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jhxp

MTA Team
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Everything posted by jhxp

  1. It is fine to post a single gang/clan advertising thread in this section, as long as it is related with MTA. BTW, to make text in bold on these forums you use tags, not
  2. jhxp

    Season's Greetings

    It's not finished yet, and its availability isn't necessarily related with the 1.0 release, might as well be released separately from it. Reports which you can see for Map Editor category are either obsolete ones or feature requests for later releases - there is a separate project for the Editor, currently visible only to its developers and testers. It will be of course made publicly once its initial version is ready and published. As for the media request, we'll see what can be done about that. Bear in mind however that the Editor's layout or its features are a subject to change at any time.
  3. * I am getting 'Network module could not be located' error message upon launching MTA:SA DM Copy the file 'net.dll' from your GTA:SA/mta directory into your GTA:SA directory, overwriting existing files. It's a tip for DM, but might solve it in Race as well, so try doing so.
  4. To be precise, Roadmap is what you're looking for.
  5. jhxp

    Season's Greetings

    It's this time of the year again and like before, there has been a lot of stuff going on with Multi Theft Auto. The development seems to be going well since we have opened the source for the project - there have been over 150 changes made to the code since the last post, making for an average of over 5 commits a day. You can track these changes yourself through our page on Google Code. Additionally, a bunch of new developers have contributed to the project, either by submitting patches for fixing bugs (like fog flicker fix for users with ATI graphics cards or compatibility fixes for the linux server) or by adding new features (different skins now have their own voices, rather than all having CJ ones; initial joystick support - we will write more about this one in our next status update), all of which are certainly a benefit to the project. Also, lil_Toady has recently introduced initial support for loading and using custom sounds in MTASA. It is currently compatible with a wide variety of formats including MP3, WAV, OGG, RIFF, MOD, XM, IT and S3M. Along with already available custom map and model support, this will allow you to further customize the game by making it possible to add your own sounds or music to your maps and gamemodes. In other news, we have also opened another project on Google Code dedicated to the resources included or to-be-included with the final MTASA server release. You can use them with your nightly build server, as they should be fully compatible with MTASA 1.0. You can also contribute to this project by sending your updates to the currently available resources (which would contain bug fixes, new features or just improvements in the way they work), or send your own resources for us to review, if they're useful for most people and ready for general use. The project can be found here. Just like we have mentioned in the last post, we have introduced the roadmap for the mod. Keep in mind however that while it should give you a bigger picture of what needs to be done before release, it is not fully accurate due to the nature of the mod. That being said, we would like to wish you all a Merry Christmas and a Happy New Year! Let's hope that the upcoming year will allow us to bring you even better news! And here's a Christmas tree to celebrate the occasion: -The MTA Development and QA teams.
  6. This should be just left blank in most cases, in yours most likely as well, so set it to . I think the value is too big, max is 1500, but default one should be good enough anyway; set it to 1264. Set this to 0. Also, make sure that you've opened and forwarded the ports you've set there - 22035 udp and 22106 tcp. You can find out how to do this here: http://portforward.com/ Once you've done all of this and verified that ports are forwarded correctly, run the server and wait for a bit, it should eventually appear on the server browser and on game-monitor.com.
  7. I think it doesn't matter, at least not in a way we should care about it, really.
  8. MTASA supports only version 1.0 of gtasa. If you have some other version, you can use the downgrade patch to make it compatible with MTASA.
  9. Combine first and third reply. You can find the resources project here.
  10. jhxp

    MTA Nightly Build

    Read notes on top of this page: https://nightly.multitheftauto.com/
  11. Did you use VS2005 project files (which are available on svn) for compiling? Also, make sure you've read this. Also, to posts a bit above, I don't think GTAIV will have that much of impact on the current gtasa multiplayer scene - maybe a bit after the release, but that's it. It likely loses in many areas of customization and gameplay possibilities with MTA. Also, like mentioned above - those who don't like to install it for some reasons or won't be able to due to system specs will probably stick to what they're playing now.
  12. What about SA's singleplayer?
  13. Maybe he has some d3d9.dll in his gtasa folder, which acts like a speedhack (or any d3d9 in fact, which might conflict with mtasa) - if he does, tell him to delete it and see if it fixes the problem.
  14. jhxp

    Error 0-28#

    If before getting that error you're downloading some resources, and that progress is moving forward with each reconnect/try, just continue till they all download.
  15. I'm using Vista x64, could that be the problem? Missing dll. If you installed nightly + additional files from nightly.multitheftauto.com correctly according to their README's, it's most likely libcurl.dll. Get it from dll-files.com. The example I've used (0.x vs 3.0+) is still valid, as I didn't say anything about not supporting legacy versions in general (and Fx 0.x isn't supported nowadays) . I've picked these versions for purpose, to reflect the scale of changes between racemod and dm (its coming-soon stable 1.0 version at least). Like I've said, try to pinpoint these problems then, regardless if they're strictly, semi-strictly or not strictly at all related with the mod. For mod-specific bugs, you can use our bugtracker, for gamemode ones - just contact arc_ , you can find him in #mta-dev channel on GTANet. Its development would have to be handled by a team made of third-party volunteers at best. We have one volunteer already as you can see (hi Towncivilian ), but the project would need more to run itself in a way it's going to make those needed important changes to the mod at every aspect which requires them. Oh, and I would say that running perfectly is a very relative term when it comes to 0.5
  16. Why should we go towards a scenario of supporting and developing two mods for the same game, in which the first one was old and was fully included in the other one, and other mod had a setting which you could make it compatible with first one and make it to work exactly the same way like the older mod? It's like asking Mozilla to continue support for their 0.x series of Firefox, when you can use the latest version which does the same, has more features, is faster and more secure... just doesn't make much sense. There is no reason not to switch to the new version, it allows you the same what Race allowed you, only that it does it better and can go beyond that. If there is a specific reason why you don't want to switch to a newer version of mod equipped with race gamemode (or its variant mentioned in Talidan's post above), please tell us what is it. We could then think of a way to solve the issue, so both parties would be happy about it. As for 0.x sources, public release of them actually would have some sense, as 0.x series are currently the only versions we offer for gta3/vc, though it's rather unlikely to happen anyway.
  17. Not really, nightly developer builds are NOT intended for regular usage and none or very limited support will be given for them. They're intended only for people who know what they can use them for (so eg. for making their resources compatible with the upcoming version). Same goes for third party SVN builds - they shouldn't be used by general public. Just wait for a stable version (1.0) , it shouldn't be that far away. Sorry, this isn't going to happen. You should switch to our upcoming stable DM version once it's ready. It should fully replicate every aspect of race, and will even extend its possibilities to the extent it could never reach - due to Lua scripting, server modules and completely rewritten and improved map editor. Not to mention better synchronisation and more creative maps (due to custom car/object model support).
  18. jhxp

    GTA 3 Servers

    Server browser in MTA 0.5 doesn't work. Please use Game-Monitor instead.
  19. Just use the community center and see if you can find something which suits your needs. To browse it, select the type in the 'Type' menu and press 'Search' button.
  20. It takes a while before the server appears on the list, so if the ports are forwarded correctly it should appear there eventually.
  21. Check this article and see if any of these will help, particularly points from 1.1.1 to 1.1.5 and 1.2.1-1.2.2.
  22. It's hard to understand what you're trying to say... from what I've checked you're likely Dutch, so maybe you could pm some other Dutchman (maybe Gamesnert ?) and ask him your question in your native language? Should be easier for both you and us.
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