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Strepto

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Everything posted by Strepto

  1. Can you wait like, a week? Got some tests coming up and I need to study
  2. FPS lag does slow you down, since every frame that you lag behind, you travel a slightly shorter distance then others without FPS lag.
  3. Just so you know, Manley (the guy who made that map) should be the only one who's got that map. And I know that nearly all of his maps are only available at mta.mictech.org. It is a good map tho...
  4. If you are going to spread MTA, then also spread information about where they can find a legal copy of GTA:SA.
  5. GTA is the type of franchise that can make people buy a console, and if that's the case then I think it's logical to assume that's what Sony and Microsoft ask Rockstar for. You could think of a later PC release as a "money squeeze" that is there to get every single dollar out of the game, but I don't think that's why they wait so long to release on PC. It just makes sense that they would try to get as many people to play the game on consoles, instead of just waiting for PC version.
  6. Funny as in "I don't get it" funny. cuz I just don't get it...
  7. When race was released I found a server that I liked, me and some others helped to improve it by making rules, website, scripts etc. for it. Currently we are using a ventrilo server to allow players to communicate with each other when playing or otherwise, the only problem is that you can't control who hears what you have to say. Since you can't control what team you start on it's impossible to talk to just your teammates for that round. I don't know if there is some way to control ventrilo (or teamspeak) in such a way that you can dynamically move players to other rooms, or control to which players your messages are transmitted. This would probably be the closest alternative to integrating it.
  8. I find it funny because Vista has yet to exhibit a single function that I want that XP doesn't have... not even DX10
  9. Actually this is a relevant question, since lag is something you really don't want in races. Packet loss is probably the most devastating thing for the game experience. It would be nice if you could monitor more network statistics than just ping, especially if you want a server without laggers.
  10. Good info there Ace, really appreciate it! I will attempt to clarify what my question was OK that you can modify a lot of stuff, and put it in a package. The packages are loaded with a map since all the resources for that map are in the package. Will it be possible to load a skin/car model without restarting the client? Since you can only use one car model at any one time, would the client load the required car model when a new map starts, and then unload the car model when a new map starts? As far as car mods for singleplayer go, don't you have to restart GTA:SA to change your car models? My question is: Would it be possible to load resources (like car models) on-the-fly, without restarting the client? I haven't seen any mod do this, so I don't know if it's possible.
  11. Suppose that you can load custom textures instead of stock ones, then supposedly you should be able to do the same with models. As long as you don't modify any files it doesn't violate EULA right? What bothers me is if it will be possible to load individual resources for each map, for instance if you've made a race map and JUST HAVE TO have a certain car model for that race. But what if there are two maps that uses the same vehicle but different model? Let's say you load a mod that changes the Buffalo model, would it be possible distribute and load a model upon starting a map? Fact of the matter is, since you can't change the handling of a vehicle, then what difference would it make if one player's Buffalo looks like a Shelby GT 500, and another player's looks like a Dodge Charger? If they handle the same then what is the problem? So you could make players download these resources manually, or stream it to the client while playing the map. Either way, if the player does not have the required model then it would just load the default one. I'm a bit confused right now, not sure if I'm making any sense. But any feedback on whatever you understand would be nice
  12. The way I see it, using hardware ID's to recognize players and/or ban using this is not a the most watertight anticheat system. But if you think about it we're not really trying to make it impossible to cheat, we're just trying to make it as hard as possible for cheaters to get back into a server. Even though hardware ID's can be spoofed, there's a good chance that cheaters will consider turning off their cheats rather than going through the trouble of spoofing. Alot is possible with the new scripting system, and I think that if the devs are going to include a feature that lets you read hardware ID's, then they won't make the whole system that goes with it. After all, that's what the devs have done so far afaik, they make some features and let the community figure out what to do with them.
  13. too bad this effect isn't reliable, sometimes it works and sometimes it doesn't. I think it has somethign to do with deformation of the vehicle you drive tho, if something is deformed by the crash then nothing happens. If not you go flying, just a theory that I didn't test out much
  14. I want to use this to make a starwars map... flying down that narrow corridor on the deathstar, lasers (pew pew) flying around.
  15. Strepto

    Pacman

    It sure would make players confused, and if a baggage car was pinned down it wouldn't be so fun to watch. I think that the baggage cars would have to be faster than the SUV's (just like real pacman) in order for it to look fun when spectating, but since players don't know the map they would just get frustrated and confused. If you could make a top-down view it could work tho...
  16. Strepto

