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Tekk

Tekk

  • Registration Date: 04-03-2018
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Tekk's Forum Info

  • Group: Registered
  • Total Posts: 116
  • Time online: (Hidden)
  • Title: Event Manager
  • Date of Birth:: Not Specified
  • Members Referred: 2
  • Reputation: 20 [Details]
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W temacie: [List] Static Car Models

Odpowiedzi: 1

18-05-2020, 21:50

Hi. As some of you probably already know, the server has a feature called static cars. You can enable it in the [F11] menu by checking the specific box. What it does is replacing the MTA editor cars (scenery models on the maps) with their "lightweight versions", so you won't need to stress your CPU around the unnecessary crap. If you don't have it enabled, I'd suggest you to do it. It's totally worth it.

The idea behind this thread is to share the information about the replaced models. The 50-most-used cars got their replacements. The further information is probably only gonna be useful for those who finds the map creation process fun and wants to optimize their stuff yet keep the specific theme for it.

The list of vehicles that are supported by the "static cars" script:

id="403" model= Linerunner
id="404" model= Perennial
id="405" model= Sentinel
id="406" model= Dumper
id="407" model= Firetruck
id="408" model= Trashmaster
id="409" model= Stretch
id="411" model= Infernus
id="412" model= Voodoo
id="416" model= Ambulance (was replaced with Cartel Cruiser but has a static model working)
id="420" model= Taxi
id="422" model= Bobcat
id="426" model= Premier
id="427" model= Enforcer
id="431" model= Bus
id="435" model= Trailer 1
id="437" model= Coach
id="445" model= Admiral
id="455" model= Flatbed
id="457" model= Caddy
id="470" model= Patriot
id="475" model= Sabre
id="482" model= Burrito
id="486" model= Dozer
id="489" model= Rancher
id="507" model= Elegant
id="514" model= Tanker
id="515" model= Roadtrain
id="524" model= Cement Truck
id="526" model= Fortune
id="528" model= FBI Truck
id="533" model= Feltzer
id="542" model= Clover
id="549" model= Tampa
id="552" model= Utility Van
id="554" model= Yosemite
id="555" model= Windsor (was replaced with Monroe but has a static model working)
id="558" model= Uranus
id="560" model= Sultan
id="562" model= Elegy
id="569" model= Flat Freight
id="577" model= AT-400
id="578" model= DFT-30
id="579" model= Huntley
id="584" model= Petrol Trailer
id="590" model= Box Freight
id="596" model= Police LS
id="598" model= Police LV
id="599" model= Police Ranger
id="603" model= Phoenix

The rest is not supported yet, though most of them can still be spawned and successfully used for the scenery (e.g. Boxville), as they're not affected by the gamemode.

Some of the exceptions that cannot be used are gonna be mentioned below.

---

The cars listed below will not appear on your maps if you'll use them as a scenery. Their original models were changed so they are now a part of the gamemode. At the same time, they are not supported by the script yet. If you'll try to use these, the gamemode will pick a random "free" car off the list and replace it. That may sorta ruin your maps' scenery as instead of the Bandito (for example), a random Stafford could suddenly appear.

These are the models that you can safely ignore during the map creation process:


id="413" model= Pony - replaced with Counthash
id="419" model= Esperanto - replaced with Futo
id="434" model= Hotknife - replaced with Mamba
id="440" model= Rumpo - replaced with ZR-130
id="442" model= Romero - replaced with Turismo
id="458" model= Solair - replaced with Deluxo
id="483" model= Camper - replaced with Kuruma
id="490" model= FBI Rancher - replaced with Phantom SUV (Heat Level 6 Police Heavy Unit)
id="499" model= Benson - replaced with A-Type
id="525" model= Tow Truck - replaced with BeeJay XL
id="529" model= Willard - replaced with Beamer
id="535" model= Slamvan - replaced with Kalahari
id="568" model= Bandito - replaced with Locust 69
id="583" model= Tug - replaced with Buggy
id="597" model= Police SF - replaced with VC Banshee (Heat Level 5 & 6 Police Unit)

---

That's all. I hope this information was any useful to you.

