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  1. discord_webhooks is a resource with which you can send messages to Discord server channels using Webhooks. Your messages can be simple text strings or they can contain complex Embed objects according to the Discord API. All you need to do is use the exported functions explained in the project's documentation on GitHub. The resource comes with a test/example script that demonstrates how it works and how you can get the most out of it. You can send messages with pretty formats like this one: You can even use an Embed Builder like this one to design your embed messages and export them in the JSON format. Embed Objects in JSON can be converted to Lua table(s) using fromJSON and will be fully usable with this resource! GitHub Repository (Download & Documentation): https://github.com/Fernando-A-Rocha/mta-discord-webhooks#readme Community Page (Download): https://community.multitheftauto.com/index.php?p=resources&s=details&id=18806 For support/questions please access my main thread: https://forum.multitheftauto.com/topic/139644-rel-nandos-resources/ Enjoy!!
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  2. wow 20 years and still going, thats insane, congratulations to everyone that contributed to, and played MTA! from when i joined, up to when i left for australia, this project has been my beautiful prison of self isolation for drug induced psychosis. i hated my real life job back then, it was mind numbing and lonely, this was my second job that i loved for the creativity, the company and the energy, everyone was in it for the same goal and for no compensation. Thanks for all the trust that has been given to me and all the great times. my favourite memory is release days, just watiching IRC go ape:~, unable to keep up with reading etc, then helping people out with problems and recieving all their overwhelmingly positive feedback. it has been a great journey and one that could not be replicated to this day for me personally, i keep looking back with a smile. i did not get into any IT related job but im very happy to read about so many oldies having their careers kinda kickstarted trough MTA! As Ransom said, kinda difficult to watch Rockstar copying everything we did 1:1 (even all my personal 3d models) but today i see it as a tribute to our creativity and skill, tbh i still think they could use a bunch of help for their multiplayer. MAD_BOY: DK won turf wars, that was also an official tournament in my book! take care everyone, youre awesome!
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  3. Example on how to achieve this: https://github.com/Fernando-A-Rocha/mta-discord-webhooks/blob/e279b2cc221cac378b68c455714b68ed21776b35/discord_webhooks/system.lua#L84
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  4. your opinion is great, then I can carefully review your projects and use them.
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  5. I and my friend follow your work and you are signing really high quality projects, I appreciate you for this success.
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  6. It has been a long and winding road to get to this point. Here is a condensed personal story from me for those who find it here. After so many years and so many people and memories, its so hard to remember everything. I started with GTA2 on Dreamcast and I loved it. I was fanatical about the upcoming GTA3 release. I even bought gaming magazines just to read pieces about it in school. I never did that for any other game. Eventually, I got my copy of the game on the PS2. The game met all my expectations. For it's time, the open world 3D city was something revolutionary and very exciting. I dwelled on the GameFAQ boards for GTA games during school after it released. Back then, that was one of the gaming centers of the universe. I'm pretty sure that is where I first heard about GTA Multiplayer being created for the PC version of the game. In the earliest days I had 56K Internet (gigabit fiber now!) and a mediocre computer with no GFX card, so I missed the earliest days of MTA. It was painful for me knowing that it was out there and I couldn't play it. By the time Vice City came out I had the means to play and really became part of the community since the first Vice City release. Vice City was actually a pretty fun deathmatch game. It worked well by abusing animation glitches to create good movement. The community grew into clans and I found one of the first users, Iggy248 and asked to join his new clan Vice City Police (VCP). We recruited a lot of talent. In the earliest days, we absolutely ruled the scene and it was a great time. Over time, a handful of our clan remained heavily active in the community and became closer to the development team. We would eventually be invited to beta test. Throughout time our roles and contributions increased. A handful of our crew moved on to be key contributors and one even became an MTA code developer. When GTA:SA released, development exploded and so did the need for contributors. As heads of the QA Testing Team (Rebel, JHXP, myself), our new "clan" consisted of finding the right people to test and contribute. I think we did a pretty good job at finding a lot of talented people. You could say this was a lot of luck. Personally, now at this point in my life after having similar experience elsewhere, I feel like I have had some skill and some part in bringing the right people together and keeping them together. However, I recognize that I am also stubborn and bull-headed, so I had failures and fallouts with people as well. I don't think you can lead without losing some friends. When disagreements happened, they were heartfelt and horrible, but I laugh thinking about most of them now. Some of them I deeply regret when I remember them. If any of those people are reading, I apologize to you if there are still any ill feelings. As mentioned in the OP, there were a lot of systems and I contributed significantly to most of them as staff and as a tester on behalf of the developers. I would say I am most proud of the original MTA:SA race editor. It was extremely popular and nothing let you edit & test directly inside a GTA game before this moment. At heart, I've always liked creating custom content, so this was of immense interest to me. I did the lion's share of bug reports/testing/features for this thru something we had called Mantis Bug Tracker. Thank you eAi and ChrML specifically for letting me drive you insane haha. I made a lot of races with that editor, but the best thing I made wasn't a race at all. I bastardized the race mode into a birth of the Destruction Derby game mode, with a map of the same name. It worked, because the race would end if only one car was left. I see the destruction derby game mode in GTA5 MP with pickups and it is very much the same way they were on that first map I made. I have no doubt that Rockstar Games took ideas from MTA for their online prototyping. You can look for "gta destruction derby" on YouTube and see now how big that game mode is alone. The GTA community is massive! Contributing to this community ultimately changed the course of my life. I learned a lot of various skills in the Computer Science field and it really propelled me towards being the IT worker I am today. From building my first computer to coding my first piece of code, the guys were there to help me along. It enabled me to pickup a lot of concepts of IT quickly and also to be efficient at what I do. Even though I got a business degree, I couldn't escape my fate haha. I still catchup with some of the people I worked with thru the years on our Discord. Every once in a blue moon, some long distant name will come out of the woodwork and namedrop me. It's overwhelming how many people you can meet over many years!
