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Kryptos

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Everything posted by Kryptos

  1. No one owes anyone an apology. The past is irrelevant. And I've never 'left', nor was I ever here. I have no purpose to post in this forum, I merely saw a group of people heading in the wrong direction and assumed it would be better to forwarn them with an applicable solution instead of the normal "wait for the next installment, then you'll be able to add in the aspects you want on your own," which truly isn't helpful.
  2. What happens when the person's angle is not 0, 90, 180 or 270? And if they are tilting to a certain side? You have to parse along the X, Y and Z axis appropriately. These calculations cannot be made via the SCM, you have to directly modify them using geometric calculations, e.g. cmath [math.h]. To do so I would recommend using [sheep] and Spooky's DirectX hook with embedded SCM interpreter, which can be found here. By doing so you can appropriately draw a parachute on screen, as well as interpret the data in realtime allowing you to alter the motions displayed by the actor. Just follow Occam's Razor and everything will be greatly simplified, you're all making this much harder then it has to be.
  3. When I pulled back the top of the plane was facing the hospital, thus I landed wheels up which sends you into a slide, identical to that of an overturned car. Because I landed traveling across the width of the building, opposed to the length, there wasn't enough surface area to obtain the friction required to fully stop.
  4. A little practice and a whole lot of luck.
  5. A picture says a thousand words.
  6. It took Barna a long time to get GGM 0.1 to the beta stages for a release, don't underestimate that. You're right to a degree, the less people you have the more focused your team will generally be, although in the case of a modification like this I don't believe any of you understand how much code goes into it. Don't think it's just a walk in the park, adding a few lines of code to make an extravagant engine, creating merely a freeview spectator algorithm that parses along all three axis can reach nearly a thousand lines of code, if not more, so yes, size does matter in the end. Being able to assign different jobs to people simplifies the process opposed to having one person working on all the components. I assure you that if only IJs was working on MTA at the current it wouldn't be anywhere close to where it is now, not to undermine his capabilities, but if you want quality as you said then throwing a ton of work at one person is never the way to go. I believe most of you grossly underestimate the work Barna did, which is truly sad.
  7. The major fact that you're all forgetting is that MTA is a team of approximately a dozen; I'm not sure what the actually number is. GTAT has only one, or two, programmers. The only point that contradicts this is in the fact GTAT uses a Delphi/Kylix backbone, Delphi being a RAD (Rapid Application Development) language, meaning that the GTAT team can rapidly develop features that would otherwise take more extensive amounts of time for MTA due to its C++ and x86 (IA-32) nature; I only mention Assembly as I would assume that a lot of MTA's new core will optimize much lower level features that aren't normally attainable with higher level languages. In regards to comments about GTAT surpassing MTA in the future, since I assume MTA is merely hesitant to remark on this since it would be showboating in their case, that is quite the arbitrary statement. Although GTAT boasts numerous features that would appear to add functionality to their gameplay, those same features must be approached from a lower level region opposed to the methods that they are currently using, one example being SCM injection. Although GTAT's programmers are skilled as they have produced a useable beta release, they also lack knowledge that would bring forth the current state of their modification, not to sound pessimistic, but hacking a program's engine to the degree that they jive is much more complex then they could ever begin to comprehend in regards to a higher level language. Kudos to both the MTA team and GTAT team for their efforts and accomplishments, both of which should never be underestimated or misconceived.