Shoutouts to Quindo and Orbacle for providing me the information I needed to finish this post.

W temacie: WoodLand Challenge [UPDATED]

Odpowiedzi: 8

18-05-2020, 05:27

Looks good now, I like.

W temacie: WoodLand Challenge [UPDATED]

Odpowiedzi: 8

15-05-2020, 18:48

I like the tree groups placement in the beginning of the map, it looks really fine. Though, the rest of the map looks really empty. I know that it may take long with the detailing, especially if the map is long, but in this state the whole thing looks sorta unfinished.

Now about the route. About 50% of the roads used in this map are the same used in "Black Vincent". It's mostly straight roads with no obstacles on the way and personally I find that really boring. Because the only real challenge this map is gonna give to the top-time-focused players is finding a decent nitro usage pattern.

P.S. You can insert your videos by using this feature, when creating or editing your post:

[Image: Vnyb51a.png]

Just so the forum users could watch it without opening a new tab.

W temacie: (Help)Having big issues possibly account related

Odpowiedzi: 7

29-03-2020, 15:00

(29-03-2020, 14:58)Ninkyo Wrote: Ah I may give it another go in future then, but it would be really helpful if someone could add that to the booster download page.

It's actually in the general thread for the booster, but not on the main page. If you'll need a full installation guide, just contact me on discord and I'll describe it for you. Either way, have fun playing NFS:SA!

W temacie: (Help)Having big issues possibly account related

Odpowiedzi: 7

29-03-2020, 14:55

I wonder how people manage to break such a simple thing. Been using it since 2018 and there was never a single problem. The only time when I had to stop myself from using it was when in October/November 2019 there was an update to the Avon Tyres vinyl that got later renamed yet people had the their liveries saved and it was causing a conflict. Recently Rarti fixed that and it works like a charm again.

If you don't know how to make it work, it's really damn simple. I'll quote my own post from 2019, this should be done if you have booster installed already.

(15-10-2019, 21:33)Tekk Wrote: Booster could only cause the "Loading.." problem. If previously you were playing without the booster, you should go to "MTA San Andreas 1.5\mods\deathmatch\resources" folder and delete the "ngui-dprvd" folder from there. After that, start the MTA and connect to the server. Wait until you'll redownload the files. See if it's fixed. If that didn't help, go back to the "resource" folder and delete everything from there. After that connect to the server again. I always redownload stuff after the first booster installation. Always fixes everything. You won't need to repeat this later, should be working fine.

Temat: [List] Static Car Models

Odpowiedzi: 1

18-05-2020, 21:50

Hi. As some of you probably already know, the server has a feature called static cars. You can enable it in the [F11] menu by checking the specific box. What it does is replacing the MTA editor cars (scenery models on the maps) with their "lightweight versions", so you won't need to stress your CPU around the unnecessary crap. If you don't have it enabled, I'd suggest you to do it. It's totally worth it.

The idea behind this thread is to share the information about the replaced models. The 50-most-used cars got their replacements. The further information is probably only gonna be useful for those who finds the map creation process fun and wants to optimize their stuff yet keep the specific theme for it.

The list of vehicles that are supported by the "static cars" script:

