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Oli

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Everything posted by Oli

  1. Name tags have been rewritten a bit since that pic i think, but they work on all machines we have tested them on i believe
  2. ill discuss this with the rest of the team and see what we can do.
  3. Oli

    How to write inis

    on *:SIGNAL:mta.command: { if ($3 == !baggage) { !writeini -n vehicle.ini Baggage $mta.nick($1,$2) 1 } }
  4. Its not that close yet, it is still in alpha and features are still being implemented. Then it needs to go through beta where bugs are found and fixed in the features written in alpha.
  5. The map id's are determined by how they are added to the server. The server sends the race list to admin when the admin connects and when the race list changes.
  6. just stick a time check in alias mta.command or w/e its called these days
  7. i didnt code MTA:mA for MTA:SA R1, so i dont know what it does with the race list once it gets it. I coded the server part which sends the race list, and ive explained how that works..
  8. The problem with it is that the maps are sent very quickly in giant packets through a UDP connection. Now you have to understand that UDP is unreliable. That is, it simply sends the packets and assumes they arrive on the other end. There is such a thing as packet loss across large networks (like the internet for example) and this is what causes the map list to be incomplete on connect to the server. TCP fixes this as its reliable, but as i said, i dont know when the next version is out
  9. well as ive said before the netcode has changed to TCP in the next release.. but it depends when that comes out.. we're working on dm atm so there is no guarentee of when the next race patch will come out.. but when it does this will be fixed
  10. Our health bad is similar to the one in race, but slightly different. There shouldnt be any problem with it on any graphics cards though.
  11. Hi people.. been a while since any of us devs made an update.. mainly because there are only 3 of us active right now. I have been implementing an ingame full size radar map (pictured below) which can be turn on/off at the press of a button. Here is a picture of how it looks so far (click to enlarge): This is not finished yet though, I am currently working on making the radar map have a zoom system and customisable transparency. Since MrJax has joined he has been working on various things in the deathmatch mod.. one of his major features done is a key binds system.. which works on both GTA and MTA keys. The MTA key binds works through the command system.. so you can bind any command to a key On a final note, for those who do not know, there was recently a mention to MTA in a gamespy article. The article can be read here: http://xbox.gamespy.com/xbox-360/saints-row/718937p1.html Thats all for now Oli PS. Dave says hi
  12. haha thats wicked thanks for letting us know about that
  13. Oli

    !admin help

    well it depends on the script you are using.. but that^^ wont work at all.. mta.admin is a function called when admin types something.. not something u call to get admins
  14. Oli

    Happy birthday, Oli!

    thanks guys.. was a good 1
  15. Oli

    [Blog] New ban system

    i cant say too much on that right now, but you'll see whats going to happen in that respect soon enough
  16. Oli

    [Blog] New ban system

    I have just spent a few hours writing a new ban system for the MTA:SA Deathmatch Server. This system uses XML (The same language used for the .map files in the race mod) to write the ban list. This allowed me to write more than just the IP of a banned person to the list. Here is an example of what is now stored in the ban list: Oli Oli This is a test 07/06/2006 21:22:35 This obviously gives server owners more information on who has been banned from their server and why/by whom/when. I have also written several admin commands for this information to be obtained (for example you can find out who has been banned by a certain admin, or how many people on a certain day were banned, etc). Not a huge update i know, but just felt like making a blog post Oli
  17. There will NOT be a public alpha test. There will most likely only be a semi public beta test just prior to release (which people will be invited to). Until then it is up to our QA Team to do the testing of our work.
  18. This was possible in race 1.0 but not race 1.1. It is possible in Deathmatch though, so u can when thats out
  19. This is because I used UDP for the netcode in this release. I have changed it to TCP in the next race release and it works perfect every time now Im not sure when the next race will be released though, so watch the blog!
  20. It's a multiplayer mod for GTA:SA. visit http://www.gtarumble.co.uk for more information
  21. Today we recruited a new member into the MTA Team. MrJax, who a lot of you will know as the author of another MOD for GTA:SA. GTA:Rumble asked to be considered for admission recently. After some team discussion and discussions with MrJax we decided that he would be a welcome addition to the team. I would like to point out that in no way is this a merger between MTA and GTA:Rumble. The GTA:Rumble project will no longer be developed by MrJax and we will not be using any of the code from GTA:Rumble in MTA. It is our hope that MrJax will be able to help out in many areas of MTA and generally help to make it a better quality and, of course enjoyable game. All please welcome MrJax Oli
  22. itll be done when its done.. we're working hard on it atm
  23. Well its been a while since i posted an update on here (been working on quite a lot of things that have, up to this point, not really warrented a blog post.. that and life ). Anyway, I have been creating a new Admin Client for the first MTA:SA Deathmatch release. The admin system in DM is being written from scratch and should end up being a easy and effective way of remotely controlling your servers. Firstly i'll cover the biggest user side change.. that is that the admin system is now a lot more "command" based. That is, you can use commands in the client to do things (ie "kick Oli"). The admin client itself will have shortcuts for some of these commands (ie the kick button will simply do the command for you) but some things will simply be commands. This unifies the entire admin system quite nicely as the various forms of admin all go through the same system (ingame rcon admin, admin client, remote client, server console, etc). Inside the offical admin client (pictured below) these commands are prefixed with a '/' (much like mIRC), so simply typing something will just say that as text in the server chat. I have tried to make this new client as user friendly as possible, so it has a simpler and less cluttered design, there is a menu system for doing tasks quickly, a status bar for easy to see information and the entire client is resizable. The client can be seen in the picture below (click for a full size version): This, however, is not the only way of remotely connecting to your server. If you lack the means of using an admin client, you can now simply telnet into your server and use the commands through this (once logged in of course ). An example picture of this is below: On a more technical note (mainly for people who enjoy making their own admin clients), this new admin system is based in TCP for communicating. I will release the netcode for this once it is complete and the DM mod is out. If anyone has any comments or suggestions please don't hesitate to bring them up either here on the blog or on the forum. Oli
  24. I can give u some pointers here and there if ud like
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