Winter is more or less over, so it's time for another update... and I'm sure you will certainly enjoy this one.
After countless hours being put into scripting and struggling with fixing MTA:SA bugs, the Map Editor Team is proud to present the first version of MTA:SA 1.0's Map Editor being released publicly on the resources SVN repository. Not only does it replicate pretty much all of features included in our old MTA:SA Race Editor, but it goes further than that and extends them and adds many of which were requested since the beginning of this project.
The most notable changes since the Race Map Editor are:
Crucial changes in the map editor's architecture design: instead of a separate mod like it was before, it is now composed of a set of open sourced scripts for the MTA:SA server. This way, parts of the editor can be used for different purposes as will be explained below.
Multiplayer map editing: making it possible for several people to join the server where map editor resources are running, allowing them to edit the same map simultaneously.
Support for gamemode "Editor Definition Files" (EDF): these allow you to create maps for specific gamemodes without the need of editing the map code manually. EDF extends the map editor with features of a specific gamemode, e.g. placing team spawnpoints for the Stealth gamemode in your map can be done by just selecting and placing them on the map.
New User Interface: makes the map editor much quicker and easier to use.
New "cursor mode" editing: a mode that locks your camera and turns your mouse pointer into a world cursor. This way, you can easily place different objects in your scene without too much trouble.
Improved testing mode: various "live" options are accessible through the F1-key that will help you testing your map such as spawning vehicles, weapons, changing skins or setting player locations.
Improved object handling: these give you the possibility to select objects on your map in a more precise way depending on their shape.
Improved camera movement: added functionality for strafing your camera instead of only turning. Objects can also be moved with your keyboard relative to your camera position.
Undo and redo options: in case you moved an object by accident, it'll be easy to undo your changes.
The list goes on and on - the map editor team has certainly done a tremendous job in making the new editor. Be sure to test this nice piece of software if you are not already familiar with our nightly builds. We highly recommend going through the tutorial on the first launch as it will help you learn how to use it. Additionally, the map editor manual is available in case you need more information about a certain feature.
Developers can download the map editor along with the most up-to-date resources pack for the 1.0 server at our GoogleCode downloads page. Always remember to use the newest revision available for both the resources and the nightly build. Remember these builds are still considered experimental and are not ready for end-users until MTA:SA 1.0 is released. Also keep in mind that Map Editor will not work on anything older than our current 1.0 builds.
Note: If upon installing and launching Map Editor you are getting a black screen instead of the editor, it might mean that you've got an outdated acl.xml file. To resolve this, go to your MTA San Andreas\server\mods\deathmatch directory, and remove or rename acl.xml , then install the latest nightly again and try starting the Map Editor again.
Some screenshots of the new map editor (click to enlarge):
In other news, Multi Theft Auto: San Andreas (dp2.x and beyond) are now supported by the popular Xfire gaming application. It now recognizes whenever you are playing MTA:SA and might offer more features in the future as support will be improved.
A batch race map converter (for MTA:SA dp2.x and beyond) has recently been released (by arc_) so you can now easily transform your favourite Race maps into resources that are ready to be played in MTA:SA by using the race resource. The converter will be included in the final 1.0 installer as an additional switchover tool for people that are still using MTA:SA Race.
Also, since the last post Multi Theft Auto's source repository has gone through nearly 200 updates (ranging from small code cleanups or installer changes to major re-designs). Changes which are worth noting are:
MTA:SA now keeps its files in a single directory rather than in two (unlike previous versions). Installation paths are no longer stored in the registry.
Rewritten game pool code: improved performance for in-game entities.
Major improvements for weapon sync and accuracy (e.g. sawn-offs should work much better now).
The default Lua VM was replaced by LuaJIT. This should make scripts run faster and enhance coroutines functionality.
Removal of outdated and unused timestamp code leading to network packet bugs.
Improved support for trains, including fixes for derailing and new scripting functions.
Compatibility tweaks for the Linux/POSIX server branch.
Improved setElementAlpha functionality. Alpha now works per entity for objects and vehicles (and previous versions of 1.0 also supported per-ped/player alpha).
Various tweaks and fixes for weapon glitches, crashes, GUI annoyances, scripting functions, and other general stuff.
For the complete list of changes, head over to our code repository.
Last but not least, we have opened new report categories on our bug tracker, namely "Resources" and "Map Editor". The first one should be used for reporting bugs in resources included in the 1.0 package, so currently for the resources available on our resources SVN repository. The second category should be used for reporting bugs in the above mentioned map editor.
These were some good weeks. The progress bar for 1.0 on our Roadmap has risen up to 86%. Hopefully it will break 90% any time soon.
Until the next update.