id="403" model= Linerunner
id="404" model= Perennial
id="405" model= Sentinel
id="406" model= Dumper
id="407" model= Firetruck
id="408" model= Trashmaster
id="409" model= Stretch
id="411" model= Infernus
id="412" model= Voodoo
id="416" model= Ambulance (was replaced with Cartel Cruiser but has a static model working)
id="420" model= Taxi
id="422" model= Bobcat
id="426" model= Premier
id="427" model= Enforcer
id="431" model= Bus
id="435" model= Trailer 1
id="437" model= Coach
id="445" model= Admiral
id="455" model= Flatbed
id="457" model= Caddy
id="470" model= Patriot
id="475" model= Sabre
id="482" model= Burrito
id="486" model= Dozer
id="489" model= Rancher
id="507" model= Elegant
id="514" model= Tanker
id="515" model= Roadtrain
id="524" model= Cement Truck
id="526" model= Fortune
id="528" model= FBI Truck
id="533" model= Feltzer
id="542" model= Clover
id="549" model= Tampa
id="552" model= Utility Van
id="554" model= Yosemite
id="555" model= Windsor (was replaced with Monroe but has a static model working)
id="558" model= Uranus
id="560" model= Sultan
id="562" model= Elegy
id="569" model= Flat Freight
id="577" model= AT-400
id="578" model= DFT-30
id="579" model= Huntley
id="584" model= Petrol Trailer
id="590" model= Box Freight
id="596" model= Police LS
id="598" model= Police LV
id="599" model= Police Ranger
id="603" model= Phoenix

The rest is not supported yet, though most of them can still be spawned and successfully used for the scenery (e.g. Boxville), as they're not affected by the gamemode.

Some of the exceptions that cannot be used are gonna be mentioned below.

---

The cars listed below will not appear on your maps if you'll use them as a scenery. Their original models were changed so they are now a part of the gamemode. At the same time, they are not supported by the script yet. If you'll try to use these, the gamemode will pick a random "free" car off the list and replace it. That may sorta ruin your maps' scenery as instead of the Bandito (for example), a random Stafford could suddenly appear.

These are the models that you can safely ignore during the map creation process:


id="413" model= Pony - replaced with Counthash
id="419" model= Esperanto - replaced with Futo
id="434" model= Hotknife - replaced with Mamba
id="440" model= Rumpo - replaced with ZR-130
id="442" model= Romero - replaced with Turismo
id="458" model= Solair - replaced with Deluxo
id="483" model= Camper - replaced with Kuruma
id="490" model= FBI Rancher - replaced with Phantom SUV (Heat Level 6 Police Heavy Unit)
id="499" model= Benson - replaced with A-Type
id="525" model= Tow Truck - replaced with BeeJay XL
id="529" model= Willard - replaced with Beamer
id="535" model= Slamvan - replaced with Kalahari
id="568" model= Bandito - replaced with Locust 69
id="583" model= Tug - replaced with Buggy
id="597" model= Police SF - replaced with VC Banshee (Heat Level 5 & 6 Police Unit)

---

That's all. I hope this information was any useful to you.

Shoutouts to Quindo and Orbacle for providing me the information I needed to finish this post.

Temat: Vertiri's Car Sound Pack

Odpowiedzi: 3

19-03-2020, 14:28

[Image: e097v50.png]

Hey there. It's been 3 months since I started to work on this, and now it's time to present to you the sound pack I made for the NFS:SA server. The sounds were taken from multiple games such as Need For Speed: Most Wanted, Forza Horizon 4, Need For Speed: Heat etc. A lot of tweaking was done in the process, just to make it sound appropriate in the end. Hope you'll like them as much as I do!


Here's the list of cars that have their sounds replaced now. If you want, you can click the links and check out the preview for each car.

E Class:
Bravura - Volvo Amazon P130

Washington - Mercedes CLK500
Intruder - Mercedes A46
Primo - Renault Clio V6
Manana - Lexus IS300 2JZ
Futo - Toyota Corolla
Moonbeam - Volvo 242DL (pitched)

D Class:
Emperor - IS300 (tuned)
Vincent - Mazda RX-8
Fortune - Nissan 180SX
Previon - Mazda RX-8 (tuned)
Cadrona - Ford Foxbody
Club - VW Golf Mk1
Kuruma - Mitsubishi Lancer 8


C Class:
Blista Compact - Honda Civic
Sentinel - BMW M3
Euros - Nissan Fairlady Z
Flash - Honda CR-X
Uranus - Toyota AE86
Monroe - Vauxhall Monaro
Deluxo - Mercedes-Benz SLR McLaren


