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Bumnut

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Everything posted by Bumnut

  1. Ok, the way I figure it, there's code that deals with attaching almost any vehicle to another vehicle, form the tractor/towtruck thingy. I reckon you use that, and make the flag weigh, say, half a tonne, and you've gotta drag it behind your car if you wanna run away. So you could try and get away on a motorbike or a turismo... but it wouldn't work too well...
  2. Hiya. I've just been having a blast chasing crooks in appleeaters pursuit server (68.1.250.49). A few people spawn in regular cars, the rest in cop cars of some sort. The cops have to chase down and kill the crooks. It's good fun, but if there were a pursuit mode, it'd work even better. There has been some talk of this (http://forum.mtavc.com/viewtopic.php?t= ... ht=pursuit) but it didn't seem to coherent. My suggestion is that 'pursuit mode' be a flag in the map editor. Either a) some spawns are designated as 'criminals', the rest as cops; or b) everyone who's not in a cop car (a vehicle that can do vigilante mode in sp) is automatically a robber. a) would mean you can make any car the pursuit vehicle, b) would mean you could use vehicle changes to decide after the race starts who the robbers are. Cops and robbers would have different coloured blips on the radar. The race would end as soon as all the cops, or all the robbers are dead. Checkpoints could be put in that only robbers can 'get', so that instead of being a race to the death, the robbers could win by reaching some checkpoint (or several). If the map designer didn't put any checkpoints in, it'd just be last man standing. That's about all I can think of, other than; would it be possible to let people in cop cars listen to the regular radio?
  3. Hiya. First off, I have searched the forum a fair bit, and I couldn't find anything like this, so if I'm repeating somebody, I'm sorry. I noticed that included with the client are some custom models, namely the pickups (repair, nitro, vehicle change). These work perfectly, as everyone's got them. Of course, there's custom code included that goes along with them. My idea is this: Custom objects, with custom models and coded behaviour can be added. These would take the form of a sort of plugin file that contains the model and the relevnt code. On connecting to a server, it will check if you have the required plugins, and if you don't, it will either direct you to a webpage with the files, or even better, upload them to you directly (within the client). Obviously this would be after the SDK is out. The plugin system could of course be used to add other features other than new models. This would allow a lot of customisation of the game, while still allowing everyone to use the same client. That's my idea. I just realised, is this pretty much how the SDK will be implemented anyway?
  4. Hiya. First off, I have searched the forum a fair bit, and I couldn't find anything like this, so if I'm repeating somebody, I'm sorry. I noticed that included with the client are some custom models, namely the pickups (repair, nitro, vehicle change). These work perfectly, as everyone's got them. Of course, there's custom code included that goes along with them. My idea is this: Custom objects, with custom models and coded behaviour can be added. These would take the form of a sort of plugin file that contains the model and the relevnt code. On connecting to a server, it will check if you have the required plugins, and if you don't, it will either direct you to a webpage with the files, or even better, upload them to you directly (within the client). Obviously this would be after the SDK is out. The plugin system could of course be used to add other features other than new models. This would allow a lot of customisation of the game, while still allowing everyone to use the same client. That's my idea. I just realised, is this pretty much how the SDK will be implemented anyway?
  5. Bumnut

    Few Suggestions

    If you tap the look-to-the-side button, then let it go, when the camera goes back to normal, it'll be behind you.
  6. Bumnut