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  7. The SCM Interpreter (New Discord server: https://discord.gg/GBPZ9GvVdw) Filled with excitement I am here to announce a project that I have been working on together with @GTX named Sphene. In this post I will be talking about SCM, what Sphene has to do with it, our current development and what we plan for the future. Before I tell you what Sphene is I first need to give you some background on what SCM is as this plays an important factor in this project. I will not keep you waiting so let's get starting! What is SCM? Many of you may have heard, seen or even tampered with a well known file "main.scm" in your GTA: San Andreas installation. This file (notice the '.scm' extension) contains all the mission scripts that are available in singleplayer. Essentially the whole story-line and its side-missions are stored in here. The reality for side-missions is a bit more complicated but for the sake of this explanation we'll keep that aside as to keep it simple. SCM is the name of the language this file has been written in by Rockstar Games. Since it was made by them and the file is compiled (converted into a format that can be easily read by the game but not easily by a human) we unfortunately do not know what the original code looked like. Modders all across the world use a tool named SannyBuilder to write SCM themselves but this is very unlikely to look anywhere near the original format created by Rockstar Games. But, this does not matter much to us as it still compiles into the same format readable by the game. Essentially a compiled SCM file contains a big variety of "instructions" which tell the game what to do. For example there is an instruction that makes the game spawn a car on specific coordinates, tell a ped to drive or that tells the game to jump to a different location in the script and execute the instructions on this new position. For those wanting more in-depth information I highly recommend to read the SCM section in the "GTA SA modding book" by fastman92 which can be found here. So, what does Sphene have to do with this? Sphene is a SCM Interpreter, as in, it can run files created in the SCM language and which are compiled, including the "main.scm" file from the singleplayer game. This means that we can recreate all of singleplayer within Multi Theft Auto and further extend it with a big variety of features and improvements. Sounds great, doesn't it? It sounds easier than it is in reality however. The reality is that, as explained in the SCM section, these scripts tell the game what steps to perform, but the game still has to perform them. What does this mean? Well, it means we have to implement each instruction ourselves and make sure we stick as close to the actual game while doing so. Some instructions are fairly easy and quick to implement while others are a lot more complicated. Why? Because on many instructions the game doesn't perform just a single action. Let us take the instruction (or as we commonly refer to an instruction: opcode) to make a car drive as an example: 0704: car $car_pointer drive_to 1250 -75.5 13.25 Taken from 'SASCM.ini' included in SannyBuilder 3. The identifier for this instruction is '0704', through this Sphene knows this is the car_drive_to instruction and how many parameters (information given together with this instruction, in this case what car we want to get driving and to which location) to expect. Seems easy enough, except that there is no simple MTA function to get a car driving to a specific location. No, instead we have to write our own logic to make this possible. This can become very complex very quickly, especially as the exact functionality of many instructions isn't even known. Reverse engineering Because of this complexity and the need to make Sphene work as close to the actual game as possible we have started to reverse engineer GTA SA. Reverse engineering means that we try to make sense of the compiled code of the actual game and try to turn it into human readable code. This is easier said than done though, it's a lot more complex than reverse engineering a SCM file is. Luckily the big modding community (including MTA devs/contributors) have managed to reverse engineer big chunks of the game already, we just have to fill in the gaps that hasn't been reverse engineered yet but that contains chunks of code we require to make Sphene as accurate as possible. Contributing to Multi Theft Auto Using this knowledge and to make development easier for us (and simultaneously contributing to the MTA community as a whole) we have started contributing to the Multi Theft Auto codebase. There already is a work in progress pull request (a request for code to be added to MTA) to make it possible for players to drive client-side vehicles, damage them and other improvements. This is not only useful for us but many other servers as well. Okay, what is the purpose then? Why don't we just play singleplayer? Good question. Sphene will introduce many new options to make the game behave differently. This can be a setting to have much smarter ped AI's (making the game more difficult) to other settings to enhance the gameplay or raise its difficulty. We're not just interpreting