
Kent747
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Everything posted by Kent747
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I used .NET 2005 for a period of time, but there was some stuff missing still as it was beta, (didn't have all the headers and libraries i wanted). There are lots of freeware compilers and even IDE's (Integrated Development Environment, (its the place you write your code that makes it easier than using notepad) ) One IDE i was pretty impressed with was bloodshed. Its not as good as visual studio, but it is entirely functional. Bloodshed Dev-C++ can be downloaded here http://www.bloodshed.net/devcpp.html Kent
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haha blueV1 had a C like interface for the mods.
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lol chrml we're trying to attract mod developers not scare them away from C++ Kent
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yes the addresses will have changed but that code is trivial to update. Also with a bit of insight it is pretty easy to determine where those addresses would be. The hard part isn't the addresses so much as the hooking, which we've taken care of already Kent
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That may be true, but aside from some initial code for setting up your api calls, and handling events etc, the code you learn from doing console apps is well worth the easy implementation. Programmers earn their merit on being able to come up with a good algorithm, not from memorizing a bunch of API calls. Kent
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i doubt that'll be included with out mod. However in your own you could do that (when we release the SDK). We may provide some code later for retreiving files from an internet site to do that. But we'd like to focus on making it fun first Kent
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we'll try to make it as seamless as possible for the end user.
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nice man piece of advice (before it becomes a bad habit like it did for me) always use plenty of white space.. don't be afriad to indent your code a couple of spaces each time you have a { like this #include int main() { cout<<"The compiler works"; cin.get(); return 0; } It'll help down the line when you have really tricky functions w/ loops and if statements etc.
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as it is we aren't putting any restrictions on where you can go. as far as deathmatch is concerned (still in discussion) we'll probably leave it up to the config files to determine spawnpoints/ pickup spawnpoitns, vehicle spawnpoitns, etc. thus the action can be restricted by placing all vehicles and pickups in certain areas of the map. of course thats up to the person who writes their specific DM config script as far as what weapons and skins, spawnpoints are there. (we'll provide some as well obviously) Kent
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http://www.cplusplus.com/doc/tutorial/ if you can learn through chapter 4 really well, then you'll know enough to develop an addon. C++ is scary to some people over other languages because its syntax is somewhat shorthanded, but it is definitely not a hard language. C++ is the second language I learned after VB, and in many ways I consider C++ easier. Kent
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this is perhaps the best C++ tutorial on the net. http://www.cplusplus.com/doc/tutorial/ if you can understand all of the concepts through Chapter4, you're going to be fine for developing addons.
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to some extent most of this will be possible, but it'd be a very ambitious mod. regarding knowledge, we can't make it friendly to non programmers because that'd be nearly impossible but anybody with intermediate knowledge of C++ should be able to make somet pretty fun content. Not that we wont also be releasing our own mods periodically after release, the race mod is simply a development mod, we use this to drive development on the game and netcode layers. Once we complete this other mods should come rather quickly. Kent
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thanks for the kind words. the team does not feel it is our place to comment on other mods, and our forums have become a place for other people to talk about other mods, and we are Ok with that, though we prefer not to get involved with much of the discussion. We have deleted a few posts however, but most of those are obvious flame posts. Thanks for the encouragement, we'll keep trying to push the best content that we are able to. Kent
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re: AI controlled players we may provide functions for creating non player pedestrians which can be controlled, however this is not something that would be easy to set up to work in a networked environment, mod devs would possibly have to write their own netcode to sync it (which is not terribly difficult, but something extra that would take a bit of work). In theory it will be possible, but probably not in the first release of blue Kent
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censored url, don't post warez, read the forum rules blah blah locked
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basically, it turns off prediction and makes it play like MTA currently does , then turns prediction back on when bullet time is over, add some smoothing and it looks like they go really fast, though to the other guy they are going normal speed. Kent
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not likely though our netcode will be able to be manipulated by addon devs, so its up to them if they want to try it..
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the approach we take to adding multiplayer to the game is much different than would be done if adding multiplayer was done "in house", thus our content is nearly useless to the R* team. Beside that, what else would we have to work on? Kent
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octree's j/k I imagine its more about the world design than anything else. to avoid lots of people meeting in one spot.
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click the big green button that says 'click here to download MTA'
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possible unless every player decides to meet at a certain location at which point GTA would crash because the game can only handle so many actors being loaded at a time but yeah, the SDK we release is fully extensible, the only limit is really within the limits of the GTA engine.
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im a noob
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we released it because we thought the community would like to know what we are doing, as far as it needing to be a more impressive release... .its not released yet., it was a dev movie Kent