    Few Suggestions

    If you tap the look-to-the-side button, then let it go, when the camera goes back to normal, it'll be behind you.
  7. Alrighty then. I posted in about 3 topics, and you've gone through and shot down almost all of them . Sorry bout that. You may have guessed I'm pretty new to this forums, the forums I'm used to don't have editability. I'll try and be better in future...
  8. Will the SDK be useful for creating singleplayer mods?
  9. I bumped this thread, because 1) I thought maybe it should be updated for MTA:SA (NRG 500 anyone? Hotknife? Turismo?) 2) they said threads this old shoudn't be bumped
  10. It's difficult to say. Its something of a positive feedback thingy, the more people on your server, the more people will join. Generally. No-one's gonna join a server with 0 or 1 players. Get your server settings right, maybe you should fiddle with the voting threshold. Make sure there's plenty of maps on the server, but make sure they're good ones. If people have good fun on your server, they'll come back. With all that said, however, I should point out that The most popular server in Australia has everything set to default, only the original maps, I don't think they've done the server update, they haven't even named it (it's 'Untitles MTA:SA server'). But there's usually over 20 players in it. They're all happen to be noobs voting for demo derby or break every 10 seconds, but there's not much you can do about that.
  11. I make the assumption that anything that seems obvious, but isn't included, such as map editor strafing, showing checkpoints in spectator mode, or credit for kills in dogfights was impractical for some reason, so was left out. They were under a lot of pressure to release, remember.
  12. so, just to clarify, lets say I wanted a map where 1/3 of the players are in hunters, the rest in cars. If I make spawnpoints 1, 4, 7, 10, etc (every third one) hunters, and the rest cars, it should work. If there's n players in a race, the first n checkpoints will be used, but which player goes to which checkpoint will be random. Yes?
  13. Are there tyre spikes? If there are, I couldn't find them. It was only an idea for a gimmick map, but there's probably people more creative than me who could come up with an interesting use for them... and a bunch of noobs who'd overuse them.
  14. Ooh, I thought of one more. I'll stop for a while after this How difficult would it be for servers to connect to center.mtavc.com, and at the end of each race, check if that race is on the site, and if so, upload the times. In the game you might get "You finished 'somemap' in 1:45.22, the 28th best time recorded". On the MTA centre site, the page for the map might have the top x times, something like "1st: Someguy completed this map in 1:38.41 on Someserver (123.456.789.012) on 3rd Feb 2006" or whatever. I'm not sure how dificult this would be to implement, or how cheaters might affect it, but if it worked it'd be cool...
  15. Hehe, my account's been dormant for a while...
  16. Hiya. I've got quite a few suggestions for the next release of the race mod. I'm not sure if this is the right place for them, but here goes. Many of these may have already been suggested. In no particular order: 1) One of the biggest problems (imo) is the waiting for everyone else to finish, either when you die, or when you join. The way I see of addressing this is to allow map designers to classify their map as one of three (or more) types, specifically: - freeroam: when you die, you respawn for free. When you join, you spawn and join in. Perhaps the designer can specify a time limit, so the map ends automatically after, say, 10 minutes, or let it go indefinitely until the players vote for a new map - demo derby style: Each player is given a specified number of lives. When you die, you respawn, until you run out of lives. When you join, you start with the median number of lives of the other players - race: the designer specifies some checkpoints as 'respawn' points, say, every 10th cp. these would have 4 or so spawnpoints on them, if you die after passing one of these, you respawn with a designer specified amount of health, say 50%. If you join late (or die before the first respawn point) you start at the beginning. True, you probably won't win, but at least you can have a go. - dogfight? Not sure about this one, probably similar to demo derby. 2) More info in spectator mode. I'm guessing that checkpoints don't appear because it's too difficult, so I'm not too worried about that. But showing what position they are in and how many checkpoints they have passed would be nice. 3) Some sort of scoreboard (which can be toggled) during maps, that lists on the screen somewhere the top 10 (or whatever) players name, health, and number of cps passed, or the most health in a demo derby, or most kills in a dogfight, or whatever. Also, Display when other's finish. After 'x has won', show 'y has finished 2nd', 'z has finished 3rd', etc 4) As implied in the last one, acknowledgement when you kill someone. Again, I assume that if this were easy to do, it'd be in there already, but it'd be nice, especially in dogfights. 5) Let the map designers give a 'welcome message' to their race that shows up in big font at the start, along with the name of the map. This could be useful in non-standard races, in 'smugglers run' for examples, the hunters would get the message "Your goal is to shoot down the cars before they finish", while the cars get "Get to the finish without getting shot down by the choppers". This would help prevent the choppers shooting each other to some degree, and let people know what the point of the map is. 6) Possibly allow map designers to disable vehicle damage in races? Flipping and going into water would be a problem, I guess. Perhaps the 'get out of car' button could transport the player back to the last respawn checkpoint? Also, on a fairly unrelated point, is it possible to give cars mods other than nitrous? ie, hydraulics, paint jobs, etc... That's all I can think of for now. Obviously, if there's technical reasons why these aren't practical to add, don't worry about it. You've made a great mod already. Please don't take this post as me saying "It's terrible, there's all these things wrong with it", I'm just offering suggestions. Cheers.
  17. Another thought, may have already been given: What defines an occupation seems to be : - What they look like - What weapons they start with - Where they start - Special abilities (Cops have armour, sailors heal, etc) These seem pretty simple in comparison to actually coding MTA. A lot of the 'discussion' on here seems to be related to how you've chosen to define the occupations. (Robber, for instance). So why not Let the server decide all that stuff? Is that technically possible? Obviously you'd have default settings similar to what they are now, but it seems to me that this could liven up the game somewhat... On an unrelated note, are occupations impractical in GTA3, or was it decided to leave them out?
  18. Hiya. Tell me if I say anything stupid, but here's some ideas. 1. Stuff like bank robber, 'Stay on the Pizza Boy' etc are cool, but how about some way to identify them, ie, a special icon on the map perhaps? 2. Speaking for myself, I find it very difficult to tell who's on my team. I think the idea of 'occupations' (Robber, mexican, Sailor, etc) is great, but in my experience, it hasn't worked as expected. You get teams of two mexicans, a sailor and a Crusdader, all of whom have to find each other when someone dies, or you find yourself looking at two robbers having a fight and having to decipher the names before figuring out who to shoot. My thoughts on how to resolve this are as follows: The concept of teams should be somewhat more 'coded in', that is, the server keeps track of who is on what team. (How to decide who is allowed on a team is left for discussion.) I can think of two ways to do this. Method 1: 'Choose your own occupation': Do away with the colour coding of occupations on the map, colours are now decided by teams, which are tracked on the server. My team might be Yellow, those Bastards might be green, those other bstards might be blue, whatever. Team and individual scores are tracked. Also, would it be possible to colour-code the in-game health/name displays that appear under a player? That would be a godsend... Method 2: 'Let's get serious about this occupation stuff': Players are automatically on the same team as all others of the same occupation; penalties (kicking?) are enforced for killing teammates. Some occ's could have single spawnpoints (like robbers, mexicans) and be 'team occupations', others with random spawnpoints (cop, crusader) could be 'vigilante occupations, and be given better weapons... (just an idea). Also, what about 'rounds'? 6 robbers, 5 Sailors, 8 mexicans and a Cop. Last team standing wins, no respawning til round is over... And as a last point on the team idea, how difficult would it be to put a 'no friendly fire' option in? 3. Races! VC has heaps of races, and IMO, as many as possible should be in MTA. Ok, maybe the RC ones won't work, but you've put Turismo in MTA3, So possibly you could at least give us the sunshine autos ones in MTA:VC. Also, one word: BLOODRING.... with a firetruck.... Other than that, my only comment is that Stuuby Shotguns seem to make it a game of "Get as close as you can and see who has the lowest ping", which, as a dial-up user (And they call Australia a first world country!) is pretty annoying. On the other hand, Congrats and thanks on making something that is so fun, and enjoyable even on a 56k connection. Cheers.
  19. Bumnut

