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MeKorea

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  1. After a short but successful beta test we have decided to release our latest version of Multi Theft Auto. Our latest release will bring a series of new bug fixes and tweaks as well as several new features. Here are some of our latest additions: Custom weapon statistics that will allow total control over weapons and their functionality. Light-Sync syncing method which will optimize the server bandwidth usage and allow even higher player counts. Customizable vehicle variants meaning that you can now spawn vehicles with different parts attached. Ability to replace weapon and pedestrian models. Updated SQL system with integrated MySQL support. Synchronized SWAT ropes Water visible through vehicle windows Threaded server for better performance and ultra smooth sync LOD models with 5 times longer draw distance and many more features! Before you go crazy with this latest major release of Multi Theft Auto we would like to ask you to take a minute and head over to moddb where you can vote for Multi Theft Auto to be the next mod of the year. https://mtasa.com/moddb/ Once you have voted for MTA you can goto our main page and download 1.2 by clicking the big download button. Download now from our homepage
  2. First post updated as we have made it to the top 100 mods of 2011! Please go to https://mtasa.com/moddb/ and vote AGAIN.
  3. It's once again that time of the year when ModDB starts the annual Mod of the Year awards. Last year MTA did very well and we got the 4th place almost reaching the well deserved place as a Top 1 mod, the last year's great success has motivated us during the whole year and is also a reason why we are going to try even harder this year. This is where you come in, we would like to ask you to go and vote for MTA to be the next Mod of the Year! Voting for MTA is very easy and won't take long. It is preferred that you register / login with a ModDB account before voting for us as votes from registered ModDB users have greater impact than anonymous votes. However, every vote counts, no matter if it's registered or anonymous, and thus we wish you would encourage all your friends and family to vote for MTA! --------------------------------------------------------------------- Update: The Phase 1 of the annual Mod of the Year awards has ended today and was a great success for MTA as we have made it to the Top 100 mods of 2011. Now as the Phase 2, where people will pick the the best mods of 2011 has begun, we would like to ask you once again to go and vote. (Even if you voted in Phase 1) You can vote for MTA by going to https://mtasa.com/moddb/ and following the simple instructions as shown below. - The MTA Team.
  4. The final MTA 1.1 beta test coming up TONIGHT @ 19:00 UK Time (See current time in London: http://tinyurl.com/3uazq75 ). If everything goes well in this final beta test, we will release MTA 1.1 shortly after. The official beta test irc channel is: #mta-pubtest @ irc.gtanet.com and will be used for sharing build and server details so make sure to join! - MTA Team
  5. Due to the fact that voice branch was finally merged to trunk today (meaning: we have push-to-talk voice support in 1.1), we are going to host a small (~32 player) beta test TODAY @ 21:00 UK Time (Google: "Time in london") Note: In order to participate this test, You Must have a microphone and Must use it. Text chat will only be accessible using the 'say' command in the console! Join #mta-pubtest @ irc.gtanet.com for build & server related information. This Topic can be used for posting crash dumps and bugs. Edit: The test is now over! Thank you for testing! We found alot of bugs and are currently working on them, however it is still uncertain whether voice will actually make it to 1.1 or not, anyway we hope everyone had a good time, at least we did!
  6. Here's a summary of what happened: 20:00 Server open for public. 20:03 125 players in-game. 20:06 190 players in-game. 20:08 100 players timed out. 20:10 - 20:18 Server @ around 170-200 players, alot of crashing, desync, etc. 20:19 Server restarted with a new max player limit of 140 players. 20:21 Server restart had automatically started votemanager resource which enabled someone to vote race mode. 20:22 Server running freeroam again, things cooling down. 20:22 - 21:47 Server running freeroam, good ping, good fps and everything seemed to work smoothly. 21:47 Server shutdown, beta over.
  7. As the release of Multi Theft Auto: San Andreas 1.1 is closing we have decided to hold an official beta test today August 3rd 2011 @ 19:00 GMT (20:00 UK Time) Official beta test IRC channel will be the usual (#mta-pubtest @ irc.gtanet.com) and it will be open for public about an hour or two before the test starts. In order to participate the test, you must join this IRC channel as the beta build download link(s) as well as server details will be released there. ps. Remember to follow our twitter @ http://twitter.com/#!/MTAQA as well as this topic for more info! - The MTA Team. Edit: The test is now over! Thank you for testing! ps. Post any youtube videos on this topic!
  8. Yes, since you already have the .map file. (included to default server package)
  9. By me ofc. and yes, it is made with MTA's Lua.
  10. This has already been made. (Gamemodes: zm_infection and zm_survival = Done.)
  11. MeKorea

    editors

    2. 3. and 4. can be made in server that doesnt have "Anti-Cheat" enabled. Why not to make "letter objects" just like repair, nitro and car change? Meaby SDK? lol, thats not really needed.. Infact, that "Dont stop mission" thing is pretty good idea but "cant get out of the car" is Not..
  12. Lol?? It has nothing to do with the servers.. And why would you like to have "no-collisions"? You would not be able play at all if there wouldnt be eny collisions, because everything would drop through the surface immediately and allso everything would get "stuck" there, under the ground.
  13. Yes, just like you can make new vehicle categorys by editing or creating new ".vehicles" list file in: "...\MTASA\mods\map_editor\vehicles" (i made new "Custom cars" category for my reskinned ect. modifided cars..) -------------------------------------------- Map objects can be found from: "...\MTASA\mods\map_editor\objects" -------------------------------------------- "16771 des_savhangr [16771]" ID DFF Name ID
  14. You know why? because editing handling.cfg file is no longer possible.. Noobs know how to use "--------".. and they do because its the only way.. In MTAVC there wasnt so many of these "--------" because handling modificating ect. was possible.. And noobs didnt know / have the knoledge how to modificate handling.cfg, so they didnt cheat.. (there was cheaters in mtavc too, but not so many and not so many "noob cheaters" like in mtasa.)
  15. I would like to do something like this too.. but didnt get camhack working.. ps. I dont see eny other reason why mta team has blocked Atl+Tab than pissing off a normal players, because disabling atl+tab doesnt prevent eny cheating & stuff like that..
  16. I think 600 units means 600 coordinates to one direction, so its 600 coords to directions x,y = 360000 coords³.. You can see when you have passed it by moving the object 600 times in one direction by pressing the button 600 times lol.. allso, you can just try.. ps. san andreas game are is 6000x, 6000y..
  17. heh.. well i have tryed without eny firewall programs installed.. (allso XP's "firewall" fully disabled) my router forwards ports 2003,4003 to this computer.. my server works great! It would be nice to play in some other server than just my own.. but im still not going to use game-monitor, ase or eny thing like that.. /me needs help!
  18. I all so have same type of problem Could this be fixed in race 1.1?
  19. I have a huge problem with map to ipl converting. what have I done: 1. made a map with Race "map editor" 2. used map2ipl converter 3. map2ipl converter messed every rotation coordinate so I had to convert whole file (~ 300 coords) manually. When I put it in game, the conclusion is total mess! Those rocks should be only small ones on the ground.. -------------------------------------- Ok, now I got that fixed. (it was pretty hard though). Here's the new problem, map editors rotation coords: -216.907440 2392.586914 51.078060 -2.356194 0.030000 -0.015000 16640 Those rotation coords are 100% false/fake.. they are not "real!" (for some reason they seems to work in mta, but when placed in ipl, the model is not in the same posture as in mta. So, how do I get the same "real" rotation's for my ipl objects as I see them in race map editor?
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