
Strepto
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Everything posted by Strepto
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If you have time, could you post some links to a few sites where we can read up on LUA scripting? I have a little programming experience, but I really don't know anything about LUA so preferably I'd like to get into it so that I can start making maps as soon as possible If anyone has any links, please post them here
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My point being, neither http://www.multitheftauto.com nor the client is multilingual... Since the client and the site is english only, there might be some hickups for new players that don't understand english very well. If MTA would require a login in order to play, and a player doesn't understand what he/she needs to do to be able to play (which now is as simple as install and play) it might get discouraging. However this could be alleviated if instructions etc. is translated. I would be willing to do my part, but it would still require developer time. I'm not saying anyone or any solution is wrong, I just want a little discussion before we decide what would be the best solution to the problem. And I do appreciate that you question my ideas
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Only problem is you might discourage new players, and players that don't understand english... I wouldn't mind logging in before playing, but wouldn't we be sacrificing freedom for something like that? Perhaps some dev or QA person could come with a suggestion?
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While a centralised banlist would be nice, I think it might be a lot of work for the devs. While I like the idea I propose another way of keeping cheaters out of your servers. You create an unique ID for every computer, or just a unique ID every time you install mta. So if a cheater changes IP then you can still use the ID to identify the cheater and automatically ban again. While I know this isn't the most waterproof way of doing this, perhaps there is some middleground between different methods of anticheat that won't take too much time to develop and still work quite well?
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Anything that can make MTA more accessible is good, as long as you don't sacrifice the existing players which I don't think this does. The people that cheat will keep cheating, and the people that don't cheat won't get hurt by this. So make it a client-side option!
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You know me, and I know you... You have singlehandedly made me sick of maps that even look anything like going-down, STOP MAKING THEM ALREADY!!! It's the same shit over and over, and it's not even hard to race on them! A rollercoaster is only fun for a few times, but since the track never changes it gets boring. Surely you can be more creative than pumping out maps that look similar and work the same? (No I'm not trying to pick a fight, I just want you to realise that there are people that don't like going-down at all, and if that pisses you off? fine!) Puss
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It's all a race to the monster, not a traditional DD...
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fall-maps = all luck, no skill why do people make these kinds of maps?
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I feel that the ability for players to create custom game modes themselves is necessary if the map making community is to keep expanding, it would also attract more players to play MTA:DM. I'm not sure how this would be done, but I feel there is need for some sort of scripting. I personally would like to make the following game modes: - Street Racing You start with a set amount of money, and start freeroaming and waiting for races. Races would be announced in chat, at which point the participants would need to get to the starting line (wherever it is). Money would be awarded based on what position the player finished the race with. And then players would have some time to upgrade their car etc. - Smugglers Run (yes I know, but I can't call it anything else) Let's say there are two teams, something like the law and smugglers. The smugglers' objective would be to aquire an object (perhaps a trailer) and ferry it to a set location in order to win. However, the object in question would be random, and it's location would also be random (of course smugglers would get information about the location). The law would patrol a city looking for suspicious activity, and trying to find out what is being stolen, and where it is going. A script would report what had been stolen a short time after the smugglers steal it, and where it was stolen. Then with a short command like !sighted would send information to the script which picks up the location of the player that sights a smuggler, and relay this information to others of the law. - Puzzle Teamwork (inspired by a map I've seen) Your objective is to solve a puzzle in order to let a player or vehicle get from point A, to point B. But the obstacles can only be overcome by the help of others, and with some sort of triggers this could work very well. There are plenty of game modes that community may spawn, but only if the possibility is there... So my question is, what are the devs doing to further the creativity in map making in MTA:DM?
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what of custom game modes, triggers, scripting? will there be any possibility of this?
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1: Let's say you want to make a map with your friend, but your friend is on the other side of the world... What if you could make the map editor a multiplayer feature, and let players set up a server made especially for making maps? Both of you would be placing objects, trying things out. Maybe you're doing a DD, and your friend builds something you think is really cool, so you expand on his design! This would work sort of like Garry's Mod for HL2, or Sandbox Mod for BF2. 2: This isn't so much a suggestion for a feature for MTA:DM, but rather a suggestion for something that I would like a little information about. And that is how map making will work in DM. I have not seen any reference to how mapping will work, nor have I heard anything about if someone is working on it or not... Although revealing something might spawn more questions, I still think it will be good to let the community know if they need to learn something new in order to be able to create maps or gamemodes. I personally am slightly concerned about if I need to learn any programming language, especially since I won't have much free time in the future. The community has spawned a myriad of maps for MTA:SA, I only wish that MTA:DM will keep up the tradition created.
