-
Posts
1678 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Calendar
Store
Downloads
Everything posted by D J C
-
Nume: DjC Dovezi: 1 (hat): https://imgur.com/Q5DFrZm https://imgur.com/T3o8kTg https://imgur.com/ZSPa9WA https://imgur.com/ix77fxH 2 (candyshop): https://imgur.com/LCS0LKh https://imgur.com/fPE0EsG 3 (odd): https://imgur.com/xJ5FFDA 4 (even): https://imgur.com/Do1TRom Alte informatii: - Feedback: mersi
-
Version 1.0.2
15 downloads
B-Zone Speedometer - Enhanced Real-Time Speed Display Classic and Nostalgic, this is what you are looking for, Enjoy a cleaner, classic textdraw experience, but in real-time! This mod offers a smoother, real-time display of vehicle speed in San Andreas, specifically designed to replace server textdraws that often cause lag and display issues. With the Speedometer, your speed is shown in real-time with the format Speed: XX Km/h, providing a much more fluid experience while driving. Features: Displays vehicle speed accurately without lag. Fixes the visual issues caused by the server’s default textdraws on B-Zone. Optimized to prevent server-induced delays and improve overall gameplay experience. Installation: Download and install MoonLoader Place the Lua script file into the `moonloader` folder within your GTA SA directory. Place the `.lua` file in your MoonLoader `scripts` folder. Start your SA:MP server and enjoy the real-time speedometer! This mod is open-source and safe to use. You can review the code yourself to verify its safety. It is built with transparency and for the benefit of the SA:MP community. Source: https://github.com/JohnyCore/B-Zone-Speedmeter Video: Feel free to leave feedback or report any bugs on the GitHub page. Contributions and suggestions are always welcome to improve the mod further! -
Hope your doing well around there. Looking forward to seeing you in this forum again : )
-
[LUA] Drift.cs Mod Conversion + Approval Request to using it
D J C replied to D J C's topic in Help and Discussions
Thanks for the kind words! I’m glad to hear you love the optimization. It’s awesome that it works well with various game assemblies now. ❤️ I appreciate the suggestion to upload it to the forum’s file section. I’m still looking to get approval from higher staff first to ensure everything's in line with server rules. Once I have that, I’ll definitely consider sharing it with you guys! -
[LUA] Drift.cs Mod Conversion + Approval Request to using it
D J C replied to D J C's topic in Help and Discussions
Hey, thanks for the comment! I totally get where you're coming from. The goal behind the LUA version isn’t to create an unfair advantage, it's just to make the drifting smoother and more stable compared to the CLEO version and we already have in Forum, which has caused a lot of issues. of course, any mod can be abused if used in the wrong context, like during chases. I'm open to any suggestions on how we could be sure that it's only used for what it was intended and avoid situations where it could give players an edge in unfair scenarios. I appreciate the feedback, but I think there's a misunderstanding. The purpose of my post wasn’t to compare preferences in car rotation or to spark a debate on which language is better for mods. which is already evident in the first YouTube video I included. The rotation I’ve improved in the Lua version eliminates the unnecessary and unrealistic movement that the CLEO mod creates. And let’s be real and of course not to offense, it’s 2024. People are moving to more modern and efficient solutions like LUA instead of sticking with older, less optimized options like CLEO. It’s not just about preference, it’s about improving stability and performance for everyone. I’m not looking to repost this mod on the forum for public use already. my goal was to get approval from higher staff to make sure it's fine to use on the server. The optimizations I’ve made might be subtle to some, but the real change is in how much smoother and crash-free it runs in LUA, as I include a YouTube video at the first place: I’d appreciate if we could keep the conversation focused on the title of the forum, not just personal preferences. Since you’re staff on the server, do you think this code is safe for server use or not? It would be great if we could involve higher staff to be sure we’re 100% sure about this. -