B Class:
Sultan - Subaru Impreza WRX STI
Super GT - Ford Focus RS (heavily tuned)
ZR-130 - Mazda RX-7
Jester - Toyota Supra
Elegy - Nissan GTR R35
Buffalo - Ford Mustang GT '15
Mamba - Dodge Viper ACR
Beamer - BMW M3 GTR (whine sound)


A Class:
Turismo - Ferrari F40
Cheetah - Ferrari Testarossa
Bullet - Ford GT
Banshee - Dodge Viper STR10
Comet - Porsche Panarema Turbo
Infernus - Honda NSX (heavily tuned)
Counthash - Lamborghini Hurracan
Locust 69 - Bugatti Chiron


Vintage:
Broadway - Update Soon**
Hustler - Update Soon**
Hermes - Land Rover Defender 110
A-Type - Mazda Miata (heavily tuned and pitched)


SUV:
Patriot - Update Soon**
Walton - Volvo 242DL
Huntley - Update Soon**
BeeJay XL - Pontiac GTO
Cartel Cruiser - Toyota Celica (rally ver.)
Kalahari - Volvo 242DL
Buggy - Ford GT (very low pitched)


Muscle:
Clover - Ford Mustang Boss 302
Phoenix - Pontiac Firebird
Picador - Pontiac Firebird (pitched)
Sabre - Plymouth Barracuda
Stallion - Chevrolet Camaro SS
Tampa - Hoonicorn
Dukes - Dodge Charger




The tutorial for the installation can be found here.

Further changes and minor tweaks to the pack and the post will be made soon. Stay tuned.

--

P.S. All credit for making this pack goes to Vertiri. I did not assist him in any way and only making this post.

Shoutout to RedHKS and Orbacle for providing the original picture that was used for the banner.

Temat: [Event] Drift Sessions 2020

Odpowiedzi: 42

02-03-2020, 23:21

[Image: CSzU4Is.png]


Greetings, ladies and gentlemen!


Some of you may still remember the last year's collaboration between us with Orbacle and the boys from the CultuЯe crew. In case you don't, or you joined fairly recently, let me do the introduction part quickly
. Me and the boys are teaming up for a new event that's gonna bring up some new cool stuff to the table. Last time I promised you that there's gonna be some good changes and improvements once we unite again, and I'm staying true to that - indeed we did some.

Let me announce it officially: We are welcoming ya'll to the opening of the Drift Sessions 2020!


Main Objective:
There's gonna be a drift competition, on a 3 brand new maps, available with the upcoming update. Though, the maps being available from the beginning is not the only change that's gonna happen this time. The event's also gonna have a completely new, fully automatic, built-in calculation system. Yep, no more sweaty slow point grinding or any freeroam-based randomness. This is a complete new thing that was made specifically to provide you an interesting challenge and overall give you some new experience. Who knows, maybe it will become a popular thing later? Let's see!

This system won't be available before the event starts. However, it should become publicly available (as an addition) later, unless there's some issues found about it.


Side Objective:
A small livery contest, just as always. However, this time, depending on the amount of participants, it may happen in the end instead of the beginning. The rules for it are simple: Create a drift-racing related livery for your car. Replicas are allowed too, but you must pay attention to the minor details if you're making one.

The judges for the contest are picked from outside of the participants list.


Limitations:
Max Score = 375.


Blacklisted Cars / Classes:
1. Vintage.
2. All SUVs (with an exception of Buggy).
3. Class A.
4. All FWD and AWD cars.



Date:
Saturday, March 14th, GMT+1.


Schedule:
20:00 - Start of the meet.
20:15 - Competitor's presence checking. All participants must arrive before this time.
20:25 - Start of the livery contest. (Race part is gonna be first if there's over 20 participants.)
~21:00 - First competitors start to race.


Registration Deadline:
March 14th, 19:00, GMT+1.


