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Kent747

Retired Staff
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Everything posted by Kent747

  1. which one am i? lol thats funny.. we don't hate R* btw Kent
  2. check out gta world online, it uses our mod but combines gta3 w/ vc.. Kent
  3. you were posting twice in a row.. you can use the edit button thats why god invented it. Kent
  4. please don't spam.. try to get all you want to say in 1 message.. you'll kill our webserver Kent
  5. this is getting locked stop flaming and stop being retarded if you don't like it don't play it.. bitching will not get you on the team... go write your own mp mod thx Kent
  6. if you clear the list before refreshing it on ASE you wont have that problem, just highlight everything in the MTA folder, press delete and press f5 Kent
  7. the faq covers how to do this... use the server configure utility to tell it not to register with ASE.... run GTA3 on the machines that want to play starta new game... alt tab, start MTA and put the IP address of the machine running the dedicated server into the IP address text box... click connect thats it... for the most part Kent
  8. I'm not sure i follow what you are saying, could you describe it some more? As far as bandwith goes, it will be a lot better in 0.3.5 Kent
  9. this version technically automates the send request .... but there are bg problems with packetloss... 0.3.5 uses an entirely new method which should fix that.... Kent
  10. the reason that message is popping up on the dedicated server has nothing to do w/ teh LAN it was a quick fix to get the game to release on time.. before players had trouble joining a game in progress. because packets were being dropped.... we were rushed for release, so we just sent a bunch of game requests in a row... it fixed the problem, temporarily... 0.3.5 will have that fixed.... Kent
  11. sleep is dependant on a lot ofthings in VB its 1 ms... in C/C++ it depends on the OS... In Windows youcan sleep 1 ms but in Linux you can sleep 1 nanosecond Kent
  12. yes you can just connect to your own ip address the dedicated server is running.... Locking.. Kent
  13. it really is a 30 minute fix... we just had to change how the whole thing worked Honestly, I coded the server in a way originally so it would be easy to modify.. So its not a problem, we'll test it once my computer starts working, and Vogel finishes the clientside work.. I'm 90% sure the basics for the lag fix are done though Kent
  14. what kind of question is that... "would everybody like better netcode?" who wouldnt want better netcode on ANY game... but yeah the new netcode is completely new it will work great Kent
  15. to be honest, a drop in framerates COULD cause lag... for this reason.... If your computer is getting 1-2 fps, your entire system runs slower because of it.. this would cause the MTA client to respond less often... therefore packets could get dropped, etc... Its not really mapsize, but a framerate issue... though on MOST pc's this isn't an issue... and GTA3 wasn't designed for p2 boards But we will probably not make smaller maps for MTA, the whole idea this is on, is to make it playable around the City we all know.. I just don't think it would be as fun on a custom map.... maybe the stuntpark though but thats not in discussion, and probably wont be for a while. later, Kent
  16. funny story.. right after i finished that new netcode technique, I decided to switch cases.. my mobo and harddrive didn't survive.. but... luckily i emailed the source code to Vogel.. But yeah the new netcode will be great Made the change in about 30 minutes.. though there may be more things to do .. Kent
  17. if any body wants to do this, please message, but be more descriptive of your abilities.. A lot of what this project will entail is converting the old VB code to C++, not all of the issues are worked out, and I will be helping along the way, with the networking code.... But a strong basis in Windows programming in C++ (preferably using MFC) is necessary.. Maybe post a list of experience in this area... to help find the best available Kent
  18. this has been discussed all over theforum, and we are not doing any work on that at this point. We will take a look at it at some time and see if it is possible. Kent
  19. the bug was with the linux version of the dedicated server, its fixed now... I had the bug fixed but apparently i sent out the wrong executeable.. no big deal... just a timeout issue, the server thought the clients were ded so it removed them.. Its fixed though, just added 1 liine of code Sorry if i delayed the experience Kent
  20. yeah the bug isn't huge its specific to the linux version of the dedicated server.. shouldn't be more than 1 line of code to fix.. once i can get access to my linux account :-/ Kent
  21. Kent747

    GTA4 - Official

    does that mean no pc version??? Kent
  22. the pay and spray probably wont be in the new version.. we are rewriting the entire main.scm ... so that stuff wont be in there Kent
  23. about the flickering problem.. i've done openGL programming but not directx.. but i' had similar problems when i was not swapping buffers correctly... (im assuming directX also uses a double frame buffer)... i'd check that section of your code.. that one you are enabling the double buffer and 2, you are swapping buffers at the right time. Kent
  24. Kent747

    sync question.

    custom cars are generally not recommended.... it would likely cause your game to crash, or at the very least cause your game to lose sync because collision boxes are different... i think future versions may validate the handling.cfg file before joining.. not positive about that.. Bascially MTA is created to make GTA multiplayer, not for all the mods... It may seem limiting, but with all the other issues that arise in those situations.. it could cause wierd things to happen.... perhaps if all the clients are using the changed handling.cfg file and the custom models, it could be ok.. but thats pretty rare, and more to check for... im not sure on a lot of this stuff, so Vogel can feel free to disupute me Kent
  25. we are already doing that... 0.2 did that... but the fact of the matter is, is that you still need to send the position pretty often, because a lot can happen in a short amount of time ex if i swirve left then right very quickly.. that would really change the direction of the car, compared to what the "predicted" path would be... We've seen this happen in GGM and in our 0.3 tests.. Just wait for 0.3.. a lot of your suggestions have already been dealt with Kent
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