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Everything posted by jhxp
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I remember playing Mortal Kombat (1st, then 2nd), Dune 2, Syndicate, Them e Park, good ol' Lotus and others on my bro's Amiga 1200 =) But as for PC games, first one that fascinated me was nothing else than Grand Theft Auto 1. Possibility to freeroam and do whatever you wanted rocked hard, and still does =)
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I remember playing Mortal Kombat (1st, then 2nd), Dune 2, Syndicate, Them e Park, good ol' Lotus and others on my bro's Amiga 1200 =) But as for PC games, first one that fascinated me was nothing else than Grand Theft Auto 1. Possibility to freeroam and do whatever you wanted rocked hard, and still does =)
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Good luck. Hope that it will revive the scene a bit
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Good luck. Hope that it will revive the scene a bit
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Deathmatch will have maps, just like the "race" release has at the moment, though it's improved in several ways. This time when you die, you don't have to wait until everyone has died and a new map is started until you respawn. Respawn times and respawn modes are all specifyable in the map file (the current modes are 'none', 'timelimit' and 'waves'). None is for 