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Everything posted by orappa
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Just a small update on our Deathmatch progress. I was away Friday evening to Saturday evening (LAN party with some friends ), but when I came back, I did some vehicle entering/exiting code and I ported the vehicle sync from 'Race'. Currently it allows you to enter any vehicle placed in the map file using the vehiclespawnpoint tag, drive them around and exit them. Car jacking is also supported. The sync looks very nice, and unlike MTA 0.5, the animations for entering, exiting and jacking cars are also synced. There's a small bug with the jacking at the moment, but eAi/I expect fixing it tommorrow as well as doing some passenger/passenger jacking code.
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Just a small update on our Deathmatch progress. I was away Friday evening to Saturday evening (LAN party with some friends ), but when I came back, I did some vehicle entering/exiting code and I ported the vehicle sync from 'Race'. Currently it allows you to enter any vehicle placed in the map file using the vehiclespawnpoint tag, drive them around and exit them. Car jacking is also supported. The sync looks very nice, and unlike MTA 0.5, the animations for entering, exiting and jacking cars are also synced. There's a small bug with the jacking at the moment, but eAi/I expect fixing it tommorrow as well as doing some passenger/passenger jacking code.
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There shouldn't be a problem with that. I remember that whilst MTA:SA was in QA, ChrML asked me to make a map with 256 spawns in one spot for testing purposes. It didn't crash. A common problem that causes "errors in the map" is that the rotation is set to 360 instead of 0 (map editor bug).
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There shouldn't be a problem with that. I remember that whilst MTA:SA was in QA, ChrML asked me to make a map with 256 spawns in one spot for testing purposes. It didn't crash. A common problem that causes "errors in the map" is that the rotation is set to 360 instead of 0 (map editor bug).
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I don't think it matters if you need .net 2 or not. It's great that players have an alternative but it's pretty much identical feature-wise (with the exception of the GUI). It would be good if you added some extra features that the current reader doesn't have, otherwise people aren't really going to use it. Also, as eAi says, it would be good to hear more details about your problem (e.g. system setup, error messages, etc.).
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I don't think it matters if you need .net 2 or not. It's great that players have an alternative but it's pretty much identical feature-wise (with the exception of the GUI). It would be good if you added some extra features that the current reader doesn't have, otherwise people aren't really going to use it. Also, as eAi says, it would be good to hear more details about your problem (e.g. system setup, error messages, etc.).
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This could be annoying in a last-man standing match though, Bump.
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This could be annoying in a last-man standing match though, Bump.
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The map editor is probably the best feature in the race mod. Of course they're going to add it to DM.
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The map editor is probably the best feature in the race mod. Of course they're going to add it to DM.
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It doesn't work on Win Me.
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It doesn't work on Win Me.
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See this article: http://www.mtavc.com/docu/index.php/Usi ... _your_maps
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See this article: http://www.mtavc.com/docu/index.php/Usi ... _your_maps
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Yes, Bump is correct. Both respawning and voting will be addressed in a future release.
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Yes, Bump is correct. Both respawning and voting will be addressed in a future release.
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0.5 didn't force the frame limiter. That's because commercial games are server side.
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Ah, no, wait. Misread it The exclusive screenshots are coming soon.
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We've been working hard on deathmatch over the last couple of days. I personally have been working on various client side code, relating to getting in and out of vehicles, while ChrML has been working on spawning vehicles around the map so that they're ready for you to get into them! Oli meanwhile has been working on some clever stuff in the server that we'll reveal later on, when its finished. Not much to show screenshot-wise yet, we're just getting all the pieces ready - when we put them together we hope we'll have another fun 'blue' mod! We are very open to your suggestions for DM at this stage, please don't hesitate to use our forum to tell us how you think we should do it. Now is the time to offer suggestions, not after we've started beta testing
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Yes, I was very disappointed by the "exclusive screenshots" that had already been on the blog.
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I didn't say any were involved. I merely posted that to help SA-MP fanboys *should* they become involved.
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I don't recall anyone calling himselfe an SA-MP fanboy. My post wasn't directed towards anyone in particular.
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Translation for SA-MP fanboys: This means that their opinion varies on the mod in question. This doesn't apply to SA-MP because the team have already proven their capabilities with VC-MP. Actually, there have been many more than ten. Again, this doesn't apply to SA-MP. Again, the SA-MP team has already proven itself with VC-MP. Also note that "what we do best" means "what we ourselves are best at", not necessarily "what we do better than anyone else in the world". If the other comments didn't apply to SA-MP, Rumble or GTAT, why would this one? The team feels that the community would benefit more from variations in gameplay, not just loads and loads of identical mods with 5 players (AGAIN, I am not talking about SA-MP, Rumble or GTAT).
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Funny how it's the same people who get offended each time...
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Yes, it can be used to create single player mods that bypass the SCM, thus making them more stable and easier to program. Obviously you'd need MTA:SA installed in order to play such mods though.