't there be a time limit embedded on the command, just like the anti- spam feature in the Local chat and also when sending money to somebody too fast (I hate you for doing that Scorpyo)? I believe implementing something like that would prevent me from missing a laggy latino or a sweaty turk. The amount of times you press C is unrelated.
  4. @Teller said in Do something with hitreg / fix bullet sync: I've addressed a problem that I as a player want to be fixed. If I had the knowhow in lua scripting I'd do it myself. If you had actually read my reply, you would've seen that this "problem" you notice has nothing to do with Lua. This is a feature of MTA itself, and MTA is written in C++. But besides that, what do you actually think is wrong with it? All you've said is that it's a "shitshow". That is in no way a good way to describe an issue you're facing with something. This is the first time I've heard of anyone having complaints specifically regarding bullet sync. @Teller said in Do something with hitreg / fix bullet sync: but to rather include this to their to-do list of server improvements. That's not at all what you said in your post. What you said is You're developer, fix the problem. That does not at all sound like a request to put something on a to-do list.
  5. Crouching bug @XpookS said in Do something with hitreg / fix bullet sync: Let's talk about the crouching bug, its been like 6 months now? more? I don't know to be honest with you every time we start talking about the bug u get some bullshit response, Imagine people are getting punished just because ur lovely developers couldn't fix the bug. ( 6 months now they couldn't have a free time I guess to fix it yeah sure brother) Okay, let's do that. Let's talk about the crouch bug. For those unaware, what seems to be the case with the "crouch bug" is that a player is crouching, but on the screen of others appears to not be crouching. (or to be weirdly "jumping" back and forth between crouching and standing.) Now this means somehow the players crouching state seems to be improperly synchronized between multiple players. However player synchronization is something that is done by MTA, not by SAES. Luckily MTA is (partially) open source, so I have done much digging into how exactly MTA's synchronization works, what kind of network packets they send, when they send them, and how it should affect crouching. Turns out that every so called "pure sync" network packet sends a player's "ducked" state. Which is then to applied to the player in question. To me, nothing seemed wrong in how this works, that could explain the behavior we're seeing in-game. However, just because I don't know how to fix it doesn't mean it will not get fixed. Like I've said before, it's most likely an issue within MTA itself, not with SAES. And due to the fact that MTA is open source anyone can contribute to MTA to attempt to fix it. This includes a bunch of people who already do, but anyone can. If you would be interested in that, these are the bits of the code I have been able to identify as responsible for handling player sync, especially their "ducked" state. Method where the packet is handled server side Class for pure sync packet definition, containing both their read and write methods, on the server Method where pure sync is handled client sided Method which applies the newly received duck state to the player tl;dr: I haven't fixed it because I don't know how to. Go learn C++ and fix it yourself, relevant code is linked above. Bullet sync Now let's touch on the original reason for this topic too shall we, bullet sync. (relevant source code). As Brophy explained, bullet sync is an MTA feature, not something SAES created. Bullet sync was created roughly 10 years ago, and updates to it were made roughly 8, 6 and 5 years ago, by people from the MTA team. (relevant git blame). Bullet sync, in all intents and purposes is a finished MTA feature, there is no reason it should be "updated" especially since it is a relatively simple construct. What bullet sync does, is it transmits the start and end position of every bullet fired from a client (As can be seen in the packet definition). The reason this performs better is because now a client knows exactly where the shooting client was aiming from and at at the moment they fired. While otherwise this would have to be re-calculated based on player position and synchronized camera position. tl;dr: Bullet sync is a feature created by MTA, which is "finished", it's not abandoned, it's finished. Mentality The last bit I want to touch on is the mentality of people in this topic. @Teller said in Do something with hitreg / fix bullet sync: You're developer, fix the problem. Let's be very clear here. Anyone who works on the server (and anyone who contributes to MTA) does this purely out of passion, as a hobby. None of us get paid for what we do for SAES, it is not a (full-time) occupation. So please, don't start making demands of us, this ungrateful and entitled behavior is exactly the reason why several developers have quit in the past. We spend our free time to try and make the game more fun for other people, least you could do is show some professional courtesy and not be a massive dickhead about it. @XpookS said in Do something with hitreg / fix bullet sync: ( 6 months now they couldn't have a free time I guess to fix it yeah sure brother) Sure, I've had free time in the last 6 months, plenty of it. And as is hopefully clear with everything I've stated above, obviously I have looked into the issue. But even if I didn't, I don't have to. You're talking about my free time, you do not get to dictate how I spend that. Whether I spend it working on SAES, playing SAES, working on other projects or doing literally nothing whatsoever is none of your business. And the attitude that you think somehow you do get to dictate how I spend my time just shows how fucking entitled you are.
  6. This is intentional behaviour. The reasoning for it has been mentioned on the forums several times in the past. Due to how MTA works with client sided vehicles in a very large amount of cases it would be impossible to enter your custom vehicle, due to it being obstructed by the other component vehicles. The fact that cops can wrap into it as well comes from the same issue, otherwise you would not be able to be arrested while in a custom vehicle.
  7. NanoBob

    Nvm

    @Keo said in Is this fair?: Aight I'm leaving this server. So this is attempt #2?
  8. @Turbo said in The end of the Gypsy Jokers: @NanoBob said in The end of the Gypsy Jokers: :( I will especially miss those epic moments :( This moment never happened. This is a lie. Photoshopped propaganda.
  9. Just to add some information to this topic: The organisation in question did not give SheraP permission to access the organisation bank account. This was the result of a bug, this bug has since been fixed. I think we could all agree that if we were to stumble upon access to the organisation bank account, while you know you're not supposed to have access to it, it's not morally right to take all of this for yourself. So no, this was not the "fault" of ICE members for trusting him, this was the result of a bug.
  10. Old vehicles removed 3 bikes added 1 burrito added Still 2 vehicle left to be done.
  11. @SAFP-Stone said in New sirens (audio): @NanoBob said it was not worth it I mean yes I did say that, but I did also add that if you want custom siren sounds you can simply mod them on your local game install. @Spicey said in New sirens (audio): Wait @Tut-Greco SAES is about to get voicechat? No.
  12. @MarksMan said in New addition to SAES: So you have to be either asslicker or ri... Oh wait James didnt get it, ok only asslicker And you wonder why you were denied for community staff..
  13. @Hatchet said in [Suggestion] Make modifing cars in modshop exclusive to it's owners: I think everyone should welcome this except those tards themselves who do these menaces. I am one of "those tards". I definitely think this is an important aspect of our gamemode. Suggestion denied.
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