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NanoBob

SAES HQ
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Everything posted by NanoBob

  1. Now I still see a lot of people who are worried about the "abuse" that can happen. If we were to currently just make a new spawn with all of LWS' capibilities, yes it would be abused. Which is why ikzelf suggested doing some additional work to make sure it's safe for usage by the general public. Locking it to dimensions, changing the way advertisements work, changing the way events are displayed in the /event panel, etc. Maybe even marking events hosted by LWS people a bit differently so they still stand out. But that's all minor issues. In the end the most important thing is that the features of events are available to the players. And if LWS has insufficient capacity to host them (Which is the case, since otherwise this suggestion would never have been made) then I do believe the best course of action is to make the general public able to host events with the same set of tools LWS has. Also: @Ramos said in Public Event Hoster spawn: Bullshit In the future I'd like for everyone that if they have something to say about it, they actually explain why, and give arguments to support to views on the topic. Otherwise if the only opinions outed against the idea are as unsubstantiated as the one above then we can not take it seriously.
  2. @Ted said in Public Event Hoster spawn: No way dude, its not gonna happen. What makes you so sure of that? And I've seen several people speaking of putting a restriction on the spawn (x amount of hours or whatever). But I disagree, I don't think any restriction should be put on it if the script properly limits what can be done with the panel so that there is no room for abuse.
  3. @Karma said in Public Event Hoster spawn: But i think it will damage LWS community because no one will need LWS members then and they will do their events by themselves using this new spawn. And what's wrong with that?
  4. This is an automated post TXN ID: 3E131199G4253382W Donation: 1.00 GBP Requested rewards: I just wanted to see it work
  5. Name auto completion is already a thing (built into MTA itself) like Kipt eluded to. Simply type the first letters of their names (case sensitive), and then press tab. Sadly there is an issue with this that it sometimes uses the nametag, so it includes the wanted level, but that's down to MTA to fix.
  6. The only other option is to get your own PC, which you have already stated isn't a vaible option for you. So I'm afraid there is nothing you can do.
  7. My point wasn't that you should use the same object and use shaders, my point was to use any other object that has the general shape of a wall (so any flat surface) and shader that, allows you to more freely change the shapes of your interior due to being able to use smaller objects. Or use biggers ones so you need less objects combined which reduces the size of your map file.
  8. That would resolve the issue with the model itself, but not with the damage, clipsize and rate of fire
  9. The issue is the taser replaces the silenced pistol, so getting the regular silenced pistol back is not possible.
  10. @bones said in Mapping Service(by Bones): @bone I understand this, but the object is very convenient for its length and width and it has very few replacements, except for interiors. And using ready objects, the mapping will look less creative. Use mapping shaders instead
  11. Up until now I stayed away from replying to this topic since I would only be adding more fuel to the fire, but since @Deu asked for me to make a statement, I will. So let's start with what kickstarted this topic, Silence's radio script. Several days ago Silence came to me with his suggestion for a new radio script that would replace the current one. Which would allow for you to also listen to the regular GTA SA radio stations. So the procedure started as it normally would where I start reviewing code, and once that is done the rest of the HQ team would review the concept itself. Over the course of a week I had given him feedback several times. Some points were relatively minor, some were more major 'issues' with the script. But these were all issues that needed to be resolved before the code would be accepted for the live server. This happened several time, where I gave feedback, explained what some of that feedback meant, and then awaited a new reply. Now by the time I brought up the boolean inversion Silence speaks of during his first post, some of the original pieces of feedback still were not resolved. (this is several days after the first 'round' of feedback) So at that point to have Silence say "I just did x to piss you off", that did indeed piss me off. And meant I wasn't going to spend any time reviewing that same piece of code. After that I told Silence if he did want to continue to come back later with a new script of higher quality. To me, that wasn't anything special, the code for his current script wasn't sufficient to be allowed on the server so I informed he it would be better to spend his time on a different feature. Up until I saw this topic I had no idea on how much offense Silence had apparently taken. Why did I share this here anyway? I don't know, guess to just tell my side of the story. Some of you might wonder why? Why are there these code standards for SAES? It's no secret that SAES' code base is flawed, parts of it even are utter shit. But that's to be expected when there's "legacy code" (Code that is really old, which is the case with SAES). So we've been trying to fix some of these issues, and make sure any new code that's pushed to the server is of more quality than some of the stuff that's already there. The reason this is important is because when code is properly structured, it makes it significantly easier to work on it as another developer. Which we do have to do since SAES is not a one man project. Now to touch on some other people's comments on this thread Firstly, everyone is entitled to their opinion (Which is also why this topic is not locked) and I must respect that, even if I would disagree with your opinion. @BlaZZey If the script's code quality is improved to the point where it is sufficient, then the chances are that it would be uploaded to the server, but that's up to all of HQ to decide, not me. Now it's also no secret that TheKiller and I have run into some issues in a similar situation, where