Hello @ Kelton , @ Tupi . I’ve optimized and converted the drift mod from CLEO to Lua, which is now smoother and more realistic in terms of car rotation and acceleration during drifts. It’s posted and also approved in B-Zone Rules and also Forum, and does the same thing as the original but with more logical handling and no unfair advantage. Please take a moment to check it out and compare it with the CLEO version. I’ve included a YouTube video showing the CLEO version that’s currently being used by a lot of players and the improvements in my Lua code. All I did was convert the CLEO code to Lua and lower a single variable, and it works perfectly without issues. require "lib.moonloader" local playerCar local carSpeed function main() if not isSampLoaded() and isSampAvailable() then return end while true do wait(0) if isCharInAnyCar(playerPed) then playerCar = storeCarCharIsInNoSave(playerPed) carSpeed = getCarSpeed(playerCar) isCarInAirProper(playerCar) setCarCollision(playerCar, true) if isKeyDown(VK_LSHIFT) and isVehicleOnAllWheels(playerCar) and doesVehicleExist(playerCar) and carSpeed > 5.0 then setCarCollision(playerCar, false) if isCarInAirProper(playerCar) then setCarCollision(playerCar, true) if isKeyDown(VK_A) then addToCarRotationVelocity(playerCar, 0, 0, 0.05) -- in Drift.cs this variable is 0.15 end if isKeyDown(VK_D) then addToCarRotationVelocity(playerCar, 0, 0, -0.05) -- in Drift.cs this variable is -0.15 end end end end end end The CLEO drift mod (drift.cs) has caused numerous bugs and crashes for players due to its limitations and lack of optimization. In contrast, the Lua version resolves these issues, performing flawlessly thanks to its streamlined code and optimizations. By converting the mod to Lua, I was able to significantly reduce the resource usage, which not only improves performance but also stabilizes the mod on various setups: In short, Lua is superior to CLEO for this type of modification because it's more versatile, has a smaller footprint, and provides a more stable environment - leading to fewer bugs and crashes. Many players have reported issues with the CLEO version, while the Lua version runs perfectly without any problem. Looking forward to your feedback, and can I get a approval of using this. if not, I would love to hear your comment. Best regards. ❤️
-
SF Police Department - Transfer Echipe / Team Transfer
D J C replied to Plutonium ToV's topic in SF Police Department
- Nume: DjC - Rang: 4 - Echipa curentă: Roads - Echipa în care doresc: SWAT - Motivul: raport sounds easier in Rank 4 - Alte precizări: Multumesc! -
https://www.imdb.com/title/tt2442560/ https://www.imdb.com/title/tt6439752/
-
Thanks for pointing out that GTA San Andreas is 20 years old, but it has also survived into the modern era where the players have mastered C-Bug and C-Shot on high-end setups. In itself, their existence shows players adapted the game far beyond the original design. I mean, I am not expecting a 2004 game to run like a 2024 one. At the very least, though, I'd expect that there are tweaks and solutions out there that can at least help minimize the input lag, if anyone else has advice that's not from the Stone Age, I'd appreciate it! This is exactly what I expect from my game, and just to clarify, here's a clip on YouTube as a sample: https://youtube.com/clip/Ugkxt5ioNkXHfRTrbcyY6hINORO-9CKbtqI7?si=oykqhS9GeEPJpxQt So far, it is @ SideLo VIP who has the most helpful comment that may help in improving my situation but has not quite fixed it 100%.
-
SF Police Department - Transfer Echipe / Team Transfer
D J C replied to Plutonium ToV's topic in SF Police Department
- Nume: DjC - Rang: 3 - Echipa curentă: swat - Echipa în care doresc: roads - Motivul: busy irl and I can't spend much enough time to finish my raport with being swat, roads would be easier in my opinion. - Alte precizări: Multumesc! -
I'm playing high hertz already. so..., that wouldn't be the problem.
-
I have an enormous input lag while shooting in GTA: San Andreas, particularly with the C-Bug and C-Shot techniques. Now, I do use the Bloody L65 MAX, which is certainly one of the greatest mice around, so obviously, this should not happen that often. I have noticed some delay between pressing the shoot button and the actual weapon firing. It affects your aim and timing, making most advanced techniques hard to execute properly. I have tried many solutions ranging from adjusting the settings of the game itself to hardware troubleshooting, and that still didn't go away. I need advice on how best to tackle the problem so that my gameplay can get better.
