Jump to content

jhxp

MTA Team
  • Posts

    2,212
  • Joined

  • Last visited

  • Days Won

    65

Everything posted by jhxp

  1. Read and follow this: http://code.google.com/p/multitheftauto ... uilds?tm=2
  2. Try using our batch race map converter: http://files.multitheftauto.com/apps/1.0/raceconv.zip Then upload your newly made zipped resources to your server's resource folder - should be MTA San Andreas\server\mods\deathmatch\resources , or just pathtoyourserverdirectory\mods\deathmatch\resources if a dedicated server package was used.
  3. http://development.mtasa.com/index.php?title=Resources
  4. jhxp

    MTA in the news

    Blue is already open-sourced - that's what MTASA is built on. Moreover, using its source you can work on porting it to your beloved games like GTA3 or VC - now that's what would be really useful and approved by us. Open-sourcing 0.x would make as much of sense as Microsoft o-s'ing the latest Win7, then a year later Win98, which is not really used in modern tasks anymore since several years, and it's certainly not a subject to change no matter what.. And would steal yet more precious time which could be spent into development of the latest version instead. But if it would just come to updating 0.x's server browser (+/- other small updates) - then maybe, as it doesn't have a newer equivalent from us. You can be sure though that this WON'T HAPPEN (if it's ever going to happen, that is) before MTASA 1.0 public release. Oh yes, as for your quote I find it like a description of what MTASA 1.0 is. And like mentioned above, most likely possible to have this in VC/gta3 as well - so that's why we'd rather encourage you guys to port it to those games instead of messing around with the dead core. Also, these stats are reasonable for a mod which had its release in 2005. Very early 2005. I wonder how many of these downloads come from 2008 or 2009?
  5. Interesting... it's not even used anymore in the site. All archive MTA files are hosted by us for a good while now, like Winky pointed out. Current downloads are working flawlessly as well.
  6. jhxp

    MTA Unicode

    If it's done properly, sure, why wouldn't we? Just submit it the ready patch which makes MTASA compatible with Unicode to Source Patches section of our bugtracker. It's an important feature, so we'd be happy to implement it if some developer from our community made it. But, like it's said above, it's a hard, complex and really time consuming task. Transition to Unicode might also spawn some other issues in the mod, pushing back its release even more further. If someone is still interested in doing this, I would recommend contacting some developer for tips on doing it first, so you won't just waste your time.
  7. If you mean a server application for MTASA, yes, it will be released for it.
  8. Read this: http://development.mtasa.com/index.php?title=Known_Issues_-_FAQ#The_game_says_it_cannot_locate_the_map_editor
  9. Since the last update we have made quite a lot of progress: our SVN repository has received over 300 new revisions - that's averagely roughly ten updates per day! And there were days where our changelog would show basically endless lines of hourly updates made to the mod. This made us reach that boundary 1000th svn revision, and actually go beyond it. Such progress rate sadly won't be kept in the upcoming weeks though, as one of the developers - lil_Toady - had to go to the army, and many other dev team members will have exams. On a bright side however, our past long-time developer MrJax has decided to rejoin the development team, so that should compensate things a bit. Notable changes made since the last post: Ryden has done LOTS of work on optimising client's and server's bandwidth usage, by cutting player pure sync packets size by half, and improving vehicle sync packets as well This has also resulted in code clean ups in various parts of the mod, which we expect to fix some of the other problems in the mod (like animation desync - sliding) By default, three single player weapon glitches which can be used by players to gain an advantage in multiplayer (quick reload, fast move and fast fire) are now disabled. Please keep in mind however that these glitches might be enabled when needed/wanted by server owners or gamemode coders - we have introduced setGlitchEnabled server function for that. Spraying tags should be fully disabled now - this should prevent mass crashes when trying to spray such a tag Further work on custom models support (fix for collision replacing, added engineSetModelLODDistance function) Sniper rifle range was increased - also nametags can be now seen from distance while sniping LAN broadcasting for server is now independent of ASE broadcasting setting, also introduced own implementation for ASE protocol Several server crashes were fixed (including so-called 'trailer crash') Tweaks and fixes for server browser, pings list, linux server, streamer, CEGUI, custom objects, paintjobs, peds, trains, map downloading, resource support, default ACL configuration and MTASA installer Full list of changes can be found here. Our resource repository also went through a bit of changes (about 50), of which important are: Introduced plugins system for Race gamemode - this is made to split non-essential parts of the main resource into separate resources, allowing for more flexible configuration for server owners and easier development of new race features for scripters. Similar change was made to regular gamemodes - parts like player colors or mission timer were split from gamemodes and placed into separate resources. This should also make it easier to make new gamemodes for MTA, as you can just focus on your mode and use standard resources for handling non-gamemode specific stuff, instead of recoding it yourself. Deathmatch gamemode was added Updates for Map Editor (partial fix for EDF element gridlines, compatibility tweak for runcode, fixes for gamemode testing and saving, added paintjobs to vehicle EDF) Updates for Race (nametags, pickups, spectator, voting, player health syncing to vehicle health was removed as it could kill the player prematurely, max race duration value was increased) Tweaks and fixes for other resources (admin, amx, assault, broph, ctf, ctf_csitaly, freeroam) (full list of changes) That's it for now.
  10. As far as I've tested (on Vista), you don't need any compatibility nor admin mode set for MTA exe. It will run fine, and probably better (more stable) than with them enabled. You should also add a note about installing resources.
  11. Thanks for reporting them btw. Hope to see more contributions coming from you.
  12. Apart from being logged in, you also need to select New Issues project (top right corner.) in order to create issue reports. It's written on the main page too.
  13. jhxp

