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Quindo

Quindo

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W temacie: Installing/Creating vehicle sound packs

Odpowiedzi: 7

10-06-2019, 23:51

In last few months few community members showed interest in creating custom vehicle sounds modification, till last update creating such "mods" was a pitiful experience, not allowing them to easily adjust sounds for all vehicles, with no official support and having to rely on workarounds such as copying files on every server connect, etc. In latest update there was added basic official support for creating and using custom vehicles sounds, mod creators can easily replace not only engine sounds for every vehicle, but also stuff like turbo whistle and backfire sounds.

This post will be divided into 2 parts, first one is for mod users, with basic instructions on how to install those mods, and second one being a basic tutorial on how to create the sound packs.

Installing/using custom vehicle sound packs:
1. If you haven't already joined server after latest update, do it. It will create a folder called [ngui-mods] in <Your MTA Path>/mods/deathmatch/resources
2. Download a sound pack that you want to use, here's a link to example one made by Remolit: Sound Pack Link
3. Unpack the sound pack, inside it you should find a folder called carsounds, copy that entire folder to the [ngui-mods] directory from step 1.
4. Reconnect to server, if the pack has no problems, the vehicles affected by downloaded pack should have replaced sounds. If there are some problems with the pack, default sounds will be used.



Creating new sound packs:
As a mod creator you can change those aspects of sounds engine for every car:
  •  engine on sound - played when car is accelerating
  •  engine off sound - played when car is decelerating
  •  engine idle sound - played when car is standing still
  •  turbo flutter short
  •  turbo flutter long
  •  turbo whistle sound
  •  backfire sounds
  •  vehicle engine pitch multiplier
1. Exactly same step as in Installing tutorial above
2. In the [ngui-mods] folder from step 1 create new directory called carsounds, inside it create a file called config.xml and a new folder called files
3. Move the sound files that will be used by the pack to the files directory, supported formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS
4. Now comes the hard part, creating a configuration file for your mod, open the config.xml file created in step 2 and copy this inside:

Code:
<!-- Allowed parameters are:
    pitchMultiplier (0-5)
    idle - fileName
    on - fileName
    off - fileName
    fluttershort - fileName
    flutterlong - fileName
    turbo - fileName
    backfire - fileName  -->

<carsounds>

</carsounds>


5. Each vehicle that you want to be affected needs an entry inside the <carsounds> </carsounds> part of the file, example entry looks like this:


Code:
<!-- Primo-->
<car id="547" pitchMultiplier="1.0" on="engOn.mp3" off="engOff.mp3" idle="engIdle.mp3" flutterlong="fluttLong.mp3" fluttershort="fluttShort.mp3" turbo="turboWhistle.mp3" backfire="backfire1.mp3;backfire2.mp3" />


id parameter defines which car is affected by this entry, pitchMultiplier defines pitch that the sound files will be played with, and all the other parameters are names of sound files that will be used by that vehicle.
You can notice that backfire contains multiple files delimited by semicolon, that's because of the fact that backfire randomizes which sound will be played, you can specify multiple sound files here, and they will be choosen at random.
If some parameters are missing, the default sound files for those parameters will be used.

So resulting config.xml file looks like this:

Code:
<!-- Allowed parameters are:
    pitchMultiplier (0-5)
    idle - fileName
    on - fileName
    off - fileName
    fluttershort - fileName
    flutterlong - fileName
    turbo - fileName
    backfire - fileName  -->

<carsounds>
    <!-- Primo-->
    <car id="547" pitchMultiplier="1.0" on="engOn.mp3" off="engOff.mp3" idle="engIdle.mp3" flutterlong="fluttLong.mp3" fluttershort="fluttShort.mp3" turbo="turboWhistle.mp3" backfire="backfire1.mp3;backfire2.mp3" />
</carsounds>


List of all ids of vehicles on server:

