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trx

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Everything posted by trx

  1. All of those things are being worked on, except for the jumping animation. I am unable to find that animation command.
  2. trx

    Police

    When we are ready to implement the gametypes, there will be an option to join 'the force', and you will be kept busy by the criminals (also human players). No plans for computer controlled (AI) Police has been made yet. There most likely won't be any.
  3. I gave the players 900 health, so they would never die. I have simulated the death by triggering the respawn when your health goes below 800, so you still have the same amount of hitpoints (100). However, there are still some bugs, and sometimes the program seems to ignore that script. If, for instance, you land in the water, and it doesn't respawn you, try typing 'gesundheit'. It will lower your health to 100 hitpoints. I'm sorry for any inconvenience this may have caused. There are ofcourse reasons for it, or I would never have done it like that. I will try to make the death scene more convincing, but I cannot promise I'll use the standard 100 hitpoints, as there are some complications when a player dies. (like the colors changing to odd neon-like because of the fading to whitescreen)
  4. Personally, I'm not at all bothered by releasing mta0.3 as it is. It's not like its's the final version or anything, it will get better. We will keep working on it and release versions as we see fit.
  5. I've added two dodo's One is near Salvatore's mansion near the water, the other is opposite from your hideout in portland.
  6. - Somehow, someway, make it so other players arent able to jump in your car, mabye a way to lock the car? I worked on locking the cars, didn't have enough time =( - Unlocked police cars Uhh, oops... heheh, sorry about that, that wouldn't have been hard to fix, I simply forgot about the initial door status of police cars (again) They are the only cars that have that.
  7. trx

    Bug

    Hehehe, you will not find them unless you decompile the main.scm and look up the coordinates, and even then, they will be at a completely inaccesible location. So if you would find them, I could like, be generous and give you an Apache (Hunter) to fly in, which would be indestructible, and would have a 3rd weapon: Cluster Nukes. How's that?
  8. trx

    Bug

    Look people, we will continue to work on this, so don't worry. We just released 0.3 a couple of days after we got the mechanical code functional. I really rushed to create some better looking environment then the one we used in our initial 0.3 tests. Actors on the roof, yes, better then having them in the middle of the road, right? They will get a better location, and no one will ever find them again in next releases. I realised people would think this as being odd, but I never figured they would see it as a bug... IT IS NOT A BUG. It wouldn't really matter if 0.4 got rushed to a release as well, as long as it has significant improvements, and then we'd start working on 0.5. I think the biggest problem is, that people were expecting too much from 0.3. Oh well, just consider yourself as a betatester, because that's what you are when you play MTA0.3. Have Fun, and try not to flood the forum with known issues. This mod is still in development, so please take that into consideration when you play. All suggestions are welcome, but like i said before, look around if it has been posted before. If you are unsure or just lazy, then don't bother. Other people will do it for you, and us developers already have a very large list of to-do's.
  9. Im not Blokker, but I can confirm it for you. =). If you look real close, you can also see the transparent UFO they all came from as well. Naw, seriously, they are the actors that other people will control when they connect to the game. I didn't have enough time to make it so that only the active actors have arrows over their head. I deleted all the arrows at first, but then we decided to put them back in at the last moment, because if two players would play, they would have an incredible hard time finding each other... In other words, IGNORE THEM COMPLETELY. I will keep working on the main.scm and fix all these 'cosmetic issues' including adding a proper skin to identify friend or foe. We just needed to release a working version after all this time, because we thought you guys have waited long enough, and the mechanics are functional. So don't expect anything real playable, just have some fun... Good Luck to you all.
  10. trx

    BIG BUG

    Yes, you're right. I first planted the actors in a closed off hangar on shoreside, but it caused some bugs with spawning the actors as new players, so I put them on the roof in Saint Marks. Don't worry about it, this will change, it was just a last minute solution... ( the actors have to be at a higher Z value as the place they are going to spawn as players, or they will get stuck under or halfway the floor. ugh.)
  11. Why can't you just walk with mouse/keyboard all the time when you play online? You make it sound like you're a lazy gamer who just wants to chill with his gamepad. If it was simple to do, we could probably do it for those who also prefer walking like that. Since it isn't, we are going to spend our time improving more important things. I would like to remind you, though, that you can map two different keys/buttons to the same action, and that you can change the camera when on foot, to make it view top-down, and reverting to classic controls, but you wont be able to see anything then, but I guess thats ok, since you weren't planning on aiming anyways? Good Luck edit: heh that must be the longest sentence i wrote ever. me and my stupid comma's.
  12. A FAQ for 0.3 is probably a good idea. I think we can drop the FAQ's for 0.1 and 0.2 after 0.3 gets out. If no one else does, I'll start making one as soon as I have some time for it.
  13. Let me help you out here, for 0.3 it's real simple: - Start GTA3 - Start a new game - Go to desktop (alt-tab) - Connect the MTA console to a server (via All Seeing Eye) - Wait for one person to give the 'start' signal - Return to game (alt-tab) And, could you like, press the button above your left shift key? I don't like people yelling on my precious topic... I mean, it's my first announcement, and now you yelled all over it. just kidding, but mind the caps lock please, most people find it annoying (including me).
  14. I have just finished coding the main.scm for mta 0.3. This means that the mechanical code is working and that I have made some crude team deathmatch gametype just for this release, so we can now make an installer package and start distributing mta 0.3. Improvements over 0.2: - At least 12 Players in a game - Ability to get into any vehicle you come across - Animated running and sprinting - Ability to attack each other using an uzi - Ability to select a starting location (team) Things that didn't make it: - Traffic (cars and peds) - Jumping (on foot) - Handling different weapons - Attacking a vehicle - Gametypes We will continue to develop our mod, and hope to bring you a better and more enjoyable version soon. Note: We will not be able to start working on a Vice City mod until there are decent mission editors around that can handle Vice City scripting.
  15. trx

    Hu ... ok !

    For me, that lasted only one hour after I played Vice City =P But, I still think that the walking animations of your character in GTA3 is way cooler.
  16. Ghehehe. Sorry guys, no uber dorks in Liberty City. And a note on GTA's realism: RockStar has found a perfect balance between cartoon and reality, the same style that Blizzard also exploits very succesfully in their games. I believe that it is also the key to making a good game... Humor and Coolness.
  17. Ugh... Not another one... I'm not going to explain it all over again... Use your brains (if applicable) to figure it out.
  18. Probably, I haven't tested it. I think that Portland and Staunton are big enough for 32 players. Ofcourse this needs testing, but it isn't much fun if you have to spend 3 minutes finding someone to tag.
  19. We're not sure yet, xerox. The Lift bridge will probably give synchronization errors, So for now I closed off Shorside Vale. ( I believe there is enough room on Portland and Staunton Island for now.)
  20. I kind of like the grey one better, Blokker. What I also would like to see, is a scrollbar for the chatscreen. Is this (still) possible?
  21. Have a look at this kEnder: https://forum.multitheftauto.com/viewtopic.php?t=817
  22. trx

    Radar idea

    where was that thread again? =P No, we will be using the normal radar, and through testing we will decide what dots will be on the radar, if there are going to be any...
  23. trx

    Recent news

    Well, it's really starting to look good now. We can walk, drive and shoot, but the shooting is still a little buggy, we are currently making that better, together with sprinting. headfonez said he found a way to make actors jump, and I've found a way to make them crouch, so we will try to implement those things as well. After that is done, we will probably release 0.3, and then I can start merging all my mission code to it, so we can play missions too. I assure you, that you patience will be rewarded =)
  24. Yea... But some asshole shot him before he was given the chance... Rest in peace, Pim Fortuyn.
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