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eAi

Retired Staff
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Everything posted by eAi

  1. Set your game language to English?
  2. The issue with this system - somthing I've been thinking about for months - is that theres no punishment for registering multiple accounts. I've come to the conculsion that there are 3 options here: 1: Charge a small ammount (say $1) for the account - that wouldn't be selling MTA, just the ability to play on "secure" servers 2: Take a long time to activate the account (say 2 days), to slow the whole process down, afterall, time is money. 3: Moderate it carefully and cross check each registration (i.e. have they used the email before, check the IPs used etc) #1 is clearly the best, I'm not sure if people would be willing to pay the $1 to be able to play MTA in a cheat free enviroment. Clearly, if you cheated, you'd have to buy another $1 account - could get costly for cheaters. I'm not suggesting we're going to do any of these things, but it'd be interesting to see what people think. eAi
  3. Perhaps you should quote your source, otherwise it looks like you wrote it.
  4. Its somthing we could quite easily add to blue at some point, but probably not initially.
  5. Its a preview, it can be as specific as it wishes.
  6. We saw it the first time.
  7. It'll be up to the mod developer what they allow the admin to do. Virtually anything is possible, if they know how to code it.
  8. We're certain that PC-SA doesn't have online multiplayer. As for a "mod maker" thats not somthing we're planning on doing at the moment. You'll have to write your own C(++) mods. We will probably provide a standardised method for storing config settings (i.e. vehicle/spawn positions), but it'll be up to the mod author if they use this.
  9. Thank you to everyone who has translated. We've got all we need for now. We'll be posting them soon.
  10. Is that so?No, we just made that up. Its actually exactly like 0.5 and crashes more.
  11. This is not the place to discuss balance issues.
  12. We've just released a preview of MultiTheftAuto 0.5.1. Visit http://files.mtasa.com/web/mta_0.5_launch/051.htm to view it!
  13. Yes, we expect that, unless we hugely increase the player count, people will want to block off parts of the map (or use smaller custom maps).
  14. Its not inteded that you see the players before you connect. Might add that to the next version. If they show unscanned, refreshing normally fixes it. This is an ASE issue thats beyond our control.
  15. If we make MTA for PC-SA, it'll be on Blue. Concequently, it'll be up to mod authors how they use the functionality we provide them with - and we'll provide everything we can. Theres 196 cars to choose from too, not 150
  16. What windows version are you using?
  17. Try downloading the server patch from the mta 0.5 download page and putting the MTAServer.exe in your Multi Theft Auto folder.
  18. I just had a go at implementing this and heres a sneak preview
  19. We might be providing direct access to VC's map, so that mod authors can display it where they want, or we might just make some code to render it ourselves, depends which is easiest and most practical. I supose the first method is better as it will show everything on its own, but it does make it less flexible. I supose we could do both in the long run. I'll look into the first option when I get a moment. Heres somthing I did a few months back, if it interests anyone
  20. Have you read the Known Issues thread??! http://forum.mtavc.com/viewtopic.php?t=11098 Locked
  21. Clearly MTA isn't trying to be an MMOG, and I don't believe that comparing MTA and this game (which we've seen nothing but some not very good concept art for) is possible at this stage. Wait till we release Blue and we know more about the game and we'll see 2007 is a long way away.
  22. Its not the GTA Creators, its one of the people who created the first GTA.
  23. This is probably caused by the MOTD as specified. Thats the only real problem that could be server specific, appart from cheating (perhaps). As has been said, this will be fixed with the next client update. eAi
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