Rewards:
1st place - 25 days premium code.
2nd place - 15 days premium code.
3rd place - 10 days premium code.
Best Livery - 7 days premium code.


Hosts:
Tekk, Orbacle, Bunny, Broski.


Meet Location:
[Image: B9sLXkH.png]
Bone County's parking lot, west of Verdant Meadows Airfield.


Stages Info:
Map #1 - Fare N' Square
Map #2 - Sunset Avenue
Map #3 - Highway Patrol


Maps are now available publicly. Feel free to check them out!


For the sign-up, leave your in-game name in this thread. Be sure you don't have it changed by the time the event is about to start.

If you have any questions regarding the event, contact me @ Discord.

Shoutout to Orbacle (co-host, supporting the idea and creating the epic feature for it, paint.net tips and plugins), Quindo (map testing, answering to lots of my questions, rewards, various resources), Bunny (co-host, map design suggestions), Broski (co-host), yokou (promoting and announcements), also Reinvy, MrPatato, Jov and Whas for assisting with creation of the banner for this event
.

P.S. Yokou told me that March 14th is also gonna be Papiez' birthday. Don't forget to say something nice!

---

The event is over! Click this link to see the spreadsheet.

Temat: [Event] Grip Sessions - Vol. 1

Odpowiedzi: 34

22-12-2019, 03:05

[Image: sa7MXZ5.png]

Hello!

It's been a while since the
Touge Spring Sessions, the last thing that me and Orbacle attempted to host together. The second part of it was quite fun and people gave us some positive feedback and suggestions in the end (thank you guys), and because of that I even had a plan of hosting another big event shortly after. Sadly, it didn't happen, and after about 7 months of doing absolutely nothing being busy with other stuff, I thought that the time has come and I should return to this
. I have to apologize cause it's likely going to be the shortest event description ever, but there's just not enough circuit maps being made recently, so.. since it's winter holidays and also cause the mysterious update is about to come out soon, I decided to add something to it as well and make it a little bit bigger. It's not much, but I hope you will enjoy playing these and have some fun participating in (likely) the last event of 2019.

So yeah, Ladies and Gentlemen, start your engines! Let's make it loud for the sake of Christmas spirit!



Main Objective:
The main part of the event will consist of two stages: The first one being the qualification, and the second one being 1v1 competition.

It's quite simple: The participants will go through each new track, aiming for their personal best time. The 4/4 player scheme will be used during the qualification part, in order to speed things up. (Just so no one would get bored before they get to their turn.) Spectating will be allowed as well, so grab some food and get comfy!

After
the
qualification part is done, Top-16 fastest players (according to the sum of the best laps on each map) are going to advance to the second stage, where they are going to be seeded into a tournament bracket for the 1v1 races. In these races, you'll have to win against your opponent to be able to advance further and get to the final run!


The screenshot of the document with the track times will be posted later in this thread, after the event is over.


Side Objective:

Just as with every other event that me and Orbacle hosted together, there's gonna be a livery contest. Try your best, avoid going "rice" and complete barebones.

The judges for the contest are going to be picked from outside of the participants list.



Limitations:
Classes: E, D, C, Muscle, Vintage.
Max score = 300.


Blacklisted Cars:
E Class: Manana, Moonbeam.
D Class: Kuruma, Vincent.

C Class: Deluxo.
Muscle: Dukes, Phoenix.
Vintage: A-Type.



Date:
Saturday, December 28th.


Registration Deadline:
December 28th, 18:00, GMT+1.


Schedule: (GMT+1).
19:00 - Start of the meet @
19:15 - Competitor presence checking. All participants must arrive before this time.
19:25 - Start of the livery contest.
~19:55 - First competitors start to race.


Rewards:
1st place - 25 days premium code.
2nd place - 15 days premium code.
3rd place - 10 days premium code.
Best Livery -
7 days premium code.**


** If that person also gets to the Top-3 by the end, then the livery premium is given to the next high-rated player who hasn't got there.


