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Everything posted by trx
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	I am wondering if the Vice City engine and the GTA3 engine are the same. Does anyone know? I guess it will always be a mystery...
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	You're not being ignored, we can see your posts, Its just too hard to read them. Try typing in plain english.
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	Bang! sorry, petebog. Maybe we can put the AI police back in at some point, but for now its too much work, because we can't let the hardcoded script handle the police routines. (cars would appear only locally) We'd have to write a new police script with existing (synched) cars and actors, so we might as well make them player controlled, right?
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	No, no problem syncing the stuff you see through the scope, if that's what you mean. That stuff is already synced, and watching through the scope would reflect evrything perfectly, just as it does in single player. The only problem lies in telling an actor to use and fire such a weapon. You guys may have seen AI using the Rocket Launcher before, so then you would know, that the dumbass usually blows himself up when he tries to kill you. I have thought of a new way to make the actors attacking synchronized, but I don't know if it's possible to code, I asked a guy called Barton Waterduck if he could look into it. (he is a very good main.scm coder)
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	I love those pictures =)
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	It is experimental software, in its beta state. We are working to improve our mod. If you dowloaded this mod thinking you got a fullblown multiplayer mod for GTA3, you were obviously misinformed. Keep checking for updates, this was our first release using the new actors method, and you just pointed out all the known bugs. So everything you experienced could be called 'normal'. I suggest not to steal other people's cars as this bug seriously screws your synching.
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	At the moment, none of that is possible, xerox. =(
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	Cops and Robbers missions are already scheduled for implementing into MTA. One of them using the 'speed' mission, and in another one you get to rob a bank. The idea is to have a variaty of 'missions' for the robbers to do, and the cops will get informed about what mission the robbers take on, and try to stop them from achieving their goal. Various missions could be implemented, so suggestions are as always very welcome. The 'gone in 60 seconds' idea has been mentioned a lot, and would fit perfectly into this scheme.
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	I've been meaning to reply earlier, but the forum was down/overloaded for a minute or so. The idea eventually, is to loose the arrows and keep only the dots on the radar which belong to your teammates. About the sniper rifle; this weapon cannot be utilized in MTA0.3b and we are still uncertain about it being utilized in future versions. The same goes for other weapons as well, such as the Rocket Launcher, the Grenades, and the Molotov Coctail. Not because of their damage or balance, but because of the way they are handled (by actors).
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	Heheh, I'm not the only one who's working hard, guys. It's just that I like to keep track of whats going on at the forums, because I think it's important to know what you guys think, and it usually is fun, too. The other devs don't really interact much with the community here, but that doesn't mean they're not as committed as I am. Anyways, thanks for the nice response =)
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	It is recommended to leave it on its default connection type 128KB (14Kb/s) for all connections. I use it both on LAN and via ISDN (internet) hardly without any difference in lag. Suppose you have 3 remaining hitpoints, and you got shot with a shotgun or blown up by some explosion, what do you think would happen? Anyways, as you said it's still a beta version, and maybe we can return to a normal amount of hitpoints and let the player die normally. I haven't really spent much time on it, I just solved it like this for now. Details...
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	It has happend to me as well, and I haven't found the problem yet, though I may have fixed it, since I just redid the whole cardamage and status thing. It hasn't happend again yet, but only extensive testing can tell for sure.
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	I don't think we will implement tanks into MTA, it would be damn hard to balance it out to other players, maybe there is going to be somekind of 'war in lc' gametype with only tanks and (fortified) Barracks OL, who knows... but not for the foreseeable future, thats for sure.
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	Those are pretty damn cool ideas. Hard to implement, but I will certainly keep it in mind. Actually, there are two. One written by Barton Waterduck and one by me. (not you, me, me me (trx)) ugh. =P sorry me, i just had to, once. =)
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	Nope, the helicopter appears local, it isn't even handled as a car, and therefore will never be synched in MTA. In other words, each individual has its own wanted level. (which is soon removed completely, read my post above)
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	I'll disable to ability to gain a wanted level, that should fix the chopper. =)
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	Exactly: "Size matters not'" -Yoda It's only the connection that will cause lag, it doesn't matter if the x value reads 10 or 1000. The reason why you think big maps lag, is because if you want a big map not to be boring, you have to fill it up with stuff to do. FPS only let you shoot other players (generally), so you'd need hordes of players on the map. GTA3 (MTA) has a lot more things to do, especially when the gamemodes are implemented.
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	Changing only the speed and acceleration for the dodo will probably not cause too much problems. I still use them myself (hehe) and I've had no problems so far. I must add though, that it IS considered cheating in my book (and probably everyone else's) I use(d) it for testing purposes, and will replace the original settings when I play online. Most people would therefore appreciate it if you left all the config files in original state, so you don't have an edge on dodo racing, for instance. You really don't need to have altered settings for the dodo, I learnt to fly without it, it wasn't that hard.
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	Working on it... I just finished making the cars damageable again, but only for collision, flipped and sunk status. This all needs to be tested, though, but the initial tests were succesful. I will continue to work on it, and make the cars vulnerable to bullets and fire and explosions, but that needs a lot more work. (making the animation for other players attacking your vehicle, or else you'd go like: wtf hit me?) Right now, i'll proceed making the modelchanging for team reckognition, and making the actor-death-scene (i can already tell you, that i cannot make the actor fall down like normal when he is shot, i will probably do the surrender animation, followed by the exhausted anim, and then make the actor go up into the sky, like a ghost. That is, until i can find all the other animations i need so badly, grr)
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	5 to 15 Seconds lag? With how much players are you experiencing that amount of lag? When I develop, I test on my small homelan (2players) and the 'lag' is about 0.5 seconds for driving and walking, the shooting is still very affected by the lag though.
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	Nice pictures, Anzas.
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	Yes, you can. Just start a dedicated server on a dedicated machine and join the IP of that server. If you only have two computers, and you want one computer to be the host AND the client, try entering the IP 127.0.0.1 for that machine. It should join itself, though I have never tested it, so it might not work after all.
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	Suggestion for 0.4: put a big sign up on the building that says: these people are supposed to be here! LOL, I guess I should have. Come on People, if there are like 20 People on the roof all standing still in a perfect formation, what does that tell you? That all the players somehow miraculously found a way up there and thought it would be neat to pose in a square formation? Obviously they are the actors you take control of, and when you do, it will spawn you to another rooftop (the police helipad) and you get to select a starting location... All of it is automated, and sure, there are bugs in it, but generally it works just fine. Keep trying. If you do not see anyone moving at all, you are either alone on the server, or you have lost your connection somehow.
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	One is next to Salvatore's mansion, down below on the grass, the other one is opposite you hideout in Portland.

 
        