
Kent747
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Everything posted by Kent747
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the problem with GTA3 wasn't the map size... it was the loading between map changes.., it caused issues when changing islands in a car.. we found a method to get it to work (which we used for the dodos), but on teh whole its not a very sound system, and not necessary for the type of gameplay people expect from the GTA3 version of MTA
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Will MTA:Blue also be applied for GTA SA when it comes out?
Kent747 replied to riahc3's topic in General Blue discussion
the old GTA games were developed by DMA , which became R*, but R* themselves are not known for their multiplayer games. -
we do our best to estimate how close to completion we are, and we tell you via the % markers on the site. Kent
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Will MTA:Blue also be applied for GTA SA when it comes out?
Kent747 replied to riahc3's topic in General Blue discussion
in general R* has had no interest in multiplayer, their focus has always been on making a great SP game, the GTA games, as well as both Max Payne games are testament to that. I'm sure R* could make some sort of MP but it would'n't be anything like SP, no AI, no peds etc.. doing so would require R* to change the way a lot of it has been coded. And bandwith would still be a concern. as kye said, blue will aid this because we are giving MTA a bit of direction. We are giving mp a "point" so to speak. AND giving gamers the ability to do the same. Kent -
its not a lack of communication, the project is still in development and features we are working on changes.. this is why we prefer to be quiet about our info.
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you'd have to be pretty good with php to do that.
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reinstall vc and MTA and verify that you select the correct directory for VC during the MTA install process
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1. we'd like to limit the ammount of lag that people experience when new people connectt to a server 2. there is a liability factor htat the user assumes when installing a new mod/addon, and we'd prefer not to do that manually for such reasons. Kent
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MTA will work seamlessly you wont need a mod manager... all files will be loaded on demand as they are needed.
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perhaps you could start up one in the gangs thread... initial post with all your goals and the purpose of the thread. Kent
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i think so.. i haven't tested that but i am pretty sure it would make a sound
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using a controller for targeting
Kent747 replied to TooCrooked's topic in General GTA3:MTA 0.4 Discussion
the current core does not work with controllers as far as we can tell, noone has used them on the team so we generally havent tested... the new BLUE core utilizes a different method for all aspects of shooting so we aren't sure if controllers work there... we'll ahve to look into it.. no promises though Kent -
in 0.3b we only renamed teh main.scm i beleive so restoring that should be enough Kent
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Will MTA:Blue also be applied for GTA SA when it comes out?
Kent747 replied to riahc3's topic in General Blue discussion
we intend to -
well as with anything nothing is finalized, all I'm saying is at the current point ofBLUE"s development thats the case.... however the progress bar is only at60% and its soemthing the team has been discussing how to handle for a while now.. Kent
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BLUE doesn't handle car creation the way past versions of MTA does.. there is no static ammount of cars that are loaded at teh beginning, the server can create cars on the fly... however yes there are still limits to how many total can be created, something that the addon developer will ahve to keep in mind. at this point however the server can not remove cars on teh fly.. this is something we may look into... Kent
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do you have ever played anohter mp game? seems like you didn't! please inform me of another multiplayer game that allows you to pause thereby rendering you invincible, i'd like to see it.... you aren't pausing in those games you are viewing the menu, big difference. Kent
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what's so bad about dying once, its very frustrating to other players to find a paused player it wasts ammo... and its not allowed in any other mp game
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thanks for the wellwishes we're working hard to make this the best online experience we can... progress is coming along slowly but surely, these posts help motivate us thanks, Kent
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doubtful, we can only do so much to make the server "aware", we may try to look into other ways of alerting people gaming about their ping...
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i'll try to explain the whole shebang here, in MTA the server does little to control the client's position/ actions this is mainly due to the fact that the server does not have any engine relating to gameplay so it can't necessarily know what is within the bounds of feasibility in gameplay.. In other games when you lag the server will notice this and will sometimes reset your position, or, another way of looking at it, is the client does not control its position, the server tells you where you are at all times.. obviously we can't get to this point with MTA's server.. what this translates to ingame is that you will never experience a lag spike where you can't move or shoot like you would in most other online games.. here you'll continue on your merry way, however you may appear to warp to other players in the game due to packet loss.... Hope this helps.. Kent
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not possible in this version, BLUE will let you do that. Kent
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the physics were always acting between packet updates since MTAVC 0.1, the jerkiness you see is actually caused by many different factors.. in BlUE the cars are much smoother, but this prediction you speak of has been there since the beginning. the players movements is a little bit different, most other games will allow you to animate an actor without moving it , in VC any animations force movement... this can cause jerkiness if the animations are not 100% synced.. even with implementing interpolation between packets (which we have tried in testing).. We are working on both of these in BLUE and vehicles particularly are looking very nice.. Players are coming along to and we will get them as smooth as teh cars if we are able to. Kent