I denied some of the code he suggested because it did not meet the standards. However as you can probably see in this topic, TheKiller does take it very personal, attempting to offend me by calling me an autist (Just for everyone's information, I'm not. No idea why TheKiller does think so, but I can imagine it being offensive to people who actually do have autism) And I don't think the disagreements TheKiller and I have are going to be solved, we simply don't get along together. And to TheKiller that means he can not work with me. Now it's also brought up by other people that my main priorities are not SAES, but KATLA. Simply put, this is true. At first the idea for KATLA was that it would be SAES' new version, and be released for the clan. However due to a disagreement between Desolator & myself, and the majority of the current SAES HQ team Desolator and I have decided to take KATLA our own way. This does not mean however that I do not care about SAES anymore, I still care to review code, to make sure that the code base remains maintainable for future developers. And to every now and then help fix bugs, resolve issues or create new things. Now to @Lamza, I do not recall the run in you had with me two years ago, but if it is as you describe it that is not how I should have acted, and I'd like to apologize. And to @Deu , yes. Desolator and I have been working on KATLA for close to two years now, and it's still not done! It's almost as if we don't work on it full time. Sarcasm aside, Both Desolator and I have other things going on in life (our studies, work, other projects, etc). So yes it's taken a long time, and it will probably take quite some more time. And no, I'm not "restricting" people from working on 1.4 because I am too busy with something else. I'm simply reviewing their code to make SAES 1.4 easier to work on for our current (and potential) future developers. And yes, there have been many great suggestions that haven't been implemented, if we (the dev team) had the time to implement every good suggestion that's made, live our life, and work on our own things. Then we would, but we can only spend our time once, so we all spend it on what we would like to do the most. To us scripting for SAES is a hobby, not a job. So you can't expect of us to work tirelessly on it. So that's it for now, if I've missed your post, feel free to quote me here, or come talk to me on discord.
  12. Instead of using the share links simply right click the image and click "copy link url", then use that link. This will work with any hosted image, including discord's. Although on imgur, why not use the markdown that's already there?
  13. Specifications: CPU: Core I7 6700K GPU: AMD MSI R9 390X RAM: 32 GB corsair vengeance DDR4 Storage: Samsung 960 EVO 1TB M.2 NVME SSD, 2 Samsung 850 500GB SSDs in raid 0 & a seagate 4TB HDD Cooling: Custom watercooling loop encompassing both the CPU and GPU, 360 radiator in the front. Looking to upgrade my GPU when prices drop to an AMD RX Vega 64
  14. @filex said in Smart Banking System in SAES: @starwars said in Smart Banking System in SAES: Why a group: The group members will be able to delete, give loans and take properties to make a auction with the taken properties for the group bank (in help with SAHA) ''a special panel will be set for the group money'' (except the creation that will be automatic). -=(navy,maroon,sienna,black)THE MEMBERS WILL BE CHOSEN ONCE THE GROUP AND THE IDEA ARE SET BY ADMINS=- The idea behind this is marvelous. But what I see here is quite an issue. Even though SAES members would recruit "responsable" players for such a position.. Wouldn't it be safer to not to involve players at all? Make a menu where you select a property, (house that costs 10 k as an example) You can get a loan of 10 k as maximum, as it's what the value which you got instead is. You get a term of some time to return the loan, if you don't, property gets automatically claimed by saes. Then a simple saha can auction the house as usual and make even more money for the banking system. If it comes to a vehicle, just use the price which you get when you sell it, (If I'm not wrong, half the price it costs when you buy it) So for example, if you've got a car that costs 500 k, you'll get a loan of 250 k max, and the car will be removed from the disk automatically, once again, without involving players. Another thing, didn't see a word about interest rates, if you get a loan for x time, there should be x% that will be an extra. < If you didn't consider this, it would improve the script even more, making it even more complicated to write. In overall, you've got a great idea right there that might be really a gamechanger as with a proper economy reset, the banking system could be updated.. well scripters will be fixing bugs that can be caused out of the system so the best thing to deal with that is to make players able to do the job, and we have trust-worthy members in SAES that can do this including admins Watch the example of SAHA I completely disagree, if something can be done automaticly, make it happen automaticly. I trust computers more than I trust people. About the idea in general, if I understand it correcly what it boils down to is you want players to have an extra monthly cost, the cost of having a bank account. And you want loans, these two features are completely seperate from eachother. I don't see the point in adding the extra costs for a bank account, if we wanted to charge players ingame money for playing, we could just do that. But we have chosen not do so in the past, and don't see any reason to start doing so. Now loans on the other hand aren't a bad idea, but in order to implement it properly is going to require a major overhaul of how finance works in the current server in order to make sure it can't be abused.
  15. Like Scorpyo said, this is not possible to do properly. Wheels do not respond properly to trying to modify their rotation (as you can notice when you try to modify them in the custom car shop). Because of this the only other option would be to have an invisible ped inside the vehicle, which would have it's control state set to mimic the last control of the player. And then this ped would have to be removed when you enter the vehicle again, which would again reset the wheels. So the only posible solution, is a crappy one. And way too much effort for something as minor as this.
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