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Red-Headed Stepchild

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  1. Now we just need a MTA Race 1.1.1 theme and my life is complete.
  2. It all started off more than 12 years ago, when the original release of Multi Theft Auto: San Andreas kickstarted a completely new era of multiplayer gaming in the GTA series. Back then, the MTA experience was nothing like it is nowadays; very basic vehicle synchronization and a only limited set of gamemodes existed - Race, Freeroam, DeathMatch and Demolition Derby. In fact, one could not even leave his vehicle, meaning all the action had to take place sitting in a car. Sounds quiet boring, doesn't it? Why would anyone play this? Well, the revolutionary Map Editor and a devoted community of enthusiasts managed to create something amazing out of the little they had. To name a few honorable communities that even I myself came across: PhrozenByte, littlewhitey's, SKC and DDC. Take a look at the server browser back in the good ol' days. Today, FFS Gaming is proudly carrying on the Racing legacy bringing together decade-old traditions and fresh innovations. We improved and re-invented several aspects of the Racing scene over the years with the goal of making it even more enjoyable for the casual player. Especially the transtion from DeathMatch to Who Finishes First was a controversial, yet groundbreaking decision which allowed for tons of new competitive formats to be created. One of them being Who Finishes First: Old School to which we are adding a 100€ Prize Pool! What's the tournament about? Who Finishes First: Old School is an open tournament based on passing maps further and faster than your competitors. The core concept is very similar to conventional Race - just without any checkpoints. Top-4 players who passed the longest distance on the map receive 3, 2, 1 and 1 points accordingly. The Map Pool consists of 20 maps that are generally considered "oldschool" - they were mainly created and played back in 2009-2011. So called "speed maps" with a smooth track, lack of slow and BMX parts. Not too hard maps, but definitely challenging enough to make you have a hard time competing. Take a look at one of the tournament's maps yourself: You can find the full map list right here. So, how do I play? Obviously, you should have Multi Theft Auto: San Andreas installed alongside Grand Theft Auto: San Andreas. The next step would be to sign up at our Forum in order to post a registration entry in the corresponding thread. Registration is open till July 17th 2018 and you are obliged to submit your Serial which can be obtained through MTA Console (Press F8 to open & type in "serial" to show your Serial). Apart from that you should simply remain patient and keep checking your Skype or PM inbox for scheduling inquiries. The Group Stage lasts from August 4th till September 16th with the Grand Final being played on November 18th. Make sure to check out our DeathMatch OldSchool A Arena in order to train for the upcoming matches. Our public server can be found under the following IP: mtasa://ffs-gaming.com:22003 What can I win? For the first time in the history of Who Finishes First: Old School we are replacing in-game prizes with actual money. It has been about time to spice up the tournaments! So far, that's about it! We are hoping to see both older & newer folks sign up for our tournament. Afraid of participating, because you are not a professional Who Finishes First player yet? That absolutely does not matter, as this tournament is specifically aimed at those who want to start getting in touch with all the amazing things that have been build around the Racing scene over the years. Do not waste the chance for a whole lot of fun, because that is what this tournament is mainly about - Fun! Sincerely, -ffs-Leadership
  3. While MTA might "only" have about 3-4 active developers left nowadays, it used to have a lot more than that during its existence for almost 10 years (even more when considering MTA: Race predecessor). Most of them just aren't around anymore and left development without any significant code documentation. Those who joined later definitely cannot be blamed for lack of documentation neither can they be held responsible/forced to start creating a massive documentation at this point. Implying MTA contributors are egoistic dickheads because Arran rejected your point is a very unfair thing to say - especially considering how this project is totally non-profit and yet requires almost full-time care by those who still are active to at least keep this thing stable, pretty much free of cheaters (kudos to ccw) and somewhat developing. MTA is and never was a super-organized project with massive organizations/foundations coordinating development like most open source projects in the Unix universe. If there are no resources available to create extensive documentation on MTA's source code over time then so be it. It is everyone's noble dream to one day create decent documentation but it is simply unreasonable with the current set of resources (apart from some basic guides on adding Lua functions or RE as stated by Jusonex). Question is: Why don't you take the chance and hook yourself up into this project to try solve the problem of documentation instead of complaining about well-known and obvious issues? In the end everyone involved nowadays had to work his way into this project from zero.
  4. https://community.multitheftauto.com/index.php?p=resources&s=details&id=14318 Contains just a link to another forum with an illegal copy of FFS resources.
  5. Temporary fix: Downgrade your MTA version. https://nightly.multitheftauto.com/mtasa-1.5.3-full_rc-11199-20170223.exe
  6. The exact same issue started for me not more than 30 mins ago: Logitech G900 with 1600 dpi and 1% ingame sensitivity (dual monitor + windowed MTA). Mouse starts to "lag" as soon as MTA is started. Will try to reinstall MTA and see if it helps
  7. Several players from FFS Gaming are reporting the same issue.
  8. First. MTA developers rock for keeping this mod alive for more than 10 years. Kudos @ccw @Jusonex @sbx320 @darkdreamingdan @all other (former) devs.
  9. Nope. Never. And MTA will still be proudly around in the next few years. MTA is far from having been defeated by anything - simply because it is something very special in its own way that cannot be compared to GTA V Online in many aspects (Open Source, practically free, scripting API). P.S.: I totally second Anubhav's previous statement.
  10. What is the point of SD #15? Can it prevent from ring0/kernel injections? Also, does MTA now have its own whitelist for d3d9.dlls? If so, which version/revision was that introduced with?
  11. Don't use pirated ("decompiled") versions of DayZ as they might be full of backdoors, outdated and flawed. We won't give you support for stolen code. Download the latest official release from here: viewtopic.php?f=108&t=67901
  12. Ale is more to create a concept of what can be done, then it is to provide real advantage since there are simply limitations in MTA Lua. I have never claimed that the code was mine and yes I might have removed your credits in the Meta. However it seems a bit hypocritical since you are not crediting Vincent Rijmen & Joan Daemen. Seriously? Jusonex being hypocritical? You must be freaking kidding. There is a huge difference between intentionally removing someone's credits (credits to Jusonex are entirely missing) and leaving out a "license.txt" file of an encryption method that is so fundamental (still, Jusonex' MTA AES port did include credits to bighil's Lua AES port!). Most people don't bother garbaging their code with licenses of trivial Base/AES implementations anyways. ...trying to justify your own insolence by pointing at other people's (alleged) faults: HYPOCRITE DETECTED. Having to download/cache client files on each server join creates unnecessary data traffic and wait time. Yet, Ale is still obsolete given the fact MTA now has it's own built in AES encryption for client-side scripts (https://luac.multitheftauto.com/) - with its encryption being in the safest part of MTA: The closed-source netc.dll.
  13. Hoping for a stable (server and client-side) experience. Thanks for the update! Looking forward to Awesomium and/or native video playback support
  14. Open DayZ to byly projekt jako alternatywa to MTA DayZ - jednak Open DayZ zostal rzucony. Wiecej informacji o MTA DayZ i oficialny download otrzymasz tutaj: viewtopic.php?f=108&t=67901 Aktualna licencje mozna znalesc w pliku license.txt z wersji "0.6 r292". Tam dokladnie pisze ze zdekompilowanie i modyfikacja kody source jest nie dozwolona.
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