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Everything posted by Blokker_1999
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it is a race mod in the first race. /me puts the suggestion on the long long long list.
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Before Duke Nukem Forever.
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It's like smugglers run : https://multitheftauto.com/upload/news/200601/rc3-03.jpg where some people are placed in apaches (you can see one next to the health bars) who have to prevent the racers from finishing.
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The map with the Hunter is called smugglers run. Basicly some people spawn in hunters and need to prevent the racers from reaching the finish.
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As most have noticed, we have a new site style. This is the second stage of the site redesign. The first one was done on new year. This design is based upon the user interface from MTA:SA and can also be found on our blog For those who do not follow our blog, we have started with semi-public testing and a release is coming close. We ask you to not use scripts to refresh our website every seconds, but use the rss feed and a reader that refreshes every 30 minutes or something. Below you can see 4 screenshots from our last tests. http://files.mtasa.com/media/1.0/Images/rc3-03.jpg http://files.mtasa.com/media/1.0/Images/rc3-04.jpg http://files.mtasa.com/media/1.0/Images/rc3-01.jpg http://files.mtasa.com/media/1.0/Images/rc3-02.jpg
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[Blog] Release Candidate 1 released to QA team! (by eAi)
Blokker_1999 replied to orappa's topic in News
get a PSP, there you can share your game -
GTA has never been about the graphics. You can not compare SA on PC to let's say NFS:U when it comes down to graphics. It's the total experience that counts.
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If you don't like the admin, don't go to his server. In the end he is paying the bills so he has the right to be an ass if he wants to. Otherwise rent your own server. That's the whole point of screen it the end.
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First of all, let me and the team wish you a happy new year and may all your dreams come true I have uploaded a new version of the site. There are some small improvements over the old one altough the best has yet to come. So what's new: * New download archive * Updated history page * Wiki for documentation. * Removed nedstat (byebye popups) What has yet to come? A new site design. We are working on the last tweaks for it. You can have a sneak peak here. Also to change a template, there are 4 colored boxes below that will bring you to the appropriate one. Mind you that the blue box doesn't work yet.
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it's a banner, not a logo, it shoudn't stand out. It should be something unique so you can identify a site immidiatly when you visit it.
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The past days we have received some verry nice banners to go on the new template. All looked nice but we have to make a decision anyways. We made an initial selection and we have two remaining banners. Jayster: Have a look at the whole thing Gamefreek: have a look at the whole thing
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just go to your local store that sells games, if they don't have it ask if they can order it. It's still available at low procies.
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The jury is still debating about that . It will probably depend on the quantity and quality of the work produced.A poll is possible. But i would never decide on my own. I would at least ask ijs for an opinion
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I would recommend you read my 4 small lines again. It tells you where to click to see the new template.
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We are looking for a banner to go on top of our new site template. You can have a look at it here What we want is a banner that not only resembles MTA:SA but should also show our history. The prefered size is 750x100. EDIT BY RANSOM: Collection of dug up pictures I found mta:gta3 mtavc mtasa - - My favorite picture EVER:
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Avatars have to be uploaded from your local machine to our server. This to make sure that there are no loading problems when someone views a topic.
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Long time since last blog post, so I was thinking I could add some news. What I've been working most on lately is anti-cheat. As you know, even the perfect multiplayer game is ruined if the anti-cheat mechanism is poor or non existing, which is why we're doing this before R1. This is the only major thing left to do before release I think. For MTA:SA we're developing an anti-cheat mechanism more complex that it has ever been in older versions of MTA. As most of our anti-cheat code has been moved serverside, this allows for a more flexible and more secure anti-cheat than we've ever had. We've also developed a serverside definition file that most likely at the point of release will contain algorithms used to detect clients cheating. Most of the serverside code handling that file is already developed but there's still some left. The server will feature auto-updating of the definition file letting us update it at any time to protect the server against new threats. We still can't guarantee cheatless gameplay, but it will be significantly harder to cheat in MTA:SA than previous MTA's. Enough about that. I'm going to explain how MTA:SA works for the newcomers. MTA: Codename Blue (aka MTA:SA for first release) is a platform with hundreds of "functions" for accessing GTA. We got 4 main modules. The core, responsible for starting up MTA and manage every other module we've got. The game interface, an interface to GTA's code containing hundreds of functions to do everything you want with GTA. The network interface, the module containing an UDP networking API for reliable and non-reliable packets used to do the multiplayer part of our mod. Lastly, we've got the "multiplayer" module containing various things that doesn't really fit into an other modules. That's the main part of MTA, and most of the work we do goes into the game layer (researching how GTA works and wrapping up their internal classes) and our open-source SDK classes wrapping up the game layer to get around any limitations GTA has. We could avoid the vehicle limit for instance by coding an algorithm into the SDK layer to stream them in/out as they approach/leave and prevent them from falling through the earth when they're so far away that the ground got no collision data. The last part of our first release is the "mods". These are DLL's controlling GTA taking use of all the modules' functionality. The first release of MTA:SA will come with two mods. Race and Map Editor. Race contains all the code needed for racing built on the code in the game layer and the open-source SDK layer. The race code itself is not really much code compared to the rest. It's the part where we just code whatever we want based on functionalities like vehicle/object/checkpoint creation, raycasting, physics, XML etc... in the main modules. The map editor works at the same level as race as a seperate mod and operates pretty much the same way. We created our map editor without editing the main modules much at all, explaining it's flexibility. When we come to deathmatch, it's not really that much work as it's all based on the framework and the functionality developed to get near the release of this racing release. That's a brief explaination how it all works . Enjoy!