-
Integrating Qibla Direction into Game Mechanics
D J C replied to Haruna Clemency's topic in Help and Discussions
Hello @ Haruna Clemency , I hope you doing well. The qibla direction, if integrated into games, would really make for a cool layer of realism and inclusivity, especially for navigation- or adventure-based games. You can dynamically calculate the qibla direction using GPS according to the player's location or set any other fixed point in your game world—for example, Mecca. Now, imagine having a digital compass pointing toward the qibla inside a game that continuously changes its bearings; that could create all new kinds of challenges and make a game even more immersive. This feature not only shows respect and acknowledges the practices of Muslim players but is also a way to teach non-Muslim players a little about Islamic traditions. Seek out expert advice to ensure this representation is done accurately and respectfully. It will require a thoughtfully done qibla direction to open a richer, deeper experience, celebrate cultural diversity, and add meaningful depth into your game. To be more specific about the system, the following steps describe the mechanism for implementing qibla direction using GPS in your game: obtain the latitude and longitude of the player at his/her current position. Then, calculate the bearing from the player's location to the location of the Kaaba, 21.4225° N and 39.8262° E, by means of the Great Circle formula. Implement this formula into your code to return the qibla direction for use in in-game mechanics, like a compass. And what programming language or game engine to start working with, there would be another discussion that we can discuss in this Topic. Feel free to ask anything here, I would like to help you! -
SF Police Department - Transfer Echipe / Team Transfer
D J C replied to Plutonium ToV's topic in SF Police Department
- Nume: DjC - Rang: 2 - Echipa curentă: roads - Echipa în care doresc: swat - Motivul: M-am plictisit de radar - Alte precizări: Multumesc! -
News Reporters - Evidența testelor de intrare / Evidence of entry-tests
D J C replied to sRn's topic in News Reporters
Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/AlexandruRO Rezultat proba teoretică: 3/3 Rezultat proba practică: -/5 Rezultat final: RESPINS Alte precizări: spor -
News Reporters - Evidența testelor de intrare / Evidence of entry-tests
D J C replied to sRn's topic in News Reporters
Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/Narcis12 Rezultat proba teoretică: 2/3 Rezultat proba practică: 1/5 Rezultat final: ADMIS Alte precizări: https://forum.b-zone.ro/profile/98132-narcis12-b/ Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/EdiOnoiu Rezultat proba teoretică: 2/3 Rezultat proba practică: 5/5 Rezultat final: RESPINS Alte precizări: spor Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/Eusebiu. Rezultat proba teoretică: 0/3 Rezultat proba practică: 1.5/5 Rezultat final: ADMIS Alte precizări: https://forum.b-zone.ro/profile/86342-e-u-s-e-b-i-u/ -
News Reporters - Evidența testelor de intrare / Evidence of entry-tests
D J C replied to sRn's topic in News Reporters
Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/Covi Rezultat proba teoretică: 1/3 Rezultat proba practică: 1.5/5 Rezultat final: ADMIS Alte precizări: https://forum.b-zone.ro/profile/186100-ihavecovi/ Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/puternikul69 Rezultat proba teoretică: 1/3 Rezultat proba practică: 1.5/5 Rezultat final: ADMIS Alte precizări: https://forum.b-zone.ro/profile/195760-dani-zis-mocanu/ -
News Reporters - Evidența testelor de intrare / Evidence of entry-tests
D J C replied to sRn's topic in News Reporters
Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/EuroStar Rezultat proba teoretică: 1.5/3 Rezultat proba practică: 2/5 Rezultat final: ADMIS Alte precizări: https://forum.b-zone.ro/profile/38644-eurostar/ Nume: DjC Rank: Network Editor (5) Candidatul testat: https://www.rpg.b-zone.ro/players/general/Valent1nn. Rezultat proba teoretică: 1.5/3 Rezultat proba practică: 4.5/5 Rezultat final: ADMIS Alte precizări: https://forum.b-zone.ro/profile/187377-grigo/