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Cray

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Everything posted by Cray

  1. I do not know how winex works, but since the new Client will be C++ (MFC), then conversion should not be that difficult depending obviously on how winex works. I do not think something like this is very high priority for us at the moment mind you, but who knows what the future will bring.
  2. When development calms down a bit I may sit down and try to write all of the information I know and publish it somewhere on the MTA website (obviously without giving away MTA secrets). I have not decided if or when I may do this, but we will see.
  3. The main.scm is "encoded" in a way that allows it to be disassembled into human readable text and assembled back to the "encoded" form.
  4. Cray

    Bots?!

    I doubt bots are possible without A LOT of work, but I guess it is definately something that _could_ be done. Lots of time to figure these things out
  5. Well, although I cannot answer in full because I came on to the team after it was started (same with YaMM), I can offer atleast a little insight into the development world. The Multiplayer Mods essentially were able to start when people were able to crack the format of the main.scm. Having this format allowed developers to write disassemblers and assemblers that allowed anyone to pack and unpack any main.scm and look at _part_ of the game's content. If you do not already know, the main.scm is somewhat like a scripting language built for the GTA games that allow Rockstar to define what happens at what point throughout the entire game. All of the actual game content code (how things react, happen) are in this file. Now, having this file and knowing how the game reacts allowed MTA to start playing around with all of the features. It was determined that through the main.scm, MTA could control a lot of the games functionality and add actors (in which can be controlled). That is it for now, there is a lot more research and development that we have done, and a lot more technology that we have used. But that gives you a glimpse of the beginning stages.
  6. Thanks for the offer man!, and if you see us ever wanting any more team members in the future, be sure to reply to us at that point.
  7. Although it does not matter to me, as I do not use this mod (obviously) ... but why doesn't he make gtat.org forward to the new location? Wouldn't that make sense?
  8. No problem guys, thanks for being with the MTA team for the long haul!
  9. Why don't people stop worrying about what we are doing and try to support us in what we are doing. We are trying extremely hard to make the best mod out there and we hope to blow you all away on the next release. When will that be? ... who knows. Will we blow you away? ... let's hope so. Really, everyone just needs to stop bitching about what we are NOT releasing to the public yet and put that energy into supporting the team in any way you can.
  10. vulcan: we have not decided what version the next MTA will be, but most likely we will stick with 0.3.5 for GTA3. As for what game the next version will be, again, still undecided. We will just have to see what happens. SeB: chances are ingame chat will still not be implemented as we need to continue some research and tests to see about a new way of doing things. Outgame chat (type in client, display in game) will most likely be available though as it has already been done in previous versions of the MTA and YaMM mods.
  11. Downloads section is a good place to start, isn't it?
  12. Although ASE will be supported, we are also looking into an In-Client Server Browser. Now, I cannot promise that this will be ready for the next release, but sometime in the future (no idea when) MTA will have In-Client Browsing!!!
  13. Umm ... download the Win32 Server (assuming you have a Windows machine) and download the client for both LAN Machines. Start the server on one machine and start the client on both machines. Specify the ip of the LAN machine on the computer that is NOT running the server, and on the computer that is running the server specify localhost. Connect and follow the same steps that have been outlining for properly starting a game.
  14. The new GUI will be better, and starting the game will be easier as well. Don't worry people!!!
  15. We will be releasing news about the next version when the MTA team feels it is appropriate to do so. I will not release any information unless I am given the go ahead. Sorry guys!
  16. The next release of MTA, whatever the version or game may be, will be with the help of the YaMM team and will most likely be C++. I have completed the "first draft" of the C++ Client, and Kent is putting some Netcode into it. AJH has also been testing it so far and has only closed it once (no crash, just closed ). Things are looking promising for the C++ port.
  17. I understand your concern and I will try to explain the situation to the best of my knowledge. YaMM and MTA were essentially two teams going in very different directions to eventually reach a similar goal; multiplayer in GTA. Many of the team members already knew one another and we often had discussions. We eventually came to the conclusion that we could bring the best experience to the end user by merging into a single development team. As for why YaMM did it while it appeared that we would "beat" MTA? We felt that alone neither mod's techniques (main.scm editing vs. memory manipulation) could work independantly. We felt that the MTA had a great team and an incredible amount of attention brought to it by their initial releases. As for the question about why we are porting it to C++. Firstly, C++ is awesome. Second, we will not be doing a straight port for MTA 0.3b from VB to C++ and then label it as MTA 0.3.5. The new MTA Team will be combining the YaMM and MTA methods together (main.scm/memory) to hopefully fuse a nearly perfect multiplayer experience. Our skills will not be wasted, as MTA will not be programmed the exact same anymore. We will put all of methods and talent together to form what hopes to be an amazing team that will deliver an amazing product. Next! ...
  18. Although the YaMM mod was nearly at a releaseable state, we feel that it was not polished enough and had a few crashing bugs that have prevented us from releasing it. We will be working hard to get the next version of MTA ported to C++ (has begun) and we will try to release it as soon as we can (when it's done!)
  19. Yes I did ... I hate you
  20. Dark Ghost ... you will be a beta tester, but not an official member ... keep in contact with us the same way as you have and we will hook you up when the time is right.
  21. Thanks for all of the great comments guys. It is great to be merged into one team and lets hope we can bring some quality releases to you. We are still not going to rush into anything and release a version right away, but we feel when both teams fuse together properly and we really start getting into it, great things will happen. I look forward to talking with you all and I can't wait to make MTA C++!!!
  22. We still have ideas for that, yes. Most likely though, the first version released will not have such a thing unless it can be done in a timely manner.
  23. The mysterious 2nd green dot occurs do to the same reason that the MTA dots appear. Those are actually the players that will be connecting to the game. I don't know about the internal MTA team, but up until this point we have not found a different way of doing this. Although, in saying that, we have not really spent any time trying to remove it (who really cares?)
  24. Neither YaMM nor GTA:WO have been released yet. YaMM can be found at: http://yamm.lakwijk.com GTA:WO can be found at: http://www.gtaworldonline.tk
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