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trx

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Everything posted by trx

  1. How about a Star Wars mod, we put a Super Star Destroyer in orbit and blow Vice City right off the map. That would be nice... =P
  2. We will try to synchronize the Hunters weaponry, ofcourse. And when we do so, we should also find a fitting environment for it. I agree that the Hunter is too powerful for normal Deathmatch, but it could very well fit in other missions, where weapons are more balanced. We will have to think about this in the future.
  3. Some original stuff in there, BB C-4. I like it, especially the pirates and the drunks, though I don't know if it's possible to realize that, because boats give some problems currently. And for the drunks, I'd have their controls all screwed up (like in the drunk driving mission 'Boomshine') Both gametypes would be great fun indeed. Anyway, I got the idea, and have made a mental note to include such features if possible at all.
  4. We will try and make the passenger code 'automatic'. Which means, if your teammate is driving, you enter as passenger, if not, you jack the vehicle.
  5. This was done by me, and has proved to be one of the mistakes /miscalulations I have made regarding the carplacement. I figured that people woul see that the western island harldy has any vehicles and therefore would decide to stay at the eastern island. I now know how wrong it was to assume this, and I promise cars and pickups will be more balanced next release. -Don't ask when. =P
  6. trx

    Spawn Camping

    The crash you would be getting is what we refer to as an scm-crash and you should be able to return to windows by just pressing enter twice (with a 2 sec delay). In future versions of MTA we will include more spawnpoints, and make them a little bit more protected. You will be able to choose your spawnpoint depending on what team you join.
  7. trx

    Changings

    I hope we can synchronize time from the server in the next version. I chose to set the time to 21:00 on start of a new game, and every time you die, since it would be more fair if you were racing (it would probably be dark for everyone then). I chose for it to be dark because I thought it would be cooler to fighting than during the day. I've already had times when I cursed myself for picking night time for this release, so I hope to have time synchronization implemented in the next version (i'm guessing it wont be too hard, but as ever, you never know untill you actually try)
  8. Nothing there to see, Blokker. Please paste the figures in here, I'm sure it will end this discussing quickly
  9. Windows Me and Windows 98se are essentially the same Operating Systems. Me just looks 'better'.
  10. trx

    VC Helicopters

    We took out the seaplane for now as it was giving the same problems as we had with boats. The same goes for the SeaSparrow, too
  11. Unsynched Peds will have a great impact on the shooting. You might think you are shooting some other player, while that player sees you mowing down a line of peds who are standing in between you.
  12. Let's not start an OS war, or I'll have to bring in the AmigaOS as well (why isn't MTA working on my Amiga anyways?)
  13. We will try to support Internet Connection Sharing and Network Adress Translation through routers to connect to the server with the same IP. I do not know what will be used to identify computers then, probably the hostname or nickname. I'm not sure if we will release a patch for this. Most likely, we will release a new MTA including such features. The best thing you can do for now, is set up a server on your private network, so you can join with all computers from that network, and let people from outside connect as well. (open up your designated ports -2003 is default) The only problem you will then get is that people with less bandwith than you will be 'pushed' off the server (the timeout bug), and with you being on a 10/100 network, that is likely happen a lot. If you are playing with people you know, you can ask the remote users to connect first, then connect the computers on the private network. That way, the people with the least bandwidth will not get disconnected, because they already have an assigned amount of bandwidth to the server. We are hoping to find a solution soon.
  14. No boats, and no shooting from vehicles yet.
  15. Any more suggestions we missed out on?
  16. Ofcourse, Game modes will have to be implemented to get some real playability in the mod. Most of your suggestions have been posted a lot of times, some of them weren't and might be usable. We are still working to optimize our mod's mechanical code before we can start work on the game modes. We are all looking forward to implement funny things to do in Multiplayer, but we have to make things stable first.
  17. Gee, Sherlock, you came up with that all by yourself? It seems we can't do anything right, eh? First we make you lag, and then we take your nametags away? I say, where is the world coming to...
  18. This is what has become a 'common' bug. There are several solutions for it, but none of them guarantee it will work. You can try to see if it runs when you set one or both of the clients to version 1.1 or vice versa. If you have windows XP you can try to have the client or Vice City run in Windows 2000 Compatibility Mode (show properties of gta-vc.exe / MTAClient.exe, then compatibility tab). You can try to copy the same gta-vc.exe to both client machines, so you know they are identical. Be aware that copying the gta-vc.exe to a machine that does not have an original Vice City installed, is probably infringement of copyright laws of some sort. I'm not sure how it applies to a homenetwork, though.
  19. You could try to re-install Vice City, because you need a clean install for MTA to work properly. Also, some people have found that placing the american.gxt in the root of you VC directory helps for some reason. I probably don't have to remind you that you should put the client on version 1.1 of you have VC 1.1 installed. If you really would put some effort to it, I'm sure you can get it running. And if you can't, well obviously, you can always play GTAT.
  20. There are six PCJ600's -Spawnpoint (obviously) -The one from PCJ playground -At the Film Studios -Behind the glass across "Big" Mitch Bakers Biker house -At the Marina (near Colonel Cortez's Yacht in Single Player) -Near The Multi Story Carpark on the south part of Ocean Beach The last five locations are original PCJ parked spots for Single Player.
  21. We are exploring different possibilities, but are still limited to what the scm can do. Parked cars (cars that only spawn when in a certain radius) will continue to generate themselves, even if it is already used. This will cause dramatic conflifts as you can imagine, since each car should be unique in a multiplayer game.
  22. I enjoyed reading your post, MrBump. It sounds like tons of fun to me =)
  23. You cannot add more vehicles to this version of MTA, because both the client and the main.scm have not been set up to handle more vehicles. For now, we are limited to using 50 vehicles on the map. We are hoping to find a way to have more eventually, but a lot of testing has to be done for this. Every vehicle takes up some memory, and therefore every vehicle added will in turn make your computer slower. This is why Rockstar decided to 'spawn' vehicles in your visible area instead of having the city filled with cars from the beginning.
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