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Towncivilian

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Everything posted by Towncivilian

  1. If by GTA3 MTA project you're talking about MTA itself (and not mIRC-based server scripting), that's not really possible. Unfortunately the client and server source for MTA 0.x is not open. Without that (or a developer's support who wants to invest some time into an update for 0.5) you're not going to get very far. I have nearly finished a rather large update to MTA:VC, but it is solely based on the SCM-based portion of MTA. SCM is Rockstar's scripting language used for GTA3, VC, and SA. MTA uses SCM for its gamemodes (deathmatch and stunt in MTA:VC) as well as a significant portion of vehicle synchronization. SCM files are easily decompiled (though without source GSR files you will end up with somewhat obfuscated code; sync code in particular is unintelligible without proper variable and label names) which allowed me to begin this update in the first place. As you can see I originally posted about this update in summer 2007, so it's been a while. As soon as I get the support of an MTA developer to get a client update done then a release will most likely follow soon after that. I have also begun a similar update to MTA3. Considering this is currently the only multiplayer mod for GTA3, an update for MTA3 seems worthwhile.
  2. You improved the Mod, right? Yeah, read the changelog. It's on the first post of that thread.
  3. Considering that MTA3 is the only multiplayer mod for GTA3 currently released, I'll consider updating it as I did with VC. Assuming an update will be released for the 0.5 client, fixing the server browser (among some other things perhaps), then an update for MTA3 would be welcome as well. I have never played MTA3 however, and I know nothing whatsoever of any bugs, issues, quirks or what-have-you, so the only thing I can do for now is optimize code. Coding for the MTA3 SCMs will be significantly slower (the actual work, hopefully not the release!) since I must use a different IDE that I'm used to and compile stuff via command line (pain in the ass), plus there are three SCMs (one for each island) compared to two for VC (DM and Stunt, and they are similar enough that I am pretty much able to just copy and paste things). I've heard that MTA3 is more complete than MTA:VC when it comes to features and sync, so there probably wouldn't be many features for me to add, but I can always improve them I guess. So anyway, please post some information if you've got some.
  4. Do you have an antivirus? Try disabling it.
  5. Are you trying to play MTA 0.5, or MTA:SA 1.0.1?
  6. Please repost here. This forum section is for MTA3/MTA:VC only.
  7. I am intrigued by your ideas and would like to subscribe to your newsletter.
  8. Just cleaned up a metric ton of vehicle particle code. I have >10kb free memory now. I also deleted the Sabre Turbo (on spawn roof) respawn code so it never respawns (it's unsynced, pointless... just have it spawn once [removing it breaks vehicle sync code for some reason], if it explodes somehow, who cares?). I'll do the same cleanup to Stunt later, and probably put in unique jumps for Stunt since I'll probably have enough memory. I'll make DM have fancy interior entrance/exit fading as in Stunt, then I'll see what other major features I can fit. I also tested boat sync. Boats are completely unsynced.
  9. I'd just like to post another update. So, that motorcycle fix that I conjured ages ago works fine, just some other motorcycle issues that I encountered I mistook as being caused by my fix. There are still several motorcycle related issues (passengers being able to "drive" the motorcycle on their screen, and crashing when a player jacks another player on a motorcycle, then the original driver jacks the jacker, and then the jacker attempts to get on the motorcycle as a passenger) which I cannot solve at this time (though I have some nice crash logs for the latter issue). VC-MP solved the former issue by disabling controls for the player if they are a passenger on a motorcycle, and this did work to solve the problem, but the player could not change radio controls or press Q/E or change the camera; basically, all controls were disabled. There were some other issues encountered with that fix as well. In short, the motorcycle passenger fix has been implemented and players will not get on a motorcycle as a passenger unless there is a driver. There are other issues with motorcycles, but this one fix will still help prevent many crashes (something like 4% of all crashes were due to the motorcycle passenger bug if I recall correctly). I fixed a couple of obscure exploits: • Fixed an exploit where you could control Tommy from the spawn roof with the spawn menu still active. (affects both DM and Stunt) • Fixed an exploit where a player would spawn already in a car if they pressed the enter/action key during environment loading (which might also result in a nice stunt bonus upon spawning). (affects Stunt only) Stunt's interior code was improved to have fading effects upon entering or exiting an interior as seen in single player VC. I'm unable to add this to DM due to memory constraints, but otherwise interiors are exactly the same. Other than that, just been removing useless car color settings (cars which are textured or cars which are not changed from their default spawning colors [i.e. service cars; Police, Ambulance, Firetruck, Police Maverick, etc] do not need their car color set) and some other useless things to save small amounts of memory. I reversed some parked car's z-angles (so they actually point in the correct direction following the follow of traffic). Also made DM initial spawn menu loading slightly faster. Unique jumps and Ammunations will most likely never be added since they take up extremely large amounts of memory. I have very little memory left in the DM SCM (I could always remove the "car finder" feature and free up about 5.1kb of memory, but I wouldn't have much to do with that memory except implement Stunt's interior fading code; all other things I thought of still take up more than 5.1kb of memory), but a sizable amount left in Stunt. Don't know what to add to Stunt, though. I'm pretty sure I've covered everything changed thus far. Updated changelog on first post.
