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darkdreamingdan

MTA Team
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Everything posted by darkdreamingdan

  1. Yeah, scaling the collision models is a lot of work, so I'm told. It's much more complicated than meets the eye.
  2. Play MTA instead - MTA supports adding your own custom models. the models added by sa-mp aren't even part of GTA. We don't really build the map editor for use in other games.
  3. Though the comments are confusing, the logic looks correct here. We only mark it being successfully initiated when the local player is created. Then, when you try and initiate the local player again, it will simply return true.
  4. darkdreamingdan

    Please help

    Please try installing this version of MTA: https://nightly.multitheftauto.com/mtasa-1.3.1-rc ... 121112.exe It has a built in downgrader, see if that resolves your problem.
  5. This .exe seems to be nothing we've encountered before. Do you mind clarifying how your game would work (before you applied the no-cd). I have no idea how Gamersgate works, I assume you have no disc and just double clicked from within Gamersgate's interface? Does Gamersgate even have a client, or is it some sort of disc downloader? After briefly analyzing the .exe, it looks like it searches for a GTASA disc, which is confusing given that it's a digital download. I just have no idea about Gamersgate - are you able to shed any light on the situation? Lastly, is launching it the normal way (i.e. through Gamersgate if there's a client) still functioning after installing the no-cd? Thanks for your help edit: I've read up a bit on Gamersgate, and gather one of its selling points is the lack of a client. This is probably too much for you to answer, but how does the install process work? Would you happen to have any idea how it manages DRM? When i try to launch your .exe it asks for the disc, which baffles me.
  6. Actually, Windows 8 support was added in 1.3.1
  7. The best investment would probably be a Wired 360 Controller. Increasingly more and more modern games are being built to support this controller by default, and it's becoming a standard. I actually have one Wired controller (Unofficial Madcatz), and one Official Wireless one (i bought a wireless 360 controller adapter to use the wireless). Otherwise, I would recommend something to similar to robhol - I used to use a PS2 controller -> PC adapter which worked great, especially if you have some old PS2 controllers kicking around doing nothing.
  8. After much consideration, the moderation team have agreed to give this idea a go. We thank everyone for their support in suggesting this and for their patience. We should be setting this up very soon. This will be somewhat an experiment, and we'll have to see how things go. If extra moderation is needed, we may request a community moderator. If everything goes badly, we may have to shut down the section and go back to how things were. Cheers
  9. Try this: Uninstall any other multiplayer modifications you have installed already Start your MTA server, and start your map you saved in the map editor using the 'start' command in the server console Inform your friends (assuming they exist) to ensure they have the latest version of MTA installed, and to join your server. You should be able to obtain your IP from http://www.whatismyip.com . The default port is 22003, as long as they enter your IP along with the port in the Server Browser, they should be able to connect. You should now be able to see your objects ingame and everything should work correctly
  10. MTA Stage achieved something similar, might be a good reference point: viewtopic.php?f=108&t=27006&hilit=stage
  11. What triggered the bug to begin happening? Is this to do with a new build, an update? Or did they just randomly stop working? I take it you can't even drive with these vehicles, let alone control the special property (the tow or the fork)?
  12. MTA doesn't natively support loading .img files. You'll have to write a script to load the individual .txd and .dffs into the game first.
  13. Sounds like GTA's rubbish DRM obviously thinks your drive G is an optical drive. Is your single player functioning? If not, I would advise a 1.00 Hoodlum No-CD (can't link it here), that should resolve the issue.
  14. Ignore everything I just said. If anyone is seriously interested on adding support for the Mac versions of GTASA, please contact me on IRC or leave me a private message. This is completely achievable but I don't have access to a Mac to do it myself, and very little knowledge of Macs in general.
  15. I don't know...wouldn't it just be a matter of updating the changed memory addresses, tweaking the Windows-specific code to be Mac-compatible, and compiling in a Mac-language output? Plenty of our hacks our completely Windows based. The injection of MTA itself into GTA is done via the WinAPI. There's a tonne of WinAPI usage and stuff like unicode support is largely done by hacks that Windows provides us with. From my recollection, OSX doesn't even provide such low-level functions, because that might compromise stability (how many applications need to inject themselves into a piece of software and reverse engineer the code?). Hell, MTAVC, GTA3MTA, and MTASA have never supported Windows 98 or 98SE because of the differences in WinAPI, and that's the same fundamental architecture. Let's not forget that we wont have DirectX anymore, almost all of our drawing code and graphics functions are completely DirectX based. Moreover, after you were to port all this you would inevitably encounter bugs relating to things you wont have anticipated. This means a further 3-4months of proper testing and ironing out bugs, with a fraction of the userbase to even help you test. If all that sounds like 'tweaking' to you, you're way off the mark. It's rewriting thousands of lines of code, not tweaking. From experience, migrating MTA from an ANSI architecture to a Unicode architecture for 1.1 took me about 3 months to stabilize, then about another 3 months of patching and fixes. And that's something that's probably about 5-10% of the scale of a port to a different operating system. So from my point of view, porting this to Mac (or indeed something like Xbox/PS2) isnt theoretically impossible, but practically it is. I think a more likely way to achieve this is to try and use the Mac assets for GTASA (data files etc) and see if a windows executable can be launched.
  16. It's not easy as you think, do you even know C/C++? I concur. Making MTA work for the Mac version of GTASA is practically impossible workwise, but you can run MTA work on the Windows version on a Mac.
  17. darkdreamingdan