    Black screen

    Are you sure you've installed it correctly? You need to put resources in: MTA San Andreas\server\mods\deathmatch\resources and NOT in: MTA San Andreas\mods\deathmatch\resources This is a common mistake, so check if you've done it right.
  14. Thanks for your feedback. I've updated the FAQ now in case anyone else gets or is getting this problem.
  15. Is it a German or European 1.0 gtasa version? Because if it's the first one, it won't work on it. You'll have to use converter.
  16. Clear these folders: MTA San Andreas\mods\deathmatch\resources MTA San Andreas\server\mods\deathmatch\resourcecache Make sure you're clearing right folders, so you won't actually clear the one which you shouldn't Then start the game again and see if the problem persists. If it does, just hit the Map Editor button again, and it should eventually 'download' all the data (unless it still stays on 0).
  17. jhxp

    How did you get to MTA?

    I've read about MTA:VC in a computer games magazine back in the middle of 2003 (I've found out later that it was the time when MTA got the most and best publicity ever to date, even appearing on a TV - see this article). Few months later in December 2003, after I've finally got an internet connection I've decided to try it out myself. Being a GTA:Vice City singleplayer fan, I was quite shocked to see how great this game was with multiple human players on the same server, even if it wasn't fully finished. I kept playing it and about two months later I've joined the forums and got invited by Ransom to the VCP gang. After many e-dramas, it eventually led me to the first MTA QA Team in August 2005. Rest should be obvious
  18. It downloaded fine for me when I've checked just now. Try downloading it again maybe.
  19. Is your game modded in any way? If so, try reinstalling it/removing mods. Game also needs to be in 1.0 version (EU or US, not German/Australian).
  20. Looks nice indeed, it kinda reminded me of NFS 6's (HP2) forest tracks.
  21. Leave that IP field in the server configuration blank, then start the server again.
  22. As far as I remember, there is no such need. You just host a server on one of the computers on the network, have it connect to it (by using localhost , or 127.0.0.1 as a hostname), then have other computers connect to him via its proper lan ip. You can find it by using an ipconfig command on the machine that hosts server (Start -> Run -> cmd , then type ipconfig in the command prompt). Maybe there will be a small issue with MTAVC 0.5 client crashing due to lack of the internet connection, but this can be worked around by adding some parameter to its config file. See our FAQ for that, Crash on client startup section. Aside from that, it should all work well.
  23. How about actually following the instructions to set up the Nightly Build properly? http://code.google.com/p/multitheftauto ... htlyBuilds (Download the latest resources part)
  24. Have you had some fears about the site being not updated for a while? Fear no more - it's May, and it's also another progress update by the team. Continuing the trend from earlier posts, since the last progress update on 23. March, our svn has grown by nearly 200 new revisions. The list below outlines the most important changes made within last weeks: We are now using Microsoft's Visual C++ 2008 (SP1) as our main compiler. This allows us to benefit from the optimisations included in latest versions of Visual Studio, as opposed to now quite old and slow Visual Studio 2003. We also have decided to revert back to the standard Lua VM, rather than to stick to recently introduced LuaJIT. This was due to a discovery of a security issue caused by the switch, where MTA's ACL checking system was no longer functional and any resource could call restricted functions. This was simply due to an optimization in LuaJIT and not due to a security hole in it. There was some tweaking made to the server to compensate the performance loss however. So-called 'slippery bug', which caused players to slide (like on ice) on custom placed objects and vehicles, was finally fixed. This bug has been present in MTASA since forever and was probably one of the most researched and visible bugs in MTA, so it's really great to see it go away. Fixing this bug also solved a problem in which, a person would 'slide' off a vehicle, if he/she jumped over on the vehicle while the driver was driving away - now it gives an effect similar to 'autoglue'. Send your kind words of appreciation to ryden for fixing it The network connectivity from clients to server has been improved due to ccw's RPC optimisation. RC Baron entering bug was fixed - kudos to Cazomino05 for submitting the fix. Woman player models now have proper voices when set on fire, falling etc. Applied lucasc190's sky/water color patch - you can now set the colour of your water to make lava or green goo effects - see the pic below. Various updates to custom model support, alpha for vehicles, vehicle synchronisation, mtasa installer script. Further work towards the Linux server compatibility. Lots of small fixes and tweaks to scripting functions, submitted by our community. RakNet was upgraded to 3.52, and additionally, a serious flaw was found and fixed in it, which caused major performance (fps) losses for clients. Gameplay should be much more smooth now compared to previous versions. Custom CEGUI libs which are needed for compilation were moved directly to the code repository, eliminating the need of downloading them separately in order to compile mtasa. Also CEGUI itself has went through some serious optimisations, which resulted in its better performance. Following the changes in the mod, there were many changes in resources alone - about 75 of them, since the last progress update. The race gamemode has received some major updates, which included new features and UI tweaks, fixed and improved some of the race logic. Other changes include tweaks and updates for resources like: admin, freeroam, hay, killmessages, mapmanager, realdriveby, scoreboard, stealth and votemanager, as well as some bugfixes for Map Editor. Last but not least, our community member SkyBon has submitted a pack of optimised PNG files for our resource pack, which have reduced the size of the resource package a bit. Overall progress bar on our bugtracker for 1.0 has risen up to 92%. Until the next update.
×
×
  • Create New...