s0beit
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Everything posted by s0beit
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Blue is a platform, not a game or version of MTA in itself, so the question is flawed. We have yet to finalise all game design plans that will form the gamemodes that ship with the first MTAs built upon Blue. Finishing off the platform itself, and adapting to San Andreas, take priority. i take it you dont bother reading whole posts huh bump? im saying, by making a server with 'sections' in it, you could have the server full of more vehicles and actors....like a MMORPG WOULD do it, at the end i even said NOT a gamemode, but rather a method of spawning Actors and Vehicles...
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please tell me where rockstar helped you guys at all?.... 130 to 110? wtf is that. what about number of actors? and will BLUE be based upon the MMORPG method of spawning vehicles and actors? (still a 26 player server, but in segments, to increase behicles across the map) or maybe even for players too? (i am NOT saying MMORPG-style gameplay, just the method usable for spawning actors and vehicles)
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eAi stated in a earlier post, that mods for MTA are OK, as long as they give you no advantage over competition. I.E. stopwatch trainer that writes the GTA's memory to display a countdown. and of course in BLUE its possible....directX is supported somewhat. and even if this were allowed, its not possible (MAYBE by injecting into mta itself (injecting into a injection...lol))
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not gonna happen...the advantage of d3d hacks in MTA is little to none... BUT, for one thing. the SCM offsets for MTA differ from SP. second, MTA already injects to GTA....its hardly possible.
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like i said elsewhere, on connect send your player "profile" packet. or on change clothes send packet. make some sort of "Blue SA Profile editor" save the profile into a file (.ini maybe) then upload it inside blue's DX GUI (like you would using custom sprays for CSS) and itll store the info, then join server.
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has been mentioned, recheck my post.
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bump, has anyone looked into the car/player limit in SA yet? any comments? i doubt it sience there is no SCM editor yet, but its worth asking. bigger car limit = more cars scattered throughout the map. bigger player limit = more players in MTA:SA
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there IS a crosshair, you just have to hold right mouse button to aim. which is not so bad. that acually isnt that bad... lock on aiming sucks, though. suprised at san andreas this time....this really sucks.
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i said if you are a certain distance from other players. like....half a country away lol.
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does better gfx count as different? some screens i took on max res (only 16bit tho) and 3x aa /me steals rebel's video card. im stuck with a 9200.
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or a mod developer could make (or the mta base DM script could include) a button, that returns you to the spawnpoint if you are a certain distance from other players (you are not in battle)
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Barton didn't translate all of them. He had plenty help from other members of the modding community, especially from people like Hammer/Hollower. i think he means, thier' (R*'s) compiler differs from the one we will be using. was not at all related to what credit goes where. or who translated what...but rather the compiler 'language' is differant. (/me begs barton to make a basic compiler lol)
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sounds good to me, but what about the cars that are supposed to be spread throughout the map? seems as if you are hogging them all
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lol you said the magic word moron, lock?
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yes, now only if we wanted to wait like 4 months. edit: im sure 0.5.5 is to calm us down while they spend time on the blue core (detour omgz.) edit2: which wont work and will make us more depressed about playing mta.
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this is a SP question... read up on either 1) SCM editing (gtaforums.com is great) 2) IMG editing, Skin editing, photoshop (gtaforums again..) just f*in goto gtaforums.
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I thought this problem was solved by generating the cars when you get close to them, that's why if you go too far away from you car it disappears? That idea doesn't work in multiplayer though, as people can be dotted about the entire map whereas the player will only be in one place in single player. thats why there should be control client-side....nothing is said about the server....or all players in general. there is a "your actor" number in the SCM...fix is so it works for only that actor, not everyone on the map.
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bump, it was little to no information. saw a dodo flying and some debug commands that wont be in the final release.
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Questions For Teh pplz makin Blu
s0beit replied to R.T.B; {VCD}Rob's topic in General Blue discussion
sience there will be a SDK released...i seriously doubt they will approcve every mod, come on.. -
there can be cars, i guess...but its no match for a missle-armed jet.
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Questions For Teh pplz makin Blu
s0beit replied to R.T.B; {VCD}Rob's topic in General Blue discussion
i think i finally figured it out.... it (the mod) will be like HL2 modifications... see "Plan Of Attack" or "Source Forts" where it *should* include a installer file...and be relitivley easy to install. they whole pack will be downloaded, and placed in the GTAVC dir (in abother folder probably...or MTA dir..) then, it will easy to play... at least, thats the impression i got. there is no need to download third party mods from the server... any part of it. -
here is mine: no name yet, but it will involve all the planes in SA... we (good guys) will hunt down the terrorists and kill them before they bomb our city's oil supply (or important structure..) they can hide, return to base and get a new plane if they survive... but its very hard in SA to survive a plane crash (if you cant fly well)
