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vegetto34

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Everything posted by vegetto34

  1. I think the main problem is that their internet connection sucks, or they "tweaked" their internet and so they fucked it up and can't play anymore. Personally, it works great for me. It randomly crashes the game though... can't figure that one out. It might be with all the losers using trainers. I can't be sure on that though.
  2. They need to make it to where if it does find a trainer... it deletes their entire Vice City folder. That will teach them. Idiots.
  3. The next step is to just add the configuration options to make what this guy is asking possible. Have a check box or depending on the bandwidth you select depends on whether traffic is synced or not. Just some ideas.
  4. vegetto34

    New talk

    They need to focus on the network code outright. Forget the other features. The other features will not even work right if the latency is so bad as it is now! Think good man, think.
  5. Exactly, as I said which is what they need to do. I do not know if they were making their mod purposely work on 56k with crappy latency or if their network code is really this awful. It needs to be fixed FIRST and FOREMOST! Of course all the mods and designers have not posted in this thread at all but I guess they picked up on this and 0.3.5 will supposidly fix the latency issues.
  6. Um, I've tested it at our last LAN party just yesturday and I saw my friend's just fine... although when they moved at THEIR PC I saw them move on MY PC about 3 seconds later. It ran smoothly otherwise.
  7. We ran GTA3MTA 0.3 yesturday at our LAN party. The game ran smooth and I could see everyone including someone that joined off the internet moving around smoothly. I noticed one thing though - ingame latency is terrible. It ran smoothly but people's actions were delayed by a good 3 seconds by just looking at the computer next to me and seeing when i moved, I showed up moving on his screen anywhere from 2 seconds to 4 seconds later. You *really* need to overhaul the network code before advancing into ANY features or game options. If your network code sucks, how can a *multiplayer* mod ever work right? I'm sure a lot of problems would be fixed if the network code was streamlined and worked with low latency (50ms or less and not 400ms or less). Running on a 100mbit Switch (full-duplex). Two Pentium 4 2ghz machines with Windows 2000 service pack 3 and the latest updates with one machine having a radeon 8500 and mine has a 9700. GTA3 version 1.1 and have the nocd crack with the cd on the hard drive. I don't think it is our hardware, it is the gta3mta software network code. Anyone else agree? Fix the network code before adding anything?
  8. Just read this so this thread really wasn't necessary. Oh well.
  9. I can see that, since I noted they probably know about the zone loading problems and blocked off the bridge. I don't know though, they will have to post and confirm or not whether it is right. *edit: updated it, they know about the color car thingy too.
  10. First off, great job. It was everything I excepted. Next we need to discuss current bugs and minor issues that I have found myself, and other users seem to be having. Bugs: 1. Windows 98 compatibility (unsure what's holding that up) - runs fine on Windows 2000 and XP 2. Lag. I know everyone has different view on this. From my view, it is good and playable. I just got out of a game with 4 people and I could see all of them moving around! (not just randomly or straight forward, all were in cars) I'm sure the team will continute to optimize network code for future versions, but for version 0.3 it is good. 3. Changing zones. Cars dissappear when changing zones, and I think you know this as why you tried to block the bridge. This fixes itself if you return to Portland. However, in that 4 player game someone ONE car did not dissappear! I saw him drive around from Portland to the city and I could hit him. 4. Cannot always see other players. Usually it is only one player or no players at all move. I have disconnected and reconnected while playing the game and I'm not sure if that helped. Somehow though, up to 4 people so far were moving around normally so I guess the server syncronization really needs work. 5. Cars turn colors. After playing that game with 4 people, cars would turn a funky color blue tint for a few minutes, then return to normal. Unsure what it is caused by. *edit: I saw you already knew about this one. Suggestions: 1. Server Configurability. Starting Health, IP block, and option to allow two people from same IP to join. 2. Cars. We need more! Placing some of those cars that are normally parked around would help. 3. Beta Testers. you need an application of some sort to get about 10 beta testers. Name/Computer specs/Past software beta tested. 13 year olds running around and saying how "cool" it is will not help you fix the problems listed here. P.S. - If anyone else have anything to add, post and I will amend the list.
  11. Yes, they need to setup a beta tester application... typical programming project behavior, but I'm sure they knew that.
  12. um, vulcan... try running battlefield with only 70 ms ping and you will never EVER want to play "400-500" ms ping again... do you realize that 400-500 is 4 to 5 SECONDS behind? you NEED broadband for 32+ multiplayer games. 56k is laggy to begin with. It's underlying technology can't get under 150ms ping and is typically 250ms while the average broadband connection latency is about 90ms. Don't force MTA to "optimized for 56k" because they CAN'T. That is the nature of 56k. It SUCKS, and do not come back with "oh you called 56k names you are mean" because that is FACT not FICTION.
  13. vegetto34