    Help plz...

    Is your single player game working?
  18. It might be an idea for us to add some Mobile rendering support. If anyone knows how that might be useful info, then we have to contact someone who actually has access to do it which is another mission...
  19. Please install a stable version of MTA from the homepage www.mtasa.com . Then, please try installing latest "1.3 - Current release version" nightly from https://nightly.multitheftauto.com/ over your previous installation.
  20. While I do agree, the issue at the moment is our current community center is outdated, and we've been looking to replace it entirely. The other issue is that we never integrated a proper moderation system - it's all or nothing. In other words, you're either a standard user, or Robert Mugabe. I'll see if something can be arranged though, i do think we could do with a pair of hands there.
  21. It's possible. Coming up with an easy way to integrate this into the editor is the harder part.
  22. Hi guys For a little while now we've been discussing the feasibility of this internally. Most of our moderation feel fundamentally it's a good idea, and would perhaps advertise MTA a little better. My personal concerns relate to the fragmentation of the forums, and the extra work that's going to put on us (moderation). We have to think about what warrants an 'official gamemode', and who is best placed to moderate these sections. Inevitably there will be disputes between DD servers and they'll be housed on our forums. It's our responsibility to deal with those disputes, but we don't always know the ideal course of action. Recruiting extra moderators also requires a long vetting process and trying to find people who are more interested in the MTA forums rather than their own personal status. Another thing one of our team has voiced concern over is the potential for 'wastelands' in the forum. While there seems to be a clear indication for support for DD, it leaves us having to guess if there's potential for other gamemodes. Moreover, these forums overlap quite heavily - e.g. Race/DD/Gangs sections may all have common topics, yet we're forced to categorise them. There's a worry that discussion that is common to all these gamemodes get lost in particular communities. At this time we're continuing to think of ways around these problems. I welcome you guys to make suggestions, but we have to try and think of a solution that works for you guys and us, as maintainers of the forums.
  23. It's an interesting topic. I've always felt RP felt too little like playing a game and too much like playing with kids - imagining things rather than the game presenting you with choices. I guess it appeals to the younger audience's sense of imagination...maybe? Either way, most of the RP community hide away in their own server communities and don't visit here. I would expect this poll to be more representative of the type of people that browse this forum rather than the type who play MTA (if that makes any sense).
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