
ijsf
MTA Team-
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Everything posted by ijsf
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WHAT progress counter...?
ijsf replied to TheSlayerOfGod's topic in General MTA Discussion - MTA 0.1/0.2 Alpha
Ok, I will move it.. currently it's paused due to.. well you know... -
We're thinking about integrating peds in the game, so in a multiplayer game, but not synced (only the peds not the cars, cars will be synced i guess). There are so many peds and without them GTA3 looks so empty. I doesn't seems a big problem the peds are not synced.. what could you do with them anyway?
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The awards/applause/admiration post
ijsf replied to me's topic in General MTA Discussion - MTA 0.1/0.2 Alpha
Yeah I must think about it, what xerox said.. I don't know if it's crossing the law or not. -
btw are there already some clan sites around for gta3?
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Making a persistant GTA world a reality - one if though.
ijsf replied to a topic in Mod Suggestions - MTA 0.1/0.2 Alpha
Isn't it a bit illegal to receive money on the name of R*, even by donations with advertising/Paypal - it seems a bit against the rules for me -
Capital City, well i don't now about that.. maybe they/we should contact them/us.
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New game type idea: VIP, assassins, and bodyguards
ijsf replied to Gtatari's topic in Mod Suggestions - MTA 0.1/0.2 Alpha
Yeah i forgot to mention that. We can't drive itself but only can be driven by (normally) it's bodyguards. Hmmm, what about if someone of the assassins takes over the car with the VIP in it -and since the VIP can't get out of the car if it's speeding up- and drived it into the water -
Well, my example of 3000 is a bit much, but considering the UDP connections and the compression that probably will be used in the versions after 0.3. A few weeks ago i tested a special version of mta with UDP and Zlib Compression (also used in ZIP-files) and it worked about 4x faster than the TCP and uncompressed version. There were still some bugs in it that we should fix before implementing it into a version of mta.[/b]
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well maybe we could use some of the leftovers of the mp in gta3 itself. i won't think it will be possible for now. and the alt-tabbing will be reduced as well in the next versions.
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I don't think there will be modem2modem support, because the fact that the netcode is actually too big. Even if we would use UDP and compression -btw i tested it and it worked alot faster- the netcode would be too big for a 56K or ISDN 64K modem. The most new games are not optimized for lower connections, just like mta i think. The game GTA3 is just too big.
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I think the next version will be beta.
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Car method will be out. Pedestrian method will not be used. Actor method is the new one and will be used.
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emmm what do you think???
ijsf replied to ArtiGamer's topic in General MTA Discussion - MTA 0.1/0.2 Alpha
Well, if my pc is fixed, the counter will increase with 5-50% a day.. we're really developing very fast i guess, take a look at the time between 0.1 and 0.2 -
Fight? Come on... Admin's don't behave like that.
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In theory it's possible to add alot of players, something like 70+ but that would decrease the amount of peds. For example: max characters = 100, 60 players and 40 peds.
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New game type idea: VIP, assassins, and bodyguards
ijsf replied to Gtatari's topic in Mod Suggestions - MTA 0.1/0.2 Alpha
If i were the vip and i couldn't drive, i think it would be very sucked to walk all the way around to the dam. Isn't it better to let everybody drive in a car, but -to make some more realism- give the VIP some bags with him and if he steps in a car, the car could only drive 1/4 or 1/2 the speed it supposed to drive. -
Liberty city is so huge, if player1 is on portland (island 1) and player2 is on shoreside vale (island 3) you need minimal 3000 peds/cars in the game to create a good amount of people on the streets. And mind there should be so many details sended with the cars, and don't forget the players in the cars, so for example: 3000 x 2 x position X (3000x amount of characters, 2x every ped in car and car itself) 3000 x 2 x position Y 3000 x 2 x position Z 3000 x 2 x spin X 3000 x 2 x spin Y 3000 x 2 x spin Z 3000 x 2 x speed X 3000 x 2 x speed Y 3000 x 2 x speed Z 3000 x 2 x look X 3000 x 2 x look Y 3000 x 2 x look Z 3000 x 1 x car colors (only car) 3000 x 1 x address of the ped in the car (only car) and there's alot (about 300 details) more to send to all clients, that would be a huge netcode.
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I think it's too difficult for now, well I suppose until version 1.0 to integrate mta in gta3. First off all because we have to search whole new addresses.. that would take alot of time, and what's bad about an external program btw?
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Yeah good idea. But if we want to make this possible we need some mappers first.
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I understand that your pc is dead, so i guess that everything that is listed on the counter is your responsibility? i didnt know.. im sorry if i offended you, i agree with Maximus, he said it a bit less agressively than i did. That's right, but I mentioned the other sides, so my part of the program can't be developed. This piece of the program can't be missed.. so actually there is a delay which means that the next version can't be released yet and the counter is not increasing.
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Well, think again because right now I'm sitting right here with a blown up computer, and you're saying that we're doing nothing? Before posting these kind of messages please read the news first.
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What res do u use in gta3?
ijsf replied to Pip's topic in General MTA Discussion - MTA 0.1/0.2 Alpha
well my computer is gone... but when not thinking of the 128mb ram - i can play gta3 on 1024*768 very well. -
the most of the ranks were displaying wrong because of the background of this forum. but which rank did you like most mr. bill ?
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Probably everything will be going on normal speed (on the player's screen who took the drugs) except for itself. On the other computers the player will be going very slow. Because of the slowmotion on the player who took the drugs, all the things (cars, other players, etc.) will be just like a too low fps, he will not see them smooth but kinda warping (just like the cars in v0.2a).
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When did MTA first start development?
ijsf replied to Pip's topic in General MTA Discussion - MTA 0.1/0.2 Alpha
11 February 2003 - Development started 19 February 2003 - First 0.1 (good) release to public D/L