Code:
--E CLASS
401 - Bravura
421 - Washington
546 - Intruder
547 - Primo
410 - Manana
419 - Futo
--D CLASS
585 - Emperor
540 - Vincent
526 - Fortune
436 - Previon
527 - Cadrona
589 - Club
483 - Kuruma
--C CLASS
496 - Blista Compact
405 - Sentinel
587 - Euros
565 - Flash
558 - Uranus
555 - Monroe
458 - Deluxo
--B CLASS
560 - Sultan
506 - Super GT
440 - ZR-130
559 - Jester
562 - Elegy
402 - Buffalo
434 - Mamba
529 - Beamer
--A CLASS
442 - Turismo
415 - Cheetah
541 - Bullet
429 - Banshee
480 - Comet
411 - Infernus
413 - Counthash
568 - Locust 69
--VINTAGE CLASS
575 - Broadway
545 - Hustler
474 - Hermes
499 - A-Type
--SUV CLASS
470 - Patriot
478 - Walton
579 - Huntley
525 - BeeJay XL
416 - Cartel Cruiser
535 - Kalahari
583 - Buggy
--MUSCLE CLASS
542 - Clover
603 - Phoenix
600 - Picador
475 - Sabre
439 - Stallion
549 - Tampa
438 - Dukes

6. To check if your modification works you can use /reloadcarsounds command, afterwards just go to garage and back. If you did everything right, the sounds should be working.
7. This tutorial is super basic, best way of checking how it works is to download example sound pack, and look inside.

W temacie: Content Update - Mainly Vinyls 05/06/2019

Odpowiedzi: 10

05-06-2019, 22:51

Content Update - Mainly Vinyls - 05/06/2019

Happy June, hope we have some more stuff soon!

Stuffy stuff for server:
  • A few new vinyls (Big thanks to Rarti and Broski for implementing those)
  • Removed police lamp breaker for now
  • Removed slowdown areas that affected some vehicles (mainly on bridges and highways)
  • Some small bug fixes
  • Added support for custom vehicle sound mods, can't really write documentation for it for now tho, so expect separate thread for that during the weekend

[Image: Qda2BJV.jpg]
[Image: tATK9GJ.png][Image: iisEF7v.png][Image: lJ3NhyW.jpg]

And here is the small list on newly added vinyls:

Flames:
  • 2 New packs
Tribal:
  • 4 new packs
Brush:
  • 6 new packs
Lightning:
  • 8 new packs
Modern:
  • 1 new pack
Shapes:
  • 14 new packs
Digits:
  • 4 new packs
Manufacturers:
  • Important note: The manufacturers packs have been restructured a bit due to earlier issue, so if you didn't have all of them unlocked, you may now have access to different ones than before
  • 63 new manufacturers
Misc:
  • 28 new packs
Body:
  • 9 new vinyls
Camouflage:
  • 3 new vinyls
Sets:
  • 18 new groups/packs
Unique:
  • 37 new vinyls
Special:
  • 3 new vinyls


W temacie: can i get unban plez, i wont spoil avengers endgame anymore, plez

Odpowiedzi: 1

28-04-2019, 12:16

Spoiler: No unban.

W temacie: Bullet Train [R] bugs

Odpowiedzi: 3

20-04-2019, 09:39

The fix was ready for a few days, but i had absolutely no time to get it one server. It's now fixed and working on main server.

W temacie: The Ultimate NFS:SA Challenges

Odpowiedzi: 26

02-01-2019, 19:01

Deleted all offtopic comments, will put anyone that derails it again into moderation queue, where all your comments have to be approved by moderator.

Temat: Installing/Creating vehicle sound packs

Odpowiedzi: 7

10-06-2019, 23:51

In last few months few community members showed interest in creating custom vehicle sounds modification, till last update creating such "mods" was a pitiful experience, not allowing them to easily adjust sounds for all vehicles, with no official support and having to rely on workarounds such as copying files on every server connect, etc. In latest update there was added basic official support for creating and using custom vehicles sounds, mod creators can easily replace not only engine sounds for every vehicle, but also stuff like turbo whistle and backfire sounds.

This post will be divided into 2 parts, first one is for mod users, with basic instructions on how to install those mods, and second one being a basic tutorial on how to create the sound packs.

Installing/using custom vehicle sound packs:
1. If you haven't already joined server after latest update, do it. It will create a folder called [ngui-mods] in <Your MTA Path>/mods/deathmatch/resources
2. Download a sound pack that you want to use, here's a link to example one made by Remolit: Sound Pack Link
3. Unpack the sound pack, inside it you should find a folder called carsounds, copy that entire folder to the [ngui-mods] directory from step 1.
4. Reconnect to server, if the pack has no problems, the vehicles affected by downloaded pack should have replaced sounds. If there are some problems with the pack, default sounds will be used.