  10. Sorry to bump this ancient topic, but could somebody who has the Steam version of either GTA3 or VC send me a PM? I could use your help.
  11. Please repost here. This is the media section for MTA 0.5, not SA.
  12. Done with code cleanup. Stunting works in DM (and Stunt now; I broke it ages ago and didn't notice, heh). DM SCM is still near memory limits (167 bytes free in MAIN and 434 in mission), but Stunt has quite a bit of room (2480 bytes in MAIN and 293 in mission) so I'll probably be able to improve some stuff in Stunt like making interior code fancier.
  13. Got stunting code working in DM, and also realized that stunt code is broken in the Stunt SCM (which makes no sense, since the same exact code works fine in DM). I'll fix stunt tomorrow and get rid of some extraneous code. After that, it depends on how much more memory I can free up.
  14. Post in the correct section. This section is for MTA 0.5, you won't find much help here for MTA:SA.
  15. I'm still alive. Just waiting. Cleaned up a small bit of code recently... other than that, nothing to report. There's really nothing else I can do anymore except clean up more code, so clean up code I shall. EDIT: Just kidding. Not just a small bit of code that was cleaned... I optimized up a massive amount of text drawing related code (spawn menu and speedometer) in both DM and stunt. The text's properties were being applied extremely inefficiently and it wasted a lot of otherwise useful memory. Basically, the MTA team for whatever reason chose to repeat some code wherever it was necessary rather than have only one instance of this code and having other code reference only the one instance. I think there'll be a massive cleanup of pretty much everything that has a lot of repeated code like this. Do note that none of this code cleanup affects anything you'd see at all; the only thing it does is execute things more efficiently and save a lot of memory that I could use for more useful things (like better interior code or, depending on the number of threads it uses, stunting code in DM!). One limit that will be difficult to work around is the thread limit; there is a maximum of 128 threads in SCM, and DM is at 122 and stunt is at 121 right now. I don't think I'll be able to consolidate many threads, but when I hit the limit I'll see what I can do.
  16. I was thinking this as well. If nothing else, a list of the memory addresses used by MTA 0.5 would be helpful.
  17. Yeah. I just added you. Why didn't you contact me earlier if you've been wanting to speak with me?
  18. I asked IJs if the source could be released back in February and he said the team had no plans to release MTA 0.5 source at that time, but he did say perhaps someday. I'll think about asking him again (I feel like I'm bugging him repeatedly about this, heh). If he denies releasing the source once again I'll ask whether at least a list of the memory addresses used by MTA for 3/VC could be released to aid in any future development of GTA3/VC multiplayer on the Blue core. I can't code so I wouldn't be able to help such a project, though. Is MTA 0.5 the only released multiplayer mod for GTA3 at this time?
  19. Repost here. This is the wrong section.
  20. You might have better luck in #mta on IRC (irc.multitheftauto.com). Not many people even look at the 0.5 forums anymore.
  21. You posted in the wrong section. Repost here.
  22. With VCO out I haven't been trying to get the source. Last time I asked was February 22, 2009: I may ask again after MTASA 1.0 is released. The update itself has been complete for months now. If you want I could send you the files if you and your friends really want to stick to playing MTA:VC.
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