Jump to content

darkdreamingdan

MTA Team
  • Posts

    2,778
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by darkdreamingdan

  1. We(QA) understand updates have been lacking recently, and I do apologise for it. However, we're trying are hardest to focus attention on other things - and in the end we're all pretty sure you'll be glad we werent wasting our time on scripting tutorials.
  2. MTA Anti cheat attempts to block hacks of any kind. This unfortunately blocks legitimate apps. Some hacks however, are designed to dodge the anti cheat without permission of the team, and this breaks the EULA.
  3. Please stay on topic, or this thread will be locked.
  4. Yes, modded games are picked up by MTA's anticheat. Reinstall and try with that. If you want to keep your mods, you can always have 2 installations of the game - one with mods, one without.
  5. ...with lua that is. Obviously the point he's raising here is that mIRC scripts shut down first. Lua should be more than fast enough to tackle this problem.
  6. Deathmatch is capable of reading Race syntax .map's. However, race .map's syntax is outdated and DM's new syntax is a lot more flexible, and therefore its likely they will have to be converted (with necessary tools).
  7. QA testers are getting a new build every single night. This allows for us to see bugs fixed very quickly and move on to the next thing. Therefore our testing process mostly involves grabbing these new builds and testing them out. We report bugs wherever necessary. Very recently we've been giving "Build reviews" which give details about the build, and allows us to portray our views on the quality of the build. On the contrary. "Changes" can refer to absolutely anything. Recently the team have given us an increase in bug fixes and are trying to tweak the mod for maximum stability - in preparation for beta. In that sense, no the number of major changes has not dropped. I'd say things are being truly polished - and this can require some major changes. If by "changes" you mean features, or anything significant like that - the team really havent been adding much. Things like gamespeed and gravity are actually very small features in terms of coding and time. The only reason we've seen features like this is because it is feasible for these features to be added at this time. These features are highly unlikely to make the mod take any longer to get out the door. I hope that clears things up for you a bit.
  8. You can import any GTA models for maps. These arent actually CSS or HL2 maps that are imported, they are clones made for gta by paroxum. Yes you can import it into a game, but the map (resource) needs to be on the server. Just like race maps, you will need server admins to download your map - usually through MTA center. Or of course, start your own server.
  9. It would be serverside. The scripter would onlu have the ability to do that. The best way to achieve what you're saying, is some sort of MySQL accounts system, where you can login at a web page. From there you could upload your files and the script could automatically assign those files to your account, and you could find your car. However, this poses the big problem of everyone having to download your car - with lets say 2000 accounts, that wouldnt be pretty.
  10. dont worry im sure we;'ll have a five dvd-9 boxset version of GTAIV for 360.
  11. To clarify, when the resource is started, the server checks if all the clients have the necessary files. If they dont it will auto download and install it from the server, which has its own download progress interface. If they already downloaded it once, it will remain and you can play right away. Its also a very simple process for mappers to upload their models seperately, where you could download and install it yourself without having to bear with slow speeds by downloading from the server.
  12. Its actually pretty easy to pickup But it is hard to test What do you say about a earlier release Hard to test? Says who?
  13. in answer to the question in the topic: Very clever. and ijs.
  14. You guys have to realise that there isnt a single thing i can think of that's left over which you'll find the same as race. If there's anything that we're working on that isnt announced, we'll announce it asap. At the moment lil_toady and MrJax have pretty much summed it up. There's also the map editor which is a large focus of attention.
  15. you want to create a 3d world from 2d images? Good luck.
  16. Says who? edit: For clarification, resources provide the infrastructure to allow custom images, models and sounds. They still have to be implemented into MTA. So far only models have been worked on, so we can't guarantee sounds until it is announced
  17. thats because its for developers only...
  18. I understand your fustrations, but ads arent something that will happen immediately. Obviously CS is the only game curently with Ads in it, and the switchover process will be slow and very smooth for you guys. We have discussed this a lot and really feel the advantages outweigh the disadvantages - im sure you will agree when you will see what's to come.
  19. Are ads necessarilly a bad thing? They make users aware of latest products, and generate revenue for both MTA and the company themselves. It means MTA can afford to sustain development and has a much higher incentive - this incentive is brought to its playerbase - allowing a much greater experience. Why do you think mod support was added very recently? Besides the advantages of carmods etc, it gives a very easy engine to externally replace GTASA's billboard textures with those of real ads on the fly, for example. It means dynamic ads can be placed anywhere in san andreas, subtly. (i can give you a screenshot if you like).
  20. haha, even as a qa member i thought the ending was funny.
  21. actually it's more than the old LC, it's a replica of the real NYC: http://www.gamesradar.com/gb/ps3/game/n ... 5930968037 Yeah, i know that. i was just addressing that guy directly
×
×
  • Create New...