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Messages - Rubber

#1
Maps / Re: Fortess Castle by MeTaLiX
June 05, 2015, 22:40
Quote from: MeTaLiX on June 05, 2015, 16:07
Quote from: Ethan on June 05, 2015, 14:55
probably not as Rubber has left and I wouldnt know where to look for it.
ask rubber he connect sometimes to evade police from gettin his 2.5mils fine  !

I still have the files, but I haven't touched them in a long time lol. Here's what it looked like when I left off with the project...it's way bigger than I remembered.

Entrance to Shelby County:
[xfire]5a125b/[/xfire]


That video ends where this one picks up.
[xfire]5a11df/[/xfire]


The previous video ends at the top of the tall city. From there, you can take a truck to the top of "Mount Perilous", a mining mountain. I was planning on having truck missions to the top...
[xfire]5a1210/[/xfire]
[xfire]5a1215/[/xfire]


And remember the ferry in the second video? That ferry leads to an island entirely for offroading and stunting purposes. I had a huge rock crawling area as seen below:
[xfire]5a4451/[/xfire]
[xfire]5a445f/[/xfire]


I also had this racetrack in Shelby County at one point, but deleted it because it was way too complicated:
[xfire]624f2d/[/xfire]


Shelby County connects to the north facing bridge in Sandus that is blocked off with construction.
#2
Screenshots and Videos / Re: A Simple Shot.
March 18, 2015, 17:19
Quote from: Marccc on March 15, 2015, 13:01
Nice snowplow bumper.

Beats these Eurocrapean trucks any day...





#3
Ban Appeals / Rubber ban appeal
February 24, 2015, 23:53
Player name:  
Ban ID:  
Time and date of ban: 5:25PM CDT Feb 24, 2015
Reason of ban: Speedhack
Ban was unfair? Yes
I was banned by: Smokey (anti-cheat)

What actually was happening:
I was driving my monster in LV. someone started flinging my truck in the air with a hack, I started recording, got banned. Ban proof here (once it's done processing):

https://www.youtube.com/watch?v=mhto40LXfow&feature=youtu.be

Screenshot:
Taken right before ban:

I confirm that all above information is true and I am aware that posting false information in ban appeal will result in my ban being extended.
#4
Maps / Re: Map in Progress
October 16, 2014, 16:53
Quote from: EricStRoch on October 16, 2014, 11:28
Quote from: Cezy on October 13, 2014, 18:41
Awesome start.. but one suggestion: like all mapped maps in server got sqare streets ( 90* intersections) try to make the streets with curves like original SA map :)

...but remember Mick's rule : 

"Any roads or lands cannot be placed diagonally. They must be at either 0 or 90 degrees - this is the only way they can be placed on GPS map." 

(http://www.forum.convoytrucking.net/index.php?topic=514.msg2197#msg2197)

Look at Sandus and Alcatraz  :P
#5
Screenshots and Videos / Re: My FPS.
September 19, 2014, 22:06
LOL...ok, ok. I guess my eyesight is just a lot worse than your guys. I don't have a fancy computer and have never played a game more than 30-45 FPS so I guess I can't comment anyway. Maybe someday I will have the honor of playing on a 60FPS+ rig. Until then, I guess I'll just shut up
#6
Screenshots and Videos / Re: My FPS.
September 19, 2014, 21:45
Quote from: Chewbacca on September 19, 2014, 17:46
Don't say stuff like that. You're sounding like a console peasent. You can see above 30 FPS. People just say that as a comfort thing so they don't feel inferior to the PC Master Race.

Trust me, I'm a PC guy and hate consoles. I'm simply saying if you were given a STEADY source of ~45FPS and a STEADY source of ~60FPS you would not be able to tell them apart. By steady I mean not missing a single frame. To prove it, I challenge you to this test. Go to this page: http://frames-per-second.appspot.com/ 

Set the background velocity to 0px/s and the other two spheres (or other objects) to 2000px/s. Now change one of the object's frame rates to 48FPS and the other to 60FPS. Which one is which? I can't tell a difference.... For an added challenge, add a third object. Have a friend change the frame rates of the three objects to either 48 or 60FPS (when you are not looking). Have him/her cover the values so you can't tell which is which. Now try to guess which one is the 60FPS object. I honestly can't tell them apart. Maybe your eyes are better than mine, but I think the whole higher FPS is BS...
#7
Screenshots and Videos / Re: My FPS.
September 19, 2014, 15:40
Quote from: Joshy on September 18, 2014, 21:41
Quote from: Rubber on September 18, 2014, 21:22
Quote from: nyolc8 on September 18, 2014, 11:59
Quote from: Hobo on September 17, 2014, 19:11
Quote from: nyolc8 on September 17, 2014, 10:52
I'm not sure if 75Hz is equal to 75FPS... I think it's not.


edit: it's not the same: http://en.wikipedia.org/wiki/Refresh_rate
Don't be a peasant.
Sorry for helping lol

High frames per second and refresh rates don't really matter in my opinion. The human eye can't tell a difference in frame rates above 30 fps or 30Hz (so you wouldn't be able to tell a difference between 45fps and 60fps). So why do you need anything higher than 30? I've tried higher fps but don't really notice any change...
I think the number where further FPS improvements are barely visible is at ~40fps. You'll probably notice the difference between 40fps and 60fps with A/B testing though, especially if you're used to fluid 60fps gaming.

