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eAi

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Everything posted by eAi

  1. eAi

    Monopoly

    I doubt we'd ever develop an RPG mod ourselves as it'd be a huge piece of work - just look at how many suggestions there are for RPG mods on here - bringing all these ideas together would be hard work and we've got pleanty to do on the core. We'd might be happy to support another team in developing an "official" RPG mod, though. Obviously, anyone could develop an RPG mod using the SDK and some hard work
  2. There won't be seperate launchers for each mod, beyond that I can't really state anything as facts as theres two concepts we're looking at currently, and its not clear which we'll go with.
  3. I think with any mods that are released, consistency is important. If someone makes a DM mod, they're going to ballence it themselves, if admins have too much control its going to make playing on servers very confusing. Obviously, going to too far the other way isn't good either. Talking about these things now is clearly mostly academic, we'll just have to see...
  4. As with any game, bandwidth for the server grows exponentially while the growth of bandwidth for clients is linear. This makes 64 player servers not very practical, unless you using instancing like an MMORPG, or are rich enough to own some good servers (or clusters).
  5. eAi

    A few ideas

    Agreed. If you want comments on your game mode suggestions, make a well structured - bullet pointed (preferably) post about it.
  6. Your right. You can test our releases when we release them. Thats why they're called beta releases.
  7. Search please: http://forum.mtavc.com/viewtopic.php?p=188018#188018
  8. Thanks for the positive comments It'll be up to mods if they want to cordon off the map. Obviously, some game modes would benefit from it, others clearly wouldn't. Its hard to predict now how mods will tend to use it. We'll see
  9. Modding blue won't necessarily be easier than SCM. It'll certainly be more powerful though. Some things will be easier and simpler, others will be harder. We hope to release some details on what the SDK will contain soon.
  10. I don't care if you have a life or not, I'm just saying what impression it gives.
  11. Writing pseudo-code for answers to questions doesn't make you l33t, it just makes you look like you don't have a life.
  12. We've told mcafee that its a false positive (search the forum for more info), but they don't appear to care. I use AVG myself, and its never picked up MTA as a virus, but then, as I don't actually have MTA installed, it might do now. I'm certain that it doesn't contain a virus though, as long as you've downloaded it from this site.
  13. How mods and the server list interact hasn't been been finalised as yet.
  14. It has been brought up before, about a year ago I think. I very much doubt it'll be a limitation in blue.
  15. We aren't intending any support for downloading of mods from the server, generally because it'd provide a bad user experience because it'd lag the server for other players, be slower than a dedicated HTTP server and potentially open the user to viruses - somthing we don't really want to have to deal with. The current model we're developing doesn't allow for server only mods, to be honest I'm not sure why you'd want to do that as the game can't run client side without a mod. Obviously mod authors can add whatever customization they want to their mods which could simulate server side mods. We expect that most mods will stay with the SA map as creating new maps is a very time consuming thing to do, and SA has many areas that could be used for all sorts of mods. If someone was deseperate they could write a mod that could download mods, though quite why they'd really want to, I don't know.
  16. If you're continuing with this, can you please reinstate the initial post? As others have said, it'll be hard to do this effectively, but you're welcome to try.
  17. Well thats hardly suprising, this isn't a programing forum. Equally, there aren't exactly many programmers on steampowered.com's forums, but theres a lot of mods for Half-life and Half-life 2.
  18. A final release would obviously be after blue, we'd hardly release a final version of MTA:SA on a different core from the one we're developing on. Before anyone missunderstands, final doesn't mean last, it means a version that is considered complete. That doesn't mean new features won't be added in future versions.
  19. You might be able to write a com component interface, but its not somthing we're going to look at. It'd be a huge job, the SDK gives you access to thousands of functions - each of which would need to be wrapped. It might be quite neat if someone could do it, but I'm not sure if its really worth it.
  20. You can make a mod that changes almost any part of MTA. The server won't run without a mod, just like a halflife server won't run without a mod.
  21. Theres no such thing as a non-mod server.
  22. As we've said, it'll be up to the mods. They can use the skill system how they want, you could be able to buy skill, or get it for killing X people or whatever.
  23. We implemented the sync in that video in about an hours work (theres other stuff unreleated such as integrating into the game that took longer). It had no sync and the server was running off one of the team member's home PCs. It had no smoothing, it had quite a few (subsequently fixed) bugs and no client side prediction.
  24. Whatever we've said in the past, we haven't finalized the details around our support for mods. Whatever it is, we will be supporting all mods as well as we can. Some mods may get some extras (we'll explain the reasoning behind this nearer the release), and we'll probably be providing mod listing for all good quality mods that stay within our guidelines (which I doubt will be strict at all). As I've said before - the release of blue will be a turning point for MTA, I'd like to elaborate but we need to agree on certain things in-team before we can say anything to the community.
  25. http://www.gizmondo.com/games/item.asp?id=4
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