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Kent747

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Everything posted by Kent747

  1. we're working on ideas for how to move some of this stuff serverside, but it is really difficult, because we don't have access to game data from VC/GTA3.. But, we'll try to get something figured out.
  2. there is a bug in one of ATI's catalyst drivers that causes the pc to crash when we do the overlay, new drivers will fix that.
  3. we are syncing the velocity along with the positions for vehicles, as bump said, actor jerkiness is caused by the fact that animations in VC actually force movement.. so any bad animation syncing, can really cause a lot of jerkiness. There are also some other things we are looking into as far as improving smoothness, and the new core is coming along quite nicely in that area. Thanks for your intelligent suggestions though, Kent
  4. hehe thats me getting owned in the right picture
  5. am i the only person who finds this a bit disturbing?
  6. Someone reported similar issues here http://forum.mtavc.com/viewtopic.php?t=3865&highlight=blue+screen+text Sounds like a bug in the Radeon's Catalyst drivers, conflicts w/ the overlay... Upgrade your drivers and you should be ok. Kent
  7. Kent747

    Bots?

    this would require a lot of work serverside, any type of AI involves a Finite state machine in some way or another, and currently the server isn't constructed to handle that. SO.. I wouldn't count on it in the near future.
  8. we've taken this into consideration, and we are looking at possible options, this is not a promise, and getting something like this to work, would be quite a feat indeed.
  9. replace all the cars w/ tanks except for umm 1. and play capture the car w/ it.
  10. dont' lock this topic, its new ideas.
  11. I think it'd be really really cool!! if... there were pedestrians there were cops there were boats. there was less lag. There were more players. Kent
  12. it will be done approximately after we feel its ready to be released.
  13. hehe dont' worry loendal i was just giving you some shit
  14. the problem w/ detecting cheaters is that its hard to make the server very aware of whats going on... we dont have the time or resources to make it aware of game data, which makes coding MP even harder. As far as just detecting max speeds, this is still difficult, as you know VC is pretty glitchy. For example, if you glitched through a wall and resulted in a teleport, it would be an unfortunate reason to get banned from a server for speedhacks / teleporting. etc... We are looking into methods though, but the truth of the matter is, the best way to stop cheaters is to put more things server side. We are working towards this, but its difficult given the nature of the project. Kent
  15. spawn warring is not an issue... the map is plenty big. also bear in mind we consider map size and such when we developed portland's gamemode. Just wait and see
  16. she? btw aiming has been tweaked a lot, we hope you'll like the adjustments.
  17. Kent747

    charators

    this is a known bug, which fixes itself after you or they die. at which point the skin change info is handled correctly. Kent
  18. you know this because.......?
  19. helped me to turn on the frame limiter. May work for you Kent
  20. stfu man or you'll get banned from here too we were in the middle of a DOS attack on our IRC server and you happened to have been accidentally klined, the kline was removed, stop bitching and try to run your own project, irc server and webstie. get off your fucking tower
  21. its not exactly easy from a technical standpoint, its not like we just load up the game scm and start syncing.... each mission would have to be meticulously rewritten to handle it. Its more than its worth getting into, and much easier to design our gamemodes from scratch w/ MP in mind. Ask trx
  22. The old versions of GTA3MTA were developed before we had implemented any SCM code, as such, users had to load GTA3 and load a save game to start.. The cars were not synced, nor were the peds that you saw... all that was synced was your car, and theirs. Kent
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