Kent747
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Everything posted by Kent747
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they werent synced then.. the peds and vehicles you saw weren't necessarily on the other persons screen.
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yeah we plan on doing more work on that area soon.. at this point for dogfights, rustlers and barons are most fun. Kent
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We do plan on looking into 2.0 support, however, we wanted to get the release out ASAP, we will be spending time in the future analyzing other versions of SA and how much effort would be involved for us to support it. Kent
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its also a bandwith issue... we put some internal limits to prevent your pc from sending too much data to the server, but the framerate cap is also a second safeguard. since MTA embeds itself into GTA, it executes code every frame, often it will result in sending data. sync will be better in general if everyone is playing at a similar speed. Kent
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We considered several options as far as respawn is considered, and we decided against it, it wasn't a mistake, it is something we may add as a .map option later, but it was deliberately left out for the first release.
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We do not develop with CD cracks in mind. We can not be sure if they work, Its not something we strive to support, but we do not implement any additional CD verification security measures. Kent
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*cough*
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it was taken out because it was behind the rest of the project as far as completion status goes.. and we decided it'd be best to cut that feature in favor of a timely release. We plan on implementing it later, however too much valuable time was being spent on that instead of other areas.
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thanks
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gd point i'll add that
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Jordan from PlanetGTA has posted his full review of his experiences with Multi Theft Auto: San Andreas. He offers a pretty honest view of how he feels about the way our mod is going. I highly suggest reading it if any of you are interested in what exactly our mod will be. Though his article definitely focuses more on the other things you can do within the race mod, it still is very informative and entertaining. You will also be able to find a few screenshots and videos over there Check it out here.
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jani please refrain from posting unless you have any clue as to what you're talking about. kthx it'll be done pretty soon, I don't know how much patience you have, so I can tell you wether or not its better to wait or to play VC, but its not very far off at all. Kent
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no, it'll be out soon
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no network based multiplayer w/ NPCs has been developed yet.
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Community Userbars by Spitfire
Kent747 replied to Vicer/Spitfire's topic in Site/Forum/Discord/Mantis/Wiki related
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its not that bad, the main problem w/ 'semi-synced' occurs more with trying to do things like hydra deathmatches, where people are trying to use heat syncing missles and the fact that hydras move so damn quickly. We do plan on fully syncing these soon, but not for the first release. Kent
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Blue for VC isn't really on the schedule right now... that isn't to say we aren't going to do it. But we are definitely focusing all of our efforts on SA for now. Kent
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Im new and I got a question. **RElating Blue**
Kent747 replied to a topic in General Blue discussion
We use C++ and x86 Assembly the assembly it used for the low level GTA interfacing code C++ was chosen because game design is done using an object oriented approach, and as such, since our mod wraps around GTA, it needs to be designed that way too. In Blue V1 (before one of the rewrites) the SDK was compatible with C, but we soon realized that the SDK was getting very ugly. It was much easier to organize our code using an object oriented approach. Kent -
jon basically gave the correct description.. essentially blue is a platform... the majority of the code is version and game nonspecific.. all of the gta interfacing code is seperated into 1 file so that we can update such things as needed. The other parts are seperated into individual parts, for networking, drawing, and game mode logic. What this does is provide an extendable and manageable base for creating multiplayer addons for GTA like games , and also providing the ability to create an SDK so that others can use this platform to create multiplayer gamemodes for whichever version of GTA we support. At the planned time we are only supporting San Andreas, but a lot of the code can be ported to other GTA games with a considerable ammount of work still needing to be spent on game level interfacing. I hope that is clear. Kent
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the cplusplus.com tutorial is one i highly recommend. I learned a lot of my programming knowledge before i found the site, however to me all of the content is straight forward and clear (but i am a bit biased since I already know the language). As oli said, it is best to start slowly, dont feel rushed to get through things.. More importantly, dont be discouraged by the fact you are writing console apps from the beginning. The majority of what you learn can be done from console apps. Doing windows programming does not make you a better programmer, and is really something that isn't difficult to implement AFTER you have a found understanding of object oriented programming, and learning to utilize an API you didn't develop. win32 programming, and library usage in general is really something that comes further down the line.. and does not have any bearing on the quality of programmer you are. I hope this helps, Kent
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ok kthx
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thanks for the kind words, i news'ed it, and added a forum thread on the comments link. but yeah thanks a lot Kent
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Jordan from PlanetGTA has recently been assisting us in testing Multi Theft Auto San Andreas. And has been kind enough to write a summary of his experiences this far. He will be writing a full review when we get a little closer to release, but he wanted to tell everyone what he thought of it. While you wait for a release, check it out here