    GTA3:MTA Poll

    How about option one, but do it like quake etc, you have the option of setting it to go to the next island after a set amount of time, kills, whatever...
  20. Not really game mode suggestion, just a suggestion on how to do them. For ones where you don't start at a specific point, make the shooting range the 'menu'. The targets come out and stay still, there's labels on different bits of them which you shoot to choose. I reckon it'd be cool. Also, if it hasn't already been said, make all the checkpoint races available. (The ones at Sunshine Autos, RC missions, PCJ Playground, etc) Maybe one player could choose how many competitors. I think it'd be important to a) be able to choose what mini-games to play from within the game, not when you connect. b) have more than one minigame going at the same time when possible, ie some people having a race through the middle of a Capture the flag fight, while Godzilla-Swat-Guy looms in the background...
  21. Sorry this isn't super on topic, but I get yelled at if I start a new one Is there any word as to whether version 0.2 works with windows 98? If not, I really think you should say something like that in the faq...
  22. Do you think maybe that should go in the FAQ? eg "Q: It Don't work. I'm using Windows 98. A: It Won't work. You're using Windows 98." Is there any hope of v0.2 working in windows 98?
  23. Um, I think it was a sedan, actually. More like an Esperanto or something. Thank god I live in Australia...
  24. I've just read a whole bunch of threads without finding a straight answer: Does MTA work in Win98????
  25. Well, you are helping them, I know that MTA was a major influence for me to buy Vice city, = money for them. I'll admit I don't understand the technical nuances of what you guys are doing, but surely R* have something to offer you guys to make your job easier, ie, source code. Divided we fall... What could they sue you for?
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