Cerbera
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Everything posted by Cerbera
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the offices, EXCELLENT IDEA. we claim the offices for our base. (hopefully anyways) Gees, I think I'll just wait a couple of hours until this topic settles down, then I'll see who made thier final decision first. At the moment, the only HQ's which have been claimed are the two on the map.
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Let's just have it as first come first served for now? No need to complicate things so early on. Which means that VCK have gotten Vercetti Mansion...for now, at least. However, themed gangs will have priority over properties which are of that theme. For example, police gangs will have priority over the police stations. And there are SO MANY good places for hideouts. Most the properties with interiors work, such as Pole Position, Ocean View Hotel, North Point Mall, Hyman Stadium, etc etc. There's a whole load of brilliant warehouses in Vice Port, as well as that superb boathouse just north-west of 8-balls area. And I agree about not having spawn points as gang HQ's - too much possibility for spawn killing. Of course, with the police stations this isn't a problem because only the police gang will be spawning there.
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i dont have a soundcard in my net pc atm so i cant test it http://members.optusnet.com.au/~trowsor ... 20TXDS.zip With Orange, Red Yellow Purple and Blue Tracks EDIT: I tested the map out and works Hehe, the fact you havn't tested them does show, if you don't mind me saying. It's very messy where the routes cross over and the textures for the Vice Port area are now replaced by Ocean Beach ones. Got your maths a bit wrong, methinks! If you can tell me how you converted the BMP's to TXD's then I could do it myself, would also allow me to add any extra routes the SSR team came up with more easily.
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MTA Gang Headquarters Listing Pinned on: February 7th 2004 Topic Purpose I've made this so that gang leaders can register ONE location in Vice City and/or ONE location per island in Liberty City to be their HQ. This is important for team games so that each gang will defend their own base and won't share it with any other gangs, it also means that when playing on public servers the whole team knows where they should re-group at. It can also be used for symbolic purposes; you don't necessarily have to use this base all the time in-game. The Maps I'll update this map as other gangs post the location they want as their own. I'll indicate who owns which property by putting their clan abbreviation by that property. Vice City: 1024x1024 Version Liberty City: Using This Thread This thread is open to all, so say what you think about this idea, post what location your gang's HQ is at, and even suggest possible places that other gangs could use! It is generally a bad idea to choose a location with a loading point for the interior. This is because the textures will often take a very long time to load in the heat of battle, putting you at a severe disadvantage because you won't be able to see where you are. Spawn points are also generally disallowed, so pick your base carefully. Requirements You will not be eligable if your gang does not have more than six members; this means that you must have a thread posted on these forums that shows your full roster. I will also remove gangs that have shown no activity in the community in over a month. These maps are now being hosted and kept up to date by Blue Zircon.
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That might be a problem as there's no member group displayed by the avatar. Urgh, the data that's been set to be displayed shouldn't be post-related either, quantity never indicates quality. Custom member title, avatar, member group. That's what's *really* needed so people can put their gang position, avatar and have thier member group displayed to all. That way there'd be no risk of moderator faking and wouldn't be so much blatent spamming to increase post counts.
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Auto-download is seriously friggin tricky to implement decently, though. Just distributing MTAVC with a couple of game modes (DM and Racing/Stunting) and enabling modified files to be used is all that's required from them. If people want to use map mods and stuff, they can get in touch with people using forums and arrange a game with them through instant messaging programs. The abstract nature of modifications means it's easiest dealt with by people than programming. Particularly in GTA:Vice where there are so many bits of files which can be altered, rather than in games like UT where it's all in distinct individual files.
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WTF? Enabling members to change thier own member title should just be a checkbox in the Admin control panel. It is with *proper* forum systems anyway.
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In the current version they distribute a new SCM file called "mta.SCM" which is what creates all the parked cars, the radar blips and so forth. With this street racer mode, the instaler would include the "radar##.TXD" files which would replace the existing radar textures in the "GTA3.IMG" file. This would be done when you run the installer executable. I beleive there is a command-line version of the IMGTool which could be used for this purpose by the installer to make matters simpler.
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How's your progress going? Had chance to try them in-game yet?
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Solution against Trainers,Cheaters and mods AVAILABLe!!!!
Cerbera replied to rhinox's topic in Suggestions
My view of the MTA:VC project is that it should have the option to allow completely modified levels to be used over it, just like the multiplayer modes that GTA1 and GTA2 had. They were made by DMA/R* themselves and were made so that the community would be able to make new levels themselves. This was particularly the case with GTA2 as it supported the sort of dynamiclevel selection system which Unreal Tournament uses. They even supplied us with the in-house level editor and mission code compiler/decompiler. This is why GTA2 still gets played at a lot of LAN parties years after it was made, because it supported modifications so well. If MTA:VC supported modifications as well, like the 0.1 version does, then people could set up private servers using the various stunt parks, racing circuits and total conversions that have been made and are in progress. Multiplayer should always support the modifications community imho. -
Official Gang Memberlists (Use newer memberlist please)
Cerbera replied to killer2003's topic in Gangs
Serious Street Racing Est. 26/09/2003 (SSR Thread) Licensed Racers: Cerbera - founder & first server BroDan - second server GunBlade - street racer Sin5k4 - street racer Strife_8 - street racer Dizz-E - street racer Neo2Neo - street racer Awaiting Test: Mewish DCD Schopp randysway Opius I'll update this post as and when these positions change. Updated: 30/09/2003 -
Gunblade (the first person who got into my Serious Street Racing team) has designed a new orange route which is short but very tight and twisty, including a very sharp hairpin in the north-west section. I've also added a little practise route in purple at the airport. I'm really taken with the idea of having these routes on the radar textures. I'll put an image together with all these four routes on it and will post it here. I havn't tested what you've done Trows, so if you could set up THIS image as the new radar image instead that would be great. 1024 x 1024 version Download RAR compressed BMP version @ 1024x1024 - this version is for getting the radar image from, nice and crisp.