  8. They've released small amounts of information at numerous places, namely GTAForums. Coupled with what they've accomplished in the past, the future holds no limit. And if they're approaching some of the techniques I believe they are, then you'll truly be amazed by what's achieved. Ciao, Kryptos
  9. Firstly, GTA:WO never got Rockstar's permission, at least not that I'm aware of. There weren't any missions, I'm not sure what you're all talking about, I created a few Matrix based missions, one for the final fight scene where a ton of BGA models are lined up and the weather is stormy, one for a subway fight with the BGA model, and one for the helicopter mission in the original game where it flies you to the large building in Vice that has breakable glass and you have to kill all the BGA and BGB actors that are shooting at you from inside the building; the BGA and BGB models are the ones you have to fight on the yacht mission in which the Apache (Hunter) comes. Those were the only missions I ever played with the GTA:WO map models, although Redspike claims to have created other missions it seemed that he was just stealing code from other sources, including GTA:LC. The fact that MTA supports both GTA3 and Vice City at the current defeats the point of them supporting mods like GTA:LC, since GTA:LC is merely an attempt at directly porting the GTA3 gameplay to the Vice City engine, which is quite interesting and well done. The main point you should all look at is the fact that MTA should, I'm going out on a limb here stating what has been rumored, support modifications with their new core. The new code base their using sounds extremely interesting and I truly can't wait to see what they do with it, I'm sure the team is going to astonish me once again as they have in the past with what is possible. So, instead of wasting time in this topic asking for support for external modifications, why not wait for the new core release as I'm sure we'll all be in for a big surprise. And for any GTA:WO team member, whether they be still working on it or not, don't even attempt at flaming me as I don't have time to sort out petty differences. Ciao, Kryptos
  10. Just so everyone knows; there's four islands, the fourth being the ghost town in which the initial cutscene takes place. I realize most of you don't count that as an island, but nonetheless, the game engine registers it as one. Ciao, Kryptos
  11. Kryptos

    Network Status

    Stop being so naive. He lives in [removed], [removed], his first name is [removed] and his initials are [removed]. He's between the age of [removed], as seen in his picture with[removed], who needs no explanation, which can be found [removed]. His provider is [removed] and he owns [removed], while being a significant member of the [removed]. His [removed] is [removed] and he has numerous [removed], including [removed] and [removed]. And that's just for starters, I managed to trace all of that information back to [removed], all within the specified age range, and one of which is living [removed], which would be logical in the case of this person. This information has already been discussed with [removed], so I suggest that this topic be set back on track as no further information is really required. If you want to search for someone why not give [removed] a try. Ciao, Kryptos
  12. First, I suggest that stop your condescending bullshit. I explained that a T1 line is not the same as ADSL in the first segment of my post, subsequently I submitted my viewpoint to the theory that is currently being discussed. Of course, a person of your statue has nothing to add and merely makes a vague attempt at flaming everything that is irrelevant. Ciao, Kryptos
  13. Firstly, ADSL does not classify as a T1 line, as ADSL is merely an Asynchronous Digital Service Line. A T1, or DS1, line is a clear channel generally leased from a company. ADSL lines, as well as most other Internet connections, vary in speed, ADSL normally ranges in three general directions; 384 Kb/s downstream and 128 Kb/s upstream, 1.5 Mb/s downstream and 384 Kb/s upstream, finishing with the monstrous 7 Mb/s downstream and 1.5 Mb/s upstream. T1 lines generally fit in around the 1.5 Mb/s area, although they do range from there. One of the most obvious tells that a T1 isn't the same as ADSL is that ADSL takes time to enter a region, the network has to first be set up and the services offered, whereas T1 lines are parallel to the phone companies existence in essence. With that aside, here's the theoretical part. The speed of light ranges depending on its medium, the speed of light can be calculated using the index of refraction. Although light is no constant, scientists have been able to prove that in a vacuum, such as space, the speed of light is 3.0 x 10 ^ 8 m/s, or 300,000 km/s. So, according to the scientific world nothing can travel faster then the speed of light in a vacuum, however there is a theory called Einstein-Rosenburg Bridges, otherwise referred to as the wormhole. These holes essentially create a shortcut between point A and point B. Of course, if Einstein-Rosenburg Bridges do exist that means that the space-time continuum can be altered, although we already know that in theory blackholes do this by stretching the space around them. As well, Einstein theorized the possibility that even the Earth warps space in it's rotation, which scientists have recently set out to prove. With that said, remember that these are theories and have yet to be proved either true or false. Ciao, Kryptos
  14. Since when does spam classify as something more annoying then cheating? Cheating tends to cause crashes and other miscellaneous nuisances, whereas a website address is just an address. When I first read the title of this post I assumed you were going to say that some renegade player had cracked your server or shut it down; now I somewhat wish they had. Do you want anti-spam implementations now as well? Sorry, but I frankly feel no sympathy; I mean sure spam is annoying, but does it really need to be documented in this manner? Ciao, Kryptos