Hosts:
Tekk, Orbacle, yokou, Broski.


Meet Location:
[Image: RfK5yaY.png]
"Area 69", Bone County, San Andreas.


For the sign-up, leave your in-game name in this thread. Be sure you don't have it changed by the time the event is about to start.

If you have any questions regarding the event, contact me @ Discord.

Shoutout to Orbacle (co-host, post-editing for the banner), Quindo (premium codes, server-side scripting, testing), Mechanic (original picture for the banner), Regtive (second driver on the picture), Kajapan (suggested me a thing and with that motivated me to work on this event), Evolution (pointed out the mistakes we made during previous events and shared some tips on how we could improve the competitive side of the future events). Also the Toishizoku, ADVAN and CultuЯe crews for being a great support through almost 2 years and many other people I know who's been good friends or simply fine dudes to hang out with.

Temat: [2019] Touge Spring Sessions

Odpowiedzi: 21

30-04-2019, 14:17

[Image: wJtHUzx.png]


Greetings, ladies and gents.


So, you probably already know what Touge is. If not, check this wikipedia link.


Basically, the first event that me and Kaja hosted back in October didn't go as smooth as we originally planned. Partly because neither of us have tried to host such a thing before, and we had pretty bad comms in the end. However, this time it's going to be different, as I took some notes from it and now going to deliver you a better system.

The event is actually going to have rooms. We're gonna be doing things legit way, instead of going with the freeroam stuff. This was requested by multiple people before, and it fits the event quite fine.

The main benefits of using rooms are:

1. An empty track with no random people on the way, so you can focus on your run.
2. Less lag and more FPS, because you won't need to load other people cars, vinyls, etc.


Now that we're done with the introduction part, let's get straight to the details:


The MAX amount of participants for this event = 16.



Main Objective:

Win the race against your opponent to get to the next stage.
Your opponent will be picked with the help of a random sequence generator.


Side Objective:

Make a suitable livery for your car.
There will be a small livery contest right before we start the main thing. The judges are gonna be picked from the side.
The most important thing is to stay original. Avoid going rice and complete barebones. Player with the best livery will be rewarded after the event is over.


Rules & Limitations:

No limitations regarding the car score. Use whatever upgrades you feel like going with. Setup changes between stages are also allowed.

However, the only car that is allowed to use this time is Super GT.


I should explain my reasons for doing this: This particular car is pretty tricky to finetune, has great controls, but at the same time requires a lot of precision from you to drive it effectively. Those who will spend a fair amount of time on their setups and practice should benefit in the end.

Another reason is that Matthew recently dropped some insanely good visual parts for it and also fixed the UVs. Gotta show some love for that.


Date:

Sunday, May 5th, 2019.


Schedule: (Polish time)
20:00 - Start of the meet @ LV, The Emerald Isle Casino parking lot.
20:15 - Competitor presence checking. All participants must arrive before this time.
20:25 - Start of the livery contest.
~20:40 - First competitors start to race.


Rewards:
1st place - 10 days premium code.
2nd place - 6 days premium code.
Best Livery - 3 days premium code. **

** If that person also gets to the final run, then the livery premium is given to the next high-rated player who hasn't got there.


Stages Info:

Stage #1: Powerline
Stage #2: Powerline [R]


Meet Spot:
[Image: latest?cb=20170102121038&path-prefix=ru]
Las Venturas, The Emerald Isle Casino parking lot.

It is right next to the Performance Shop, so you can quickly switch dynos if needed.



That's pretty much it.

Leave your in-game name in this thread for the sign up. Be sure you don't have it changed by the time the event is about to start. Also, be sure that you will be able to come. If something will suddenly change your plans, please tell us about it here in this thread, so other people also had a chance to participate. Thanks in advance.

I hope you all will enjoy this one. See you there!


Special thanks goes to Orbacle for making this awesome banner, and Quindo for greatly supporting the event!