    So how is it?

    Actually, I have 768k down/128k up ADSL and set to 128k speed it is 99% lag free. Played in about 4 servers so far including my own and it has been fun.
  14. Um, no... the program is alpha (0.3) so this is normal. I am sure many of the "beta testers" have never beta tested anything in their life, and the people that complain here haven't figured out the meaning of life yet. The program is fine and is pretty lag free for me. I only have a few issues with it which a few people have touched on. The MTA team had enough time, and have enough features in it. THIS IS ONLY 0.3!! Next time guys, get better beta testers like people that HAVE beta tested software before. *cough* me *cough*
  15. Wierd... played online with 128k selected and it was rather smooth. Occasional jumps but a lot better than any other multiplayer mod for GTA3! Are all the computers playing capable of running GTA3? If one is butt slow - that might cause lag... or if you have "internet tweaks" on your broadband (which you DO NOT NEED) that might cause the lag on the LAN since the "tweaks" are TERRIBLE for LANs.
  16. Well what needs to happen mainly - PUT ALL THE CARS BACK! All the cars that are usually parked around are not there... putting them back would help increase replayability. I feel a 0.3 patch coming on. Even though it would be minor - it needs it. It would help to get toward 0.4 although not add anything new.
  17. I noticed that from the server log output. They need to have it as a configurable option if people can connect from the same IP or not.
  18. I have created my own server and me and a friend joined and could see, shoot and drive around each other. Once I joined a server with more than two people... all I seemed to do is find one person that is moving around, and the others are on that roof in St. Francis or whatever. I will try it out fully tomorrow at the LAN party, at least 7 are showing up. Overall, good job on this, it is well made. Only a few things are keeping it from being excellent but then again, it would take a lot of time to fix all of these little problems.
  19. Great job guys, I'm glad it is finally coming out. I am having a LAN this Friday so if you could, post it before then! I know I can wait for 0.4 for those things to be added. The major improvments to 0.3 sound well enough to have LOTS of playing time. 0.2 was too hard to sync... but 0.3 should shoot off and be very popular.
  20. one thing at a time. are you going try and get them to incorporate a "Matrix world" in it next? they are working on 0.3 ... 0.3. they can add things into 0.4. they need to keep on track for 0.3 and not add 100 million things in. progressively building up to your "Matrix world" is a lot better than "we want everything in this thing now!"
  21. um, no. Let us look at the 3dfx graphics card source code. do you know who 3dfx was? Voodoo3, Voodoo5, etc. Glide? yes you should know them. you want the source code? I have it. and i released it to NuAngel who put it on his website at http://www.nuangel.net so a lot more people have it. BUT GUESS WHAT! no one knows what to do with it so there arn't any people making 3dfx drivers! 95% of the internet population does NOT know what to do with C++ code or even what a compiler is. making this an open source project would open the door to any knowledgeable programmer to help out. i bet you $500 that no one could just take your source and start making their own - people would know it was yours and so they would fail.
  22. um, yes we will get all shitty. everyone is waiting on this "within 7 days" and if you can't come through we'll be off to find someone else to do the dirty work. based on your video, it looks perfectly acceptable for release. everyone knows it is alpha (version 0.3) so if it has bugs - boo hoo. we will get over it. just give us SOMETHING to play with to make us happy.
  23. Tomorrow is the 7th day... I hope you have something for us, and no I do not mean another new bulletin that reads "0.3 delayed again!"
  24. I don't know if it is too late, but I decided to go ahead and join the forums finally after you closed it to public access. [email protected] - if you need any more microsoft foundation class programmers.
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