
Borov
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Everything posted by Borov
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vice city definately is the best of all, just because the atmosphere it creates. so goofy so 80's. I just wish the map was bigger.
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yea that's what I figured too, just asking whether that mounted minigun object still exits lol anyone knows the id?
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yea most of the servers we have now don't really have anything specific to do, you just mess around playing god till you are bored. better servers are on their way out.
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samp has got the girls -> girls keep the guys -> samp keeps everyone. mta dm, on the other hand, feels foreign and unusual to girls. no girls->no guys->nobody so only computer nerds like us are here
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this looks really cool, but if we need a lot of dynamic objects using cars might be too heavy on the server. how about the car wheels and doors that appear after a car blows up? those have physics and when you touch them they'll move.
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I guess the game simply put the camera in a first person mode, set a larger cross hair and give you some gun?
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I don't know if anyone remember a single player mission, you are in LV on the rooftop of the remote control toy store, use a minigun or something mounted on a pod to shoot down planes. Is that thing an actual object you can put in the map?
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from my experience fuel in San Andreas doesn't work out well, often turn out to be a nuissance than RP element...
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Got another question... since the order of execution matters, when I want to organize code into several .lua files, in order to make the order correct, I have to list them accordingly in the meta.xml file, right?
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well, since I won't have time to manage the server so I probably won't host it for long. if the game turns out good I'll just put it on download so people can play it
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lol I read that (partially at least), just wanted something more like technical reference than, you know, "do this and this and poof COOL!"
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thanks. I saw morelli said I can use lua or xml, are they just interchangable? like you can either write the entire game in lua or xml, or is xml only for certain configurations?
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wunderbaarrrrrr!!!
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Yea I did that, but it's worse cuz the sky is pretty much same color as the text. shadow! I want shadow! lol
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yea I'm aware of that too. I'm starting to learn lua scripting. oh, another problem I have (personally) is that the fonts in MTA makes my eyes hurt... I can't tell why, maybe they are not clear enough - in other words, the text's color and the background color are usually too close. I know I can make my own text color but this is a reason i can't play on other servers. in samp they have larger font and SHADOW to make it clear and comfortable to read. I tried to use shadowed font in MTA, which works, but it slows down my frame rate big time - while I have a radeon 1950XTX, you know, way beyond sufficient for running GTA.
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thanks. so if there's error, it'll be displayed when the server starts, right?
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ok so this is a question about how the entire MTA DM is structured. I need to understand it in order to learn the scripting... please Lua is like java, the program is compiled into something like bytecode and then run by a virtual machine. So, is MTA DM's server program the virtual machine? When does the lua script get compiled into bytecode? From the tutorials it seems like all the scripts are going to be packed into zip files, does the server compile it when it starts? Thanks
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well I'm not looking for a lot of people to play at one time, because it's a hassel to manage them and the chat gets flooded. but with all those mta servers out there, there are way too few players to compete for at the moment. in other words, what I worry about is not having a lot of players, but having no player at all
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Hi all, I have long admired the mightiness of MTA DM, and today from the main page I learned that the ped support is going to be attempted by the devs, which sounds really promising. Also I have long wanted to join the scripting talents of MTA DM. Besides school work and stuff, another reason I haven't started is I can't tell how MTADM is going to become... One thing is the problem with low number of players, I can't believe that 2 month after preview 2 being released the number of players still remains the same - around 50 or so in all servers at one time. In addition, due to the fact it's called "MTA DM", it seems like the game was never intended for RP style playing. Though I'm don't prefer RP that much, but I like to script both shooting and roleplaying in the same game. So I'm not sure whether I should start learning lua and make my dream game here, or stick with SAMP and its still-large player base. The features in MTADM surely will make my game much better, though whether there are people play it is an important consideration. I would like some suggestions from you guys about what I should do... Learning a new language (I'm a C person) is a big time investment for me since I'm a grad student. Thank you! Kurt
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My computer never had such lag running SP or SAMP before, it's 1 year old but I do have an ATI card. So when I join a server, sometimes it's good without lag (lag being my screen doesn't respond to my control on time, and jumpy), but later it comes in, sometimes it's laggy as soon as I join. Anyone here having similar problem? It seems to be related to the number of players in the server. More player, more lag. When everyone left but me, the lag is gone
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It was originally send via irc so sorry about the format. well in case you come back and wonder why I messaged you. I'm one of those troublesome guys who wish for npc's for MTADM. I heard rumors that you guys were planning on making npc's available, though I don't trust rumors, I still hold on to my hope. I know the issues that you guys are facing in terms of how to make npc's available without consuming too much bandwidth as well as making the client side look normal and non-confusing with desync and so on I have read different proposals posted by different users about how to make it work, and I analyzed their requirement I think they don't really need completely synchronized npcs, and due to the fact GTA always puts lots of peds in teh street, it's nearly impossible to achieve even for rockstar itself So I have this idea (I know you guys aren't taking ideas, it's just my 2 cents), that MTA can make available two types of npc's one type is not synced, it's controlled and generated by clients' own computer, they only serve the purpose of immersion and maybe rampage. Whether or not it's possible to write client side script to give them AI, I don't know, but it could be just controlled by SA itself. The other type is synced, and it's generated by the server, and server sends data regarding these npcs to players close to them. Their AI can be scripted via lua by the general scriptors. You guys can easily put some limit on the number of server generated npcs, so it won't hurt performance very much. That way, players can either choose to interact with the non-synced npcs (more like dumb peds walking along the streets) just for the fun of it, or create some kind of missions with synced npcs to make cooperative playing possible, if you know what I mean