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What about them both being able to change it? Radiostation war
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I have seen the sync problems, and it is certainly due to drawdistance (keeping in mind which way you've pointed your camera). Object destruction can be synched fairly easy I think, you only need 1-2 bytes of information to announce the destruction of an object. However, should a player move an object (continously, and in different directions) then the sync will be as costly as that of a player. So maybe it's safe to say that, if physics objects cannot be synced well enough to offer the same experiene to all players, then I don't think the team will consider making these "triggers" I want. However, scripted movement of other objects (like a door slamming shut) is something that would allow for a similar freedom in map making. Like: After X seconds, object 1 will move to X=... Y=... Z=... or by some other trigger. It may not be physics, but it will allow for greater creativity and new cool gamemodes.
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Hmm, I just had an idea, thanks to Leviathan Let's say that triggering physics on objects isn't the problem, let's say that the sync is the problem. If so, maybe the team decided to freeze every physics enabled object at the start of a map, in order to remove any risk that the lack of sync might mess up a map. If objects can be synched well enough, I should hope it will be possible to trigger physics objects (and other objects), thus allowing for further creative mapping. Game modes like: "Get out of "somewhere" before the gate closes!" where after X seconds some object falls into place, blocking the way out. But controlling physics triggers is probably where to start. paul527: The physics in GTA:SA aren't the most realistic, since if they were it would take up much more CPU time. And cause problems for lower-end PC's. So if it isn't extraordinary, why boast about it?
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I think a counter-strike style map shouldn't have more than 24 players, it just gets too crowded in my opinion. Perhaps escort type maps would be suitable for 32 players? But the idea is good, and the potiential is really great too. People climbing onto crates and stuff Just keep in mind that you need to stop people from climbing onto something really high, that gives them an unfair advantage Especially with the speed you can get by running.
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Installation: The installation is almost identical to that of SA-MP, download the installer and run it, and you're set to go. (The server browser is integrated with the game) The difference: SA-MP is beta, MTA is not. And as such MTA is much more stable. However, as it is today only the race client is released, which means you spawn in a vehicle, and cannot get out. But thanks to the many maps and "game modes" people have put together, you will probably not think much about wanting to get out of the car. In short, no shooting, only driving (as of yet, check the site for MTA:SA Deathmatch for more info) The server: Downloadable from here: http://light.mtavc.com/ Download the appropriate server version, linux or windows. And read the manual, and I can't stress this enough. READ THE MANUAL! The installer doesn't mess with game files, so if you decide that MTA isn't for you, then you can uninstall without having broken the original game. "Hope you kick some ass"
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Post agian if you can't get it working, or if you get it working so that moderats can lock this There will always be some people that will help you, while others may not...
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coz, thank you for that pic! should help clear things out btw, falling speed is determined by the vehicles max speed, the nrg 500 falls the fastest, while a vehicle like a tug will fall really slowly. I would like to explore the potiential of dropping things onto an explosive barrel, rather than having rocks fall after the players
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Perhaps some of the things you speak of will be possible with the SDK that will be coming out with the DM client? They're certainly not bad ideas, as long as you can stop people from stealing a car once someone has gotten into it
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MAD_BOY understands I think. But in order for the rock to fall (as it is today), you'll have to have a player push it, in order to make it roll. I just want it to roll automatically when the map starts (or after a set time, with the SDK that is). I think it might spawn some interesting maps...
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Preferably I would like the SDK to have a trigger function for each physics enabled object, so that you can tell for instance an explosive barrel to stop falling after X seconds. I just think it would spawn some interesting map ideas if this was possible, especially in the form of "WTF?!? Exploding barrels are falling on us!!". Just figuring it's a reasonaby fun feature to add, that hopefully doesn't take too much time for the devs to add. Rather that than asking for something that would be awesome, that takes weeks to make.
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Darkdragon, you don't understand... I suggested a feature that makes it possible for physics object to start move at the start of the map. physics enabled objects are synched, i get it. But the will not move until someone pushes them. This is what I would like to "fix", so that when you start a map, all physics enabled objects start moving. That is, if one of those boxes were placed in the air when making the map, then at the start of the map it will fall and land on the ground. Or if placed on a slope, it will roll/slide down it until it settles at the bottom.
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Having played MTA for quite a while, and having made quite a few maps, I've thought of one feature that I think might boost creativity for map makers. When you place a physics enabled object in the map editor, it will not move until a certain force is applied to it when you play the map. This works just fine if you want objects to stay still at the start of the map, until someone runs into them. But let's say you just had your heart set for a "Indiana Jones" type of map, like running away from a big rolling rock that could potentially flatten you into a squishy little man-cake (read pancake). Of course, I don't know how this would be done. I reckon that in singleplayer all physics enabled objects are "moved" when they come into draw distance (or before). Just like you may have seen vehicles do sometimes, or perhaps I'm confusing this with some other MP mod. Just an idea, and not at all the most important one. But still, could be a handy feature in the future. What you think?
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No permission, gotta be registered... and I won't register on a forum for one file dude
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Hedning post the xml on the Mictech forums and I'll take a look at it. btw, good map, not too easy. espacially not with 24 players ^^ Surprisingly enough you'll find yourself neck in neck with others on this one...