    Need A Cola DD

    So... what's the estimated duration of this map with 32 players? The way I see it people will be scurrying around trying to find a better vehicle instead of trying to kill each other. And as they scurry around they will kill themselves because the bridges you use is so narrow, and if they miss a jump they drown. Not my kind of DD...
  17. Let's just assume that players who don't cheat want to play on a server without cheaters, and thus that server would have to have active admins in order to keep it cheater free. So really the best course of action would be to create ways for admins to detect cheaters more easily. The obvious cases isn't the problem in my opinion, it's the more subtle cases that are the real headache. I would however be satisfied with a script that records top speed per player and makes that information available to admins.
  18. Thanks for the feedback! As I read your post I had a thought, how do cheats work when they modify top speed etc.? I have tried a cheat on MTA once just to know what is possible and thus be able to recognize cheats better. I saw a feature that mimicked nitro at the push of a button, wether or not this can be manipulated with the client running or not I don't know. I'm really not sure if you could use a similar method as cheats, so please enlighten me if you have any ideas
  19. Is head movement tied into aim? If so then it should be possible to sync head movement by using vectors. The interval this data should be transmitted could possibly be set by the server admin?
  20. I know I'm out on thin ice on this one, but just hear me out. Since I don't know how this suggestion would impact the ability to cheat and whatnot I want you to be kind in your responses to this Like most of you I am looking forward to MTA:DM with great anticipation, and not unlike some of you I have a few game modes that I would like in the game, or be able to make with scripting or SDK. This particular idea is a streetracing game mode/map. Since there isn't any way to modify the performance of a car (other than using nitro) I feel that making a streetracing mod wouldn't be much different than just using the MTA:SA Race mod. So I thought, what if you could somehow modify the handling and speed of cars? Let's say you start off with a small car like the Blista Compact or something, and as you upgrade it with better tires and bodykits etc. you also get better grip and performance. Although this might require you to edit files that cheaters edit in order to cheat, or files that are CRC checked. So my question to you all, it be possible to change car handling on a client to client basis in order to make a streetracing game mode? And how could it be exploited? Thanks in advance, please don't bash me
  21. Strepto

    you guys are great

    Even though many could have made a multiplayer mod for GTA, I doubt that anyone would have the determination that you guys (at least seem to) have. What I admire is not the ability to mod crash free or getting synchronisation perfect, I admire how you have made it possible for the community to grow, and how you have made it easy for anyone to make their own maps. With MTA:DM this will be taken even further and provided there is enough freedom when making maps and gamemodes, as well as stability then this mod will become very popular. On a personal note I have for the first time dedicated my free time to nurture and maintain an MTA server, and together with others we have formed a small community of dedicated players and admins. To devs: Just because it's not hard/challenging/fun/rewarding for you to add a feature or improve stability, that doesn't mean that you're work isn't appreciated. Just because you think something you've done is "nothing special" that doesn't mean the community won't think so... Keep up the good work!
  22. The way I see it the problem lies not with players cheating, but their ability to get back into a server once they have been banned. Be it by changing their IP or other methods. I am admin on a server where we have very active players who have the ability to report cheaters, so once a cheater is caught he/she usually doesn't come back. But there are a rare few who are very subtle in how they cheat, I have even seen a player tuning his cheats to give him a very small boost to his top speed, this enables him to take records that otherwise would be impossible. Perhaps it will be possible to make a script that can monitor vehicle,speed and position, and based on these parameters evaluate if the player is cheating. If it will be possible to somehow use scripts to identify cheaters in the future then it would be nice to know, so that we can put this topic to rest.
  23. Just curious, not sure exactly what built-in functions are available in LUA, and what functions you devs have added. But I think it might be a good idea to list function arguments somewhere (similar to the function description at php.com) I'm sure many will fool around with the code a bit when trying this out the first time, making minor changes everywhere. Take for instance: setElementPosition ( player, x, y, z ) What if that function has optional arguments that could be useful? One more thing, object placement works pretty much the same as this except you have to account for rotation as well? Have a pretty clear idea for a cops and robbers script...
  24. Thanks mate, I almost feel like printing it all out... But I don't know if my printer can handle it all. Anyways, thanks alot!
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