  15. It in no way supports IPv6. The current version, IPv4, was redesigned because it can only support 4,294,967,296 unique IP addresses, which are quickly running out due to the widespread demand of numerous Interent capable devices; computers, cell phones, fridges, etc. Currently, as you all know, IPv4 addresses follow the usual 102.10.31.72 method, whereas IPv6 addresses will look like or similar to this: 8f02::9d9b:ffa2. Although the MTA clients may largely support IPv6 the servers must be altered to a degree to support these connections. MTA creates and optimizes their own sockets, thus the program cannot rely merely on the local environment. Ciao, Kryptos
  16. I feel that some of us must maintain our English language skills considering that most of you are either horrific at spelling or merely lazy and feel that speaking in the tone of a lamer or haxor, whichever you prefer, is "cool". As well, most people don't fully explain their thoughts, thus they are misheard and oftentimes slandered for their beliefs. Anyway, point being; if you don't like my posts then don't read them; I don't tell you how to make a post, so piss off hypocrite. Ciao, Kryptos
  17. The problem with adding in Hunter rockets; which I shouldn't have said, I probably should have referred to Hunter gattling guns, is that they are similar to normal Rocket Launchers. Rockets are trajectory objects, thus they don't immediately hit the target and the player can attempt to avoid the propellent due to the time delay. I spent numerous hours working on implementing rockets and was unsuccessful in my attempts. There is one theoretical method, but it's too time-consuming to even attempt and would require the violation of the GTA:VC EULA. Ciao, Kryptos
  18. Look for what? What I stated in my earlier post was merely an addition to my original post as to what I would like to see, not what necessarily has to be included. I apologized for my previous mistake already, and I will not due so twice. As well, I frankly don't have time to search through MTA's gargantuan archive of articles, which is currently exceeding 73,000. What is the purpose of these pictures? Sure, the pedestrians are mounted to the bed of the truck, but as far as shooting goes that proves nothing. Before you work on anything relating to turrets you have to solve the vehicle shooting issue, e.g. getting a Hunter helicopter to fire its rockets. When you apply what you have spoken about to a multiplayer game, as I just stated earlier, you must transfer the angles of the shots. In single player this is simple because the game engine covers everything relating to that, but in multiplayer you need the memory addresses that pertain to that area of the gameplay. Until then what I stated was merely a suggestion and an unrealistic one at that. And if you want to talk about Artificial Intelligence then every vehicle in the game that has a driver at the helm of the wheel is pointless since they don't actually "drive" the vehicle. The game engine merely tells the vehicles to follow their preset paths, or in the case of a Police chase, to follow the player. When the player stops and doesn't move beyond a specific radius for a certain amount of time the Police exit their vehicles. When a Police Officer fires their weapon it aims at an area near the player, that's why not every shot strikes the player. The Artificial Intelligence in Grand Theft Auto isn't advanced whatsoever, especially not when compared to that of Half Life 2's. The only idea behind actually having a pedestrian behind the helm of the wheel is to add the aspect of Grand Theft Auto. Ciao, Kryptos
  19. Sorry, I didn't fully read the other topic last time, I merely glanced at the poll. I watched the video that accompanies your thoughts on 360 degree shooting, which is an interesting topic, although a lot of information becomes more complex when applied to a multiplayer aspect. What is done with the flatbed is exactly what I was speaking of; a pedestrian is mounted to the back of the truck and the Artificial Intelligence then fires at the target, because that is the way that this script is obviously written. The problem with this is that when a player is mounted to a vehicle the direction in which they fire must also be applied to a multiplayer situation. The point about having a player mounted in the back of a van and still being able to fire is a little farfetched since I haven't seen any implementation of this in the code, and you can only truly stretch the code to such a degree. I believe turrets are fully feasible, it's just a matter of time before someone implements them to a playable level. Ciao, Kryptos
  20. I realize that, but I figured it would be just as easy to kill two fish in one pond rather then having to apply my thoughts to another field. Simplicity is the key to ease of use, complexity merely adds problems. If you are truly displeased with this information's current location then I will merely copy the snippet that applies to what I feel needs to be added to the other post, otherwise I believe it's just fine where it is now. As well, the post that you sent me towards merely leads to an unrealistic idea. There are certain things that are possible, and others that are too complex to truly work in this area of gameplay. Turrets are used by the GTA game engine, thus adding them to the multiplayer aspect is possible and can be applied in the near future, whereas the majority of the information on the post you are referring to is just gamer's erroneous fantasies. Ciao, Kryptos