the SCM but can actively improve it. There surely must be more to it? Oh, you bet. Did you ever want to play the storyline together with a friend (or multiple friends)? We are introducing Co-Op which allows exactly this. Naturally this version of the game will contain small changes to accommodate for the existence of multiple players and will be a lot harder. Although extra settings can raise that difficulty even more (1 HP limit anyone?). (Click to enlarge) This is a concept design of the Co-Op lobby designed by AnarchY. Anything else? Did I forget to mention that we are also planning support for GTA III and GTA Vice City (data files will have to be provided by yourself in order to load these in, to make sure you do own these games legitimately) into Sphene? I did? Well, I am happy to announce that we have already start adding basic support for these games and are hoping to make them available not long after we complete the support for GTA: San Andreas. The difficulty of implementing support for these games is of course greater as we have to import their full maps, recreate their controls, etc... That's nice, but how is the current development going? I am glad that you are asking. Sphene started out as a personal experiment but has quickly grown into a big and stable project. We started with implementing support for basic instructions and basic game logic that allowed us to fully get a tiny, custom, SCM file with a small mission working. This mission consisted of the following steps: Step in the nearly exploding car marked by the arrow. Drive the car to a checkpoint without further damaging it. Get out of the car and kill the NPC with the arrow above its head. Mission passed Very simple, but great for initially testing the interpreter. Screenshots were taken from an internal video at the time of said development. A small debug panel (improved in later stages) is seen on the right showing the instructions being executed by the interpreter. (Click to enlarge) This worked great, so now it was time to start implementing the instructions for the actual game. This proved to be challenging very quickly due to the high amount of instructions the game calls before even visually showing anything to you. But, eventually we did implement the instructions and proper text drawing support for the well known start of the game. That was a great start. Although it didn't go as well as planned as this text kept disappearing and re-appearing in a loop. Great. Now I had to figure out why this was the case. In order words, I had to start reverse engineering all the instructions Sphene was going through and manually going through the compiled SCM file instruction by instruction to make sure Sphene was interpreting everything correctly. Eventually I managed to find the issue and resolved it. A larger version of the debug panel was then being developed (for more in-depth information) and later on improved multiple times. It didn't take too long before everything was implemented to allow us to get to the famous "Grove Street -Home." sequence. Complete with audio! (Click to enlarge) We then proceeded to improve performance further and mostly do bug fixing. Currently the interpreter can handle instructions up to the sequence in the first mission where you need to get on a bike after a Ballas drive-by occurs. Although due to the amount and type of instructions implemented we did already make it possible for Sphene to run the Kickstart and Bloodring (partially) minigames as well. This truly shows that when we implement more and more instructions a lot more of the game will automatically start becoming available. (Click to enlarge) Future development We are of course still implementing a lot of instructions, improving our overall code (fixing bugs and improving performance), adding more game logic, etc. Not only that, we actually have attempted (and will continue working on it in the future) to implement cutscenes. This did not go well at first as it caused a lot of crashes, misaligned objects, etc. But we got it reasonably working, aside from the NPC's that are not animated whatsoever and float weirdly in the air. We hope to get cutscenes up and running soon. The lobby (for Co-Op) will also be implemented soon and similarly we will start develop on the Co-Op portion of Sphene. After we launch a first version (with GTA: San Andreas support) we will continue development on the GTA: Vice City and GTA III portions. We also plan (and slowly started) to develop a decompiler and compiler for SCM straight into Sphene and build our own language around it that compiles to SCM. This will allow for user created storyline's, missions, etc that also work in singleplayer if you so desire. The reason we'll be building our own language rather than using the SannyBuilder syntax is simply the fact that there is no standard SCM coding syntax out there and the SannyBuilder one is often too complex and not intuitive for most people. We want our implementation of it to be closer to what people expect from modern programming languages. (Click to enlarge) That's it for this post. Please leave any questions and/or remarks in the comments! Sincerely, Megadreams
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