Also using framerates in excess that your monitor supports is just wasted GPU cycles.

I still think above a certain frame rate (you say it's 40), you won't see a difference as long as it is a true steady rate. Since my computer is crap, it shows 45fps but i can still tell when it skips a frame. And that's what I was trying to hint at Joshy, your monitor is probably the limiting factor in high end computers...unless you have a really expensive monitor.
#8
Screenshots and Videos / Re: My FPS.
September 18, 2014, 21:22
Quote from: nyolc8 on September 18, 2014, 11:59
Quote from: Hobo on September 17, 2014, 19:11
Quote from: nyolc8 on September 17, 2014, 10:52
I'm not sure if 75Hz is equal to 75FPS... I think it's not.


edit: it's not the same: http://en.wikipedia.org/wiki/Refresh_rate
Don't be a peasant.
Sorry for helping lol

High frames per second and refresh rates don't really matter in my opinion. The human eye can't tell a difference in frame rates above 30 fps or 30Hz (so you wouldn't be able to tell a difference between 45fps and 60fps). So why do you need anything higher than 30? I've tried higher fps but don't really notice any change...
#9
Cool. Just out of curiosity, would this work with collisions. Let's say I wanted to add a ramp to the back of a flatbed to be able to drive onto it. Could you rotate both the collision and visual portions down to drive up it?
#10
Suggestions / Re: Utility van missions
August 31, 2014, 15:49
Could be an interesting mission type. You could also make it "haul utility supplies from A to B" in which a utility trailer spawns, you attach it, and haul to destination...kind of like tow missions. Or you could repair items like people said. You must be on foot, walk into the red mission halo and do /repair. A text draw pops up showing % complete, kind of like fixing cars.
#11
Quote from: Blitz_FR on August 30, 2014, 20:08
Oh god this is so old  :o

Why would you bump a completely useless topic with a completely useless post that is 3/4 of a year old..... :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike: :dislike:
#12
Quote from: Ethan on August 30, 2014, 14:33
down in playerbase since a good percentage of players dont play since they now have lives

And because they found better games and/or got tired of the same old same old on the server. It is better now, I will admit...but I think it occurred too late.

Also, welcome back Kenny!  O0
#13
Mods / Re: LS and SF tunnel collision fixes
August 29, 2014, 23:15
Quote from: Ethan on August 29, 2014, 21:55
if its a .col file that fixes the issue then no, it has nothing to do with mappers.  everyone will have to use this fix by rubber if they want to through there despite the warnings posted.

Yes, everyone would have to install it for it to work.

Quote from: nyolc8 on August 29, 2014, 22:00
Just wondering... isn't this basically cheating? You get advantage over others because you can go through there while others can't.
With editing cols I can make for example an alley wider to get through there with my truck while by default only a motorcycle would fit there. Or removing barriers and other stuff collision and getting through fences. And we can modify anything to make advantages... Just saying. :-X

The way I see it; it's a fix to Rockstar's screw-up. Does it give an advantage by letting you go through the tunnel you should be able to drive through in the first place? Maybe. But also look at it this way. A lot of vehicle mods that you install have different collision properties. You can get improved handling just by moving things around in the mod, without adjusting the handling file. Is this an unfair advantage? Maybe. But what are you going to do, take away the ability to have ANY mods? The tunnel collision mod is such a slight mod that most people probably wouldn't even think twice about it. In addition, I have truck/trailer mods that clear the tunnels just fine...how are you going to be able to tell the difference between a truck/trailer mod and this tunnel mod? That's right...it's not possible...
#14
Mods / Re: LS and SF tunnel collision fixes
August 29, 2014, 20:29
Quote from: Ethan on August 29, 2014, 20:07
does this mean I can ride the big dumper under those bridges and I wont get stuck?

Didn't try with big dumper, so not sure lol
#15
Mods / Re: LS and SF tunnel collision fixes
August 29, 2014, 19:15
Quote from: nyolc8 on August 29, 2014, 19:08
Nice! :like:
You removed the collision of those steel girders over the road?

It wasn't actually the girders...they have no collisions. It was the beginning of the tunnel that was hanging too low, so I moved it up.