  21. When looking at pedestrians, which I can see a lot of you want to be play as, pedestrian models are not playable in-game; if you recall back to GTA3 the character cheat that would change your player model would allow you to spawn as pedestrians, whereas in GTA:VC you could only spawn as one of Tommy's character models. This means that in the future you should see a lot more playable characters in the GTA3 version of MTA rather then the Vice City version. Vice City contains roughly 81 playable models, although two sets of those models are identical, S_KEEP and SAM being one of those pairs. Another character that is unsupported, but can be played in Vice City, is the LAWYER model, not the IG version. When spawned as LAWYER your model is greatly deformed, which can be humerous at times. As far as player models affecting bandwidth latency, that's just a myth, at least if I'm correct. When a player enters the game a new ID is created for that character, e.g. ID = 16. When this ID is created and the user chooses their player model that model is then statically linked to the ID, thus when a player's location is updated their player model does not have to be. This is the best method because it cuts down on both CPU usage as well as bandwidth. Now as far as MTA goes, I am unaware of what type of method they use, so I very well may be incorrect, if so then please accept my apology. One thing I definitely wouldn't mind seeing, although this is complex and will most likely take large amounts of time before it is widely implemented, is the use of vehicle turrets, such as in the Phnom Penh 86' mission when the pllayer is mounted to the side of the helicopter with a machine gun. I attempted to work this out in a multiplayer manner, although it is extremely hard because the player becomes part of the vehicle, thus when they fire their weapon you must have the memory addresses of the angles in which they are firing at. There is also another mission when a pedestrian is mounted to the passenger seat of a BF Injection with a machine gun. I also attempted to work this idea out, alas; I found myself baffled with the same problem. Anyway, just a suggestion, and considering the fact that MTA has memory hackers dedicating their time solely to finding addresses I believe it's a feasible idea. Here's a little snippet for those interested: \\ Mission 13: Phnom Penh 86' 00A5: 11284?? = create_car #MAVERICK at -391! -573! -100! 0229: set_car 11284?? color_to 3? 1? 0224: set_car 11284?? health_to 3000& 00D6: if 0? 8119: NOT car 11284?? wrecked 004D: jump_if_false £Label066F77 0227: 11292?? = car 11284?? health 03C4: set_status_text_to 11292?? 1? (bar) "COK2_24" \\ Heli Health: 0050: gosub £Label069F51 04E2: $PLAYER_CHAR 1? 0129: $LANCE_VANCE = create_actor 4? #SPECIAL04 in_car 11284?? driverseat 0446: (unknown) $LANCE_VANCE 0? 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1? 04A2: heli 11284?? fly_to -375.155! -548.155! 48.266! speed 20? 015F: set_camera_position -386.772! -581.461! 40.134! 0! 0! 0! 0160: point_camera -387.379! -580.692! 40.335! 2? 04DF: 11284?? 1? 041E: set_radio_station 3? -1? 0001: wait 500& ms 016A: fade 1? (back) 1000& ms 0001: wait 6000& ms 01EB: set_car_density_to 0! 03DE: set_pedestrians_density_multiplier_to 0! 0169: set_fade_color 1? 1? 1? 043C: unknown_set_game_sounds 0? 016A: fade 0? () 500& ms 0001: wait 500& ms 00D6: if 0? 00E0: player $PLAYER_CHAR driving 004D: jump_if_false £Label066FD2 012A: put_player $PLAYER_CHAR at -379.2! -536.4! 16.2! and_remove_from_car 00D6: if 0? 8119: NOT car 11284?? wrecked 004D: jump_if_false £Label067002 0464: put_actor $PLAYER_ACTOR into_turret_on_car 11284?? at_car_offset -1.4! 1! -.1! unknown 1? angle 90! with_weapon 32? Of course this sequence merely defines the creation of the Maverick, the addition of Lance Vance to the driver's seat of the helicopter, the helicopter's health bar, the coordinates for the helicopter to fly to as well as the placement of the player in the helicopter's turret, as well as a few other pieces of code that are fairly self-explanatory. Ciao, Kryptos
  22. I believe you're all missing the point. The fact is, who cares. GTA:WO was disfunctional, annoying, and in all realism an endless project that has no centralized goal. It started as a conversion with a name that imposed it was a multiplayer game, even though it was never released as one. GTA:WO may still be alive, but the point is that no one will ever use it. The only piece that was ever released was the base Liberty City conversion that was completed about a year ago largely by Skidz with some help from Run Down That Guy. That means that in nearly a year of development the GTA:WO developers have yet to do anything. That's exactly why I left the team last Fall when it was incredibly apparent that nothing was ever going to be completed at their pace. The only real premise to the project was for Redspike to benefit from having his name as the Leader of GTA:WO, which is a crock if you ask me, although others joined him for this exact cause. To end this, if you like GTA:WO then please, feel free to follow them in their lost cause, otherwise drop this bullshit. Ciao, Kryptos
  23. I assure you IPv6 will have a larger impact on the MTA community in the near future. European and Asian ISP's are already looking into implementing it in the next while, which means that if you continue to avoid IPv6 support you will find a portion of the community enraged. You've been forewarned. Ciao, Kryptos
  24. Kryptos

    charators

    The character selection algorithm uses the same approach whether it be in Stunt Mode or Normal Mode. The characters in GTA are defined by a model name that can be called upon in the SCM script, e.g. BGA, PLAYER6, IGDIAZ, IGBUDDY, etc. Each name corresponds to a specific model found in gta3.img. When a user chooses to play as IGDIAZ then their character is set to Diaz, the IG prefix stands for in-game opposed to the CS prefix which defines the cut-scene models, CS models are unplayable. To explain how the character selection algorithm works let's use an example; when a gamer chooses to play as a cop in Normal Mode their character is then randomized to either IGBUDY2 or PLAYER6; IGBUDY2 is Lance as a cop and PLAYER6 is Tommy as a cop. Now, in Stunt Mode rather then merely randomizing the character to one of the previously mentioned models it may also randomize the character to a model named STRIPA, STRIPB, STRIPC, SAM, etc. That's the reason why you rarely play as the character you initially chose in Stunt Mode. Ciao, Kryptos
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