Creating new sound packs:
As a mod creator you can change those aspects of sounds engine for every car:
  •  engine on sound - played when car is accelerating
  •  engine off sound - played when car is decelerating
  •  engine idle sound - played when car is standing still
  •  turbo flutter short
  •  turbo flutter long
  •  turbo whistle sound
  •  backfire sounds
  •  vehicle engine pitch multiplier
1. Exactly same step as in Installing tutorial above
2. In the [ngui-mods] folder from step 1 create new directory called carsounds, inside it create a file called config.xml and a new folder called files
3. Move the sound files that will be used by the pack to the files directory, supported formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS
4. Now comes the hard part, creating a configuration file for your mod, open the config.xml file created in step 2 and copy this inside:

Code:
<!-- Allowed parameters are:
    pitchMultiplier (0-5)
    idle - fileName
    on - fileName
    off - fileName
    fluttershort - fileName
    flutterlong - fileName
    turbo - fileName
    backfire - fileName  -->

<carsounds>

</carsounds>


5. Each vehicle that you want to be affected needs an entry inside the <carsounds> </carsounds> part of the file, example entry looks like this:


Code:
<!-- Primo-->
<car id="547" pitchMultiplier="1.0" on="engOn.mp3" off="engOff.mp3" idle="engIdle.mp3" flutterlong="fluttLong.mp3" fluttershort="fluttShort.mp3" turbo="turboWhistle.mp3" backfire="backfire1.mp3;backfire2.mp3" />


id parameter defines which car is affected by this entry, pitchMultiplier defines pitch that the sound files will be played with, and all the other parameters are names of sound files that will be used by that vehicle.
You can notice that backfire contains multiple files delimited by semicolon, that's because of the fact that backfire randomizes which sound will be played, you can specify multiple sound files here, and they will be choosen at random.
If some parameters are missing, the default sound files for those parameters will be used.

So resulting config.xml file looks like this:

Code:
<!-- Allowed parameters are:
    pitchMultiplier (0-5)
    idle - fileName
    on - fileName
    off - fileName
    fluttershort - fileName
    flutterlong - fileName
    turbo - fileName
    backfire - fileName  -->

<carsounds>
    <!-- Primo-->
    <car id="547" pitchMultiplier="1.0" on="engOn.mp3" off="engOff.mp3" idle="engIdle.mp3" flutterlong="fluttLong.mp3" fluttershort="fluttShort.mp3" turbo="turboWhistle.mp3" backfire="backfire1.mp3;backfire2.mp3" />
</carsounds>


List of all ids of vehicles on server:

Code:
--E CLASS
401 - Bravura
421 - Washington
546 - Intruder
547 - Primo
410 - Manana
419 - Futo
--D CLASS
585 - Emperor
540 - Vincent
526 - Fortune
436 - Previon
527 - Cadrona
589 - Club
483 - Kuruma
--C CLASS
496 - Blista Compact
405 - Sentinel
587 - Euros
565 - Flash
558 - Uranus
555 - Monroe
458 - Deluxo
--B CLASS
560 - Sultan
506 - Super GT
440 - ZR-130
559 - Jester
562 - Elegy
402 - Buffalo
434 - Mamba
529 - Beamer
--A CLASS
442 - Turismo
415 - Cheetah
541 - Bullet
429 - Banshee
480 - Comet
411 - Infernus
413 - Counthash
568 - Locust 69
--VINTAGE CLASS
575 - Broadway
545 - Hustler
474 - Hermes
499 - A-Type
--SUV CLASS
470 - Patriot
478 - Walton
579 - Huntley
525 - BeeJay XL
416 - Cartel Cruiser
535 - Kalahari
583 - Buggy
--MUSCLE CLASS
542 - Clover
603 - Phoenix
600 - Picador
475 - Sabre
439 - Stallion
549 - Tampa
438 - Dukes

6. To check if your modification works you can use /reloadcarsounds command, afterwards just go to garage and back. If you did everything right, the sounds should be working.
7. This tutorial is super basic, best way of checking how it works is to download example sound pack, and look inside.

Temat: Content Update - Mainly Vinyls 05/06/2019

Odpowiedzi: 10

05-06-2019, 22:51

Content Update - Mainly Vinyls - 05/06/2019

Happy June, hope we have some more stuff soon!

