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Megadreams

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Everything posted by Megadreams

  1. For that reason Sphene will also feature a compiler/decompiler directly build-in and in time a way to create SCM scripts using a in-game editor (like DYOM) that can be both run in Sphene and singleplayer. But with Sphene you could have the added benefit of being able to add a Co-Op experience on top of your missions. Naturally this is just something I'd love to see but that's not going to be finished for quite a while. NOTE: We are looking for a community manager to help us with building out our community and help us figure out said strategies.
  2. SCM is executed on the client and we have wrappers to allow us to interact with elements that have not yet been created on the server. Similarly those wrappers make it easier for us to keep behavior consistent. Not only do you have wait opcodes (which are easy as we use coroutines for this part) but SCM can actually render things as it's executed per frame (the airport text on the very start of the game is rendered this way) and therefore would seriously complicate things when running it on the server. When it comes to the possibilities of cheating, we're aware of that and will look for a possible solution when Co-Op gets implemented. The actual interpreting of SCM is only a very small part of what Sphene is as we have to recreate a huge amount of game logic to make this work. This is the part that is taking so long to do.
  3. Sphene first went into development in 2018 while I was in Project Beast as a simple experiment to see if SCM could be parsed in MTA and enough logic could be implemented to run it. This was the case and a simple test script was run (https://www.youtube.com/watch?v=TBsQSw7B_XQ). Its development was slow at first but picked up significantly towards the end of 2020. Our current plan is have enough implemented to have a few fun/memorable missions working (Wrong Side of the Tracks, Breaking the bank at Caligula's, Black Project, etc...) and then open up a server that specifically allows you to try out these missions. Afterwards we keep continuing implement more logic and getting the entire storyline itself to work from start to end while further fixing issues and adding improvements after. Only after that stage will we introduce our ultimate goal which is adding a Co-Op experience on top of the storyline. We unfortunately are not able to estimate when this would happen due to the complexity of the project and the fact we have our real life obligations that at times can eat up more time than we'd like. Note: Sphene is going to be open sourced at some point. When this happens during the timeline described above I do not know yet. Also, I want to take the time to thank @GTX for all the contributions he has made to Sphene since the moment he joined the project back in 2018.
  4. This is indeed a regular Lua resource. It's also why for the time being we can't finish the cutscenes as we need object animation support for that. Sphene does have a standalone client as well (in a very early stage) that is focused on the Co-Op part alone.
  5. Sphene is a SCM Interpreter in development for Multi Theft Auto. It is capable of running the mission scripts and parsing many other game files in order to recreate the storyline, minigames and anything else the default game has within Multi Theft Auto. We will then add Co-Op on top of it. In this video you are able to see Sphene run the N.O.E mission with only very minor bugs (such as the radar sound not always working). We did not specifically target this mission but the more we are able to implement all the game logic the more parts of the game become available. This is the first mission to be fully playable from start to end.
  6. Well the part about Blender clearly suggests it's an issue with the model.
  7. And while it might be it's not something Multi Theft Auto should focus on supporting. There's a reason why it exists. Windows XP and Vista are simply not supported anymore by Microsoft and you should have updated already. If not, while fully up to you, you simply have to face the consequences of software no longer being compatible. This project won't be held back by such outdated technology.
  8. This person is running something known as "extended kernel" and according to the person who pulled this off there's even more steps. This seems like it would get highly unstable in no time and over time support will drop further and further in Chromium (and CEF itself). Perhaps you can still run Multi Theft Auto in a similar way but I highly discourage it. Helps to read further than just accepting the first thing you see as helping your case even if it doesn't.
  9. I'll let you in on a secret. That is not the latest Chromium version. Not even close.
  10. Nothing artificial about it. XP and Vista are holding back a significant amount of useful functionality that isn't compatible with either of them. Why should MTA support a platform that isn't even supported anymore by its creators?
  11. Hi everyone! This project is still very much alive and we have finally decided to open up our Discord to the public. Through our Discord server we are more easily able to answer to any questions you might have, listen to your suggestions and bring development updates directly to you. We will also do so through the MTA forums. You are able to join our Discord server here. (Feel free to mention me on the MTA Discord as well for any questions you might have.)
  12. Thanks to everyone that contributed to this release! Well done!
  13. If you can convince SA-MP to do so...
  14. That script is compiled, unless you have the original source code you are out of luck.
  15. Mirage is no longer associated with Vultaic. Please contact him directly. I do however advise against buying the scripts as they will not help you whatsoever on getting players (due to the association with Vultaic) and are rather expensive.
  16. Take your time, in the end this isn't your job but rather something you voluntarily work on in your free time. You don't owe anything to anyone.
  17. Unfortunately MTA still seems to use Lua 5.1 (at least that's what I see in the source) so goto isn't available yet. When transpiling we also lose the ability (especially due to a lack of goto) of being able to modify the script pointer which is an ability we'll need for the Co-Op part of Sphene in the future. But, I have talked to qaisjp about this very recently and he suggested to go the route of JIT to give ourselves the benefit of both. Transpiling when most appliceable (loops for example) while being able to remain the ability of easily moving the script pointer to somewhere else in the script to keep things synced up. Something I agree might be the best solution to this. Won't disclose quite yet how we plan to do the sync for Co-Op as that is still a work in progress but at this stage it is known that we need to maintain that ability at least.
  18. We have actually considered this very recently and will test how big the performance gain would be as it would still be a significant amount of extra work to accomplish this. Although your point that this would make developing the Co-Op portion easier is quite valid as we indeed have to introduce some extra instructions ourselves for it to make any sense at all. Originally we were going to make it possible for Sphene to automatically call Lua code when it reaches certain portions in the code. Perhaps this is what we needed to finally consider all of this extra work actually worthwhile.
  19. Unfortunately it doesn't, that is still part of the actual game logic in gta_sa.exe which we have to simulate. However some AI logic is actually stored inside main.scm, the cars in the bloodring minigame at the stadium in San Fierro are entirely controlled by it.
  20. Well, what gives it away the most is the fact that the title says "April Fools" and that Dutchman101 has posted that it in fact is...
  21. GTA SA nor MTA ever allowed you to tow occupied vehicles in the first place. ?
  22. I did a pull request a while ago that adds this specific feature to MTA. It only works on client-side peds with client-side vehicles for now though. You can check it out here.
  23. Sounds good, thanks! And that should be fine (hopefully).
  24. We're indeed planning to do it within SA, the requirement for players to provide the data files themselves (excludes the assets) is a way to make said players also own these games legitimately. It would be amazing if you could indeed help us out with the maps/vehicles, we'd appreciate that a lot!
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