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ann0yanc3

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Everything posted by ann0yanc3

  1. Capture The (insert something here) Teams have their own area, prolly an island. They must protect (something) from the other teams. Racing (cars and boats) Setup some courses around the city, award winners with weapons, money, etc...[/b]
  2. So funny, these cheats are causing the game to crash and people are still using them.
  3. how about you specify the path to GTA:VC executable and when the client connects to a server, it automatically launches the game? i know it's not a lot of work to click on a link after connecting to a server, but it should be done automatically and it won't take long to code. just an idea.
  4. Damn, I'm having this issue as well. SUCKS!
  5. welcome to online gaming. cheating isn't going anywhere. just adapt.
  6. LOL! I've never touched the directory flags, yet the /data folder was read-only. Strange, but it works now. Thanks!
  7. I have WindowsXP and I can't get the installer to work properly. I execute MTAInstall.exe, choose the destination folder, then I select my GTA:VC folder, but when it goes to install I get an install error. Check it out below. Here I am selecting my GTA:VC folder, which is NOT the default: This is what happens 2 dialogs later, after selecting program group: The other files extract fine into the MTA program folder, but the GTA:VC files do not extract properly. Any clue as to what is wrong?
  8. i sorta/kinda reacted with 1 player. just some car bashing, nothing really got done.
  9. i'm having most of the same problems as everyone else: zombie players, lag issues, wall sticking, and generally out-of-sync gameplay. however, for some reason, every once in a while, i'll teleport back to the heli-pad where the gang selection is. not sure why this happens, but it happens often. any ideas?
  10. yeah, i've experienced the same thing. players are there, but they don't move. but, when they DO move, it's very awkward and NOT smooth at all.
  11. If they don't release within 7 days, then they should've never said anything about releasing it in the first place.
  12. how many times do you have to be told. the way the character performs in GTA3 is nothing to do with the engine. its all scripted you idiot. jumping out of a car is down to a series of coded events that take place when the key to exit the car is pressed. the script exectues and the graphics engine renders it. the same script in GTA3 would render the exact same thing. you really cannot grasp this fact can you. I know it's the same graphics engine. Never said it wasn't. But, the in-game features have improved over GTA3. To me, it's like GTA3 was ironed out and out came GTA:VC. And, because of these new features, VC should be used over GTA3 for a multiplayer mod. No point in re-inventing the wheel.
  13. Ahhh, someone that's not talking out of their ass. THANK YOU!!! Ohh, and BTW, trying jumping out of a car or motorcycle in GTA3 while it's moving. Ohh yeah, THAT'S RIGHT, YOU CAN'T!!!
  14. No, it's NOT the same exact graphics engine. Vice City has more features to it and most of the effects and such look better. See any raindrops on your screen in GTA3? What about motorcycles with accurate physics? Look around in Vice City, you'll see the differences.
  15. I could make a better GUI with my eyes closed.
  16. are things such as health, armor, car damage, etc... going to be synced with the server? if not, i do think that there will be tons of cheaters that are waiting for this mod to be released in order to exploit it. i could be wrong, but when it's as easy as loading up a program and click a button, people are more prone to doing it. perhaps there should be some built-in cheat protection? also, i think it would be a good idea to make sure that each player is using the same models and/or graphics in order to ensure that everyone is playing the same game and seeing the same things. i know this won't be a hard feature and it will allow people to create multiplayer mods. what do you think?
  17. Most of the anger is because you guys set a date and then didn't come through on that date. It's pretty simply, don't make us expect anything and you have nothing to worry about. You guys seem to have some sort of beginning and end of what you want to accomplish as you have a counter on the front page indicating your progress. I would hope that you don't pull these numbers out of your ass in estimation of work done. Looks like the mod is almost done, I hope it's next week. Until then, keep up the good work.
  18. The server doesn't even need to keep track of 1000's of permanent cars/peds. You could simply leave the cars/peds alone on each client (allowing them to be generated), and when 1 players begin to get close to each (i.e. their bubbles are approaching), sync the traffic of one player with the other. I guess the server could randomly choose which client sets up the traffic to be synced. But, once it's setup, any other players coming into the area will have synced traffic too. The only problem is, when too many players get next to each other, more data will need to be sent and less cars/peds will be able to be displayed.
  19. Two people can get in the same car with GoE multiplayer mod. I'm guessing that more could. We both had control over the car, cept he wanted to go one way and I wanted to go the other way. Didn't quite work out.
  20. http://www.game-editing.net/projects/gta3mapper.php
  21. It's pretty simple really. Before MTA existed, there was (still is) a program called GTA3 Admin Console, which allows you to do all sorts of things to GTA3 while in-game. Among those things include: changing car speed, direction, car color, cars in garages, health, armor, etc, etc... In order for these things to be edited, the program would edit certain memory addresses, meaning that the game stores this information in your RAM and the program just edits the information in the RAM. Now, in order to make a multiplayer version of GTA3, someone had to make a similar program that could read/write these memory address values and transmit them to another computer (server/client). So, to break it down, this is how it works: You move your player on your computer, the client software running the background captures your movement (x,y,z coords) by reading the right memory address, the client software then sends that information to the server, the server software gets this information and sends it to everyone else connected to the server, the client on the other players' machines receive this data, then a player model is put on their computer in the right spot (x,y,z coords) by editing memory addresses on their computer. It's just like regular multiplayer except it uses a backdoor: memory. Of course, it's not as reliable or as fast as it could be if it was built in, but I'd imagine that a multiplayer game in GTA3 will eventually be as easy as if it were actually built in, just not as fast.
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