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Serious Street Racing Est. 26/09/2003 (SSR Thread) Licensed Racers: Cerbera - founder & first server GunBlade - street racer Sin5k4 - street racer Strife_8 - street racer Neo2Neo - street racer Awaiting Test: BroDan - second server Mewish DCD Schopp randysway Opius I'll update this post as and when these positions change.
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If you edit the "banned.lst" file, yes.
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Plenty of time for someone to prepare themselves to host it. Or, better yet, why doesn't someone who is actually running the interview record it rather than someone that's just watching?
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It seems desperatly limiting. If you check my Street Racing suggestion in this area, it would allow you the freedom to compete like this AS WELL as doing full-on circuit or point to point racing.
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Cerbera's acheivable street race proposal There seems to be a rather worrying trend to over-engineer the GTA:VC game modes. This is unecessary; people do a much better job of organising abstract details to game modes than a computer ever will. For street racing, all you really need to have changed is this:- Weapons removed. No career mode, spawn like in version 0.1. My handling overhaul distributed and CRC checked, similar to how the "MTA.SCM" file is included. So, you see, it is actually quite a but easier than the current deathmatch version requires. Additional benefits are that because bullets don't need to be tracked any more, there'll be no annoying issues caused by lag. If possible, you could even remove the bullet tracking checks from the packet stream to improve the position updating. Races can just be arranged through the in-game chat - this is the abstract element which humans are better at than any array of transistors. I have, however, created a small selection of circuits which the people who have tried are pretty fond of: Route Map Click here for 1024x1024 version. Not required, but something which would be desirable would be to replace the current in-game radar textures with one which had all these routes drawn on it. I designed them so they didn't overlap in many places, so that would be pretty acheivable. Perhaps as a seperate download it would be alright, I would expect it to create a pretty sizeable installer package. There is a demand for this support which shouldn't be ignored, imho. I started the "Serious Street Racing" team just a couple of days ago and already 2 people have tried out and tested, with a few more who have asked to join awaiting thier test. Additionally, the "Ferroci" gang from GTAForums are starting up an MTAVC street racing division too!
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You have to run the admin server on a different port to the one the game is at...that caught me out until I read the manual. Worked when I changed them. The other problem might be another service is already using the ports you are trying to use, but that isn't likely. Routers are evil for internet gaming, good luck.
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Problem with syncronising this sort of stuff is that it requires constant updates in what is already a band-width hungry environment. Currently, you enter the game and it will always be 21:00, regardless of other people in-game. If you synced your entry time to the HOSTER's entry time, you'd often get slowly out of sync due to loading times when changing islands and gerneral gameplay slowdown. I think just typing in the chat box is plenty. With regard to street racing, all that needs to be done for the first street racing mode is have no weapons and a few static images on the radar (like the pink arrow) indicating the varios start/finish positions for the routes I've made up. Really is a LOT simpler than Deathmatch requires and there's no worries about lag causing bullet tracking problems because there's no bullets!
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They are a fun way to express yourself and having them forced to the frankly lame "experienced one" or "crazy poster" is just irritating. Free member titles for all - and don't make it dependant on post count either, because that would just promote spam. Personally, I'd get rid of your progress bar thing too because they encourage spam too. I know, because we removed them from GTAForums ages ago and had a marked improvement.
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The gta2 versions is the only one which had multiplayer code written for it. It's up on the GTA2 page of my site in final release form.
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Personally, I wouldn't bother with this sort of event because you will NEVER get people happy with the results. If you just let the gangs put "###-myname" as thier player name to identify thier gang that's fine. Let all the gangs rampage through each other in righteous unorganised thuggery!
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As you've demonstrated most aptly there. Well, I'm going to make my gang and see how it goes. I won't link to the MTA:VC hack thing from this forum because you guys prolly wouldn't be too happy about that. So they'll have to leech it off each other over MSN instead.
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LOL! That's precisely what I have done to get road textures! We are just getting the models textured using standard GTA3 textures, then we will get them into the game and will release a "0.1b" version. After that, we will convert the map objects and code to Vice and release a "0.1b" version for Vice. Once that Vice release is done, I will move the road route polygons one by one, by hand, to make it go through hills, with crests and cambers and bumps. The West section runs around a mountain, hence the hairpins and constant wiggling. The junction to the south section runs through a village, then the section heading west runs across smooth, rolling meadows to a gorge, which it heads West down to a bridge crossing then east out the other side. Then runs onto a main road back to the motorway, which runs across the top of the map. The overall size is about 2km square.
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Looking at the requirements here, I could start up a Street Racers clan without needed to make a website for it? That would be most conveniant as I don't have the skills to makea dynamic page from scratch and don't have the time to arrange a forum or a sub-section on a clan database site. Is it OK if we run a clan which uses a hack to disable the anti-modified checks? Just that R* handling has irritatingly high levels of grip whilst my Handling Overhaul has realistic levels and is a hell of a lot more callenging because of it. Well, I'll hold off starting it up for now until I get it a little more sorted in my head...and get an answer about the modified issue.