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Just thought I'd tell people what’s going on now. As we announced a few days ago, we release beta 15 which beyond one crash we've fixed (which occurred when many objects were placed in maps), nobody has managed to crash (as far as I'm aware). This is certainly very good news, though please remember that we're testing on a limited number of systems - we can be pretty sure that it'll crash on other people's configurations, but hopefully no more than your average application, though time will tell! Oli has now declared the administration system 'feature complete', though I believe there are a few minor issues still to be resolved in that area. We're currently working on one area we've neglected up until now, we expect this will take a few days to a week to complete. Once that’s done, we have one fairly major graphical glitch to fix - slush may have found how to fix this, though hes had some issues implementing the fix... If that fails, we do have another method that can fix it, so don't worry! Anyway, we don't expect to release beta 16 until both these things are done. We will of course announce the release here and keep you informed of our other progress. Can I please ask people that if they are going to comment on our blog posts to do so in standard English, not your own personal variant of "leet". We will be removing all such posts and if need be banning these users. As GTA:SA is rated "Mature", we hope you can behave in this way in your comments.
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New forum features
Blokker_1999 replied to DominionSpy's topic in Site/Forum/Discord/Mantis/Wiki related
the birthdays work -
m21, I want you to bundle all your suggestions into a single post. I am getting tired that you start a new topic for every small idea.
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Just under 70 people were still using the old forum themes (alexisblue and spacepilot3k) these themes were never fully updated with the installation of modifications and have been removed.
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Blog posts are from now on posted in the news section (renamed News & Blog) and news and blogs are also visible on the calender from now on.
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We simply cannot put a timeframe on something we do not get paid for. It's that simple. I am a university student, I work a part time job 20 hours a week, and I'm the vice president of an engineering organization on my campus. I cannot sustain my current lifestyle by dedicating more time to this project than I already have. I'd have to cut out time from other areas, which, unfortunately, I can't do. eAi and ChrML have been the frontrunners when it comes to code production and problem solving lately, but they too have lives outside of this project. What it boils down to is that we do this out of our spare time. As much as we'd love to dedicate more time (I genuinely would), we just can't see that happening without impacting other aspects of our lives. Please understand that we don't give release dates to avoid frustration in the community and on ourselves. As much as we'd love to just put this out the door, we're committed to delivering a quality of software unparalleled to any that has been released in our genre so far--and that is a very big task (which we are making extremely good headway in, given our time dedication to the project). Thanks for understanding, Derek.
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For the last few days I've been working on the XML parsing/writing interface. The map files use XML syntax now and that really makes it a lot more managable in the future than the old temporary syntax was. The server and the editor has full support for the XML map files now. I've also been working on clientside object/checkpoint streaming. Since GTA has a limit of 32 checkpoints at once, the editor has a problem with more checkpoints being created in a race. This is one of the reasons why I'm making a streaming system making it possible for approaching checkpoints to stream in and those far away stream out. This will also make it possible to have more than 290 objects in a map (current limit). Still limited by the netcode though. The streamer works very efficiently and doesn't do any distance checking/iteration through the list of elements. It hardly adds any extra CPU cycles to the rendering loop. The streaming system in itself is almost done (started on it yesterday). What's left is integrating it with the rest of the system. The streaming classes will be included in the SDK we will release in the future. Have a nice day . - Christian