Stuffy stuff for server:
  • A few new vinyls (Big thanks to Rarti and Broski for implementing those)
  • Removed police lamp breaker for now
  • Removed slowdown areas that affected some vehicles (mainly on bridges and highways)
  • Some small bug fixes
  • Added support for custom vehicle sound mods, can't really write documentation for it for now tho, so expect separate thread for that during the weekend

[Image: Qda2BJV.jpg]
[Image: tATK9GJ.png][Image: iisEF7v.png][Image: lJ3NhyW.jpg]

And here is the small list on newly added vinyls:

Flames:
  • 2 New packs
Tribal:
  • 4 new packs
Brush:
  • 6 new packs
Lightning:
  • 8 new packs
Modern:
  • 1 new pack
Shapes:
  • 14 new packs
Digits:
  • 4 new packs
Manufacturers:
  • Important note: The manufacturers packs have been restructured a bit due to earlier issue, so if you didn't have all of them unlocked, you may now have access to different ones than before
  • 63 new manufacturers
Misc:
  • 28 new packs
Body:
  • 9 new vinyls
Camouflage:
  • 3 new vinyls
Sets:
  • 18 new groups/packs
Unique:
  • 37 new vinyls
Special:
  • 3 new vinyls


Temat: Content update / Bug fixes - New car shoes - 25/11/2018

Odpowiedzi: 11

25-11-2018, 04:10

Content Update / Bug fixes - New car shoes - 25/11/2018
Happy November Continued Continued Continued!


Some new car shoes, not many shoes but shoes nevertheless:
  • New rims pack - Rays
  • Fixed default sorting in garage
  • Fixed bug where player was able to break the game by leaving the race in weird way
  • Improved search algorithm used in garage car selection
  • Changed race lobby layout to better fit custom car names
  • Some other small fixes
[Image: TGESU9o.png]


That's all for now folks, hopefully we will have some more changes soon!

Temat: Content Update - Bad weather and stuff - 19/11/2018

Odpowiedzi: 20

19-11-2018, 21:08

Content Update - Bad weather and stuff - 19/11/2018

Happy November Continued Continued!

Changes changes, maybe even some good changes:
  • 17 new weather presets (not rain)
  • Rewritten garage car selection to be more responsive
  • Added ability to rename your cars in garage, mainly to make garage management easier for players with a lot of cars
  • Added ability to flick car lights on freeroam, using K by default, ya can change it in keybind settings.
  • Rewritten car lot, you can now unlock cars in car lot instead of going through F10 menu
  • Added current shop type to scoreboard, so you can stalk your friends with even more efficiency
  • Fixed some bugs, introduced new ones, circle of life
[Image: ax7T3Op.png]

[Image: dKJvIrf.png]


No new car shoes for now, but hope it counts as quality-of-life improvements.

Temat: Let's talk about top times.

Odpowiedzi: 13

02-12-2016, 00:49

The issue.
As probably everyone know we changed the top times system a few weeks ago, since then a lot of people complained about it being a bad change. I have to agree, the update was supposed to make the game more competitive, but instead it resulted in top times being meaningless. Because of that we are reaching to the server community to see what changes you all would like to see there. Please bear in mind that it's not gonna be a quick change, but we don't want to make it worse than it is by not discussing it with players.

Possible solution.
After discussing it with few players that are part of the community for a long time, most of them agree that the best possible solution would be to introduce back top-of-all-time leaderboard in-game as main top-times view, with additional tab to see weekly/monthly top times. Alongside that there should be introduced small rewards for weekly/monthly top times, something like 50$ per top time, with a limit of about 2/8k per week/month. It would make racing even more competitive without the possibility of grinding a lot of less played maps to get rich quickly. The top-times would of course need to be grouped by car classes, so new players would be able to get something from it too. 

Why not just change it to how it was?
The current weekly top times system required a lot of changes to the database, and also a lot of work on making it work properly, we should make use of it. The system is already there, it will need to be modified to make it work with what was said above (If players want that to happen), but it's easier than just scrapping it all and going back. The current system was supposed to include rewards from the beginning, but it was never finished, I think we should revisit that, because well, it's competitive racing server, players should be rewarded for being better than others.

Those titles are forming a pretty neat pyramid, aren't they?
I would like everyone to share they opinions about the issue in the comments, I will try to moderate the comments as not to allow any random drama, please leave just constructive comments if you can. I'm including a poll with few possible solutions to the issue, please vote and post remarks.

Post fully sponsored by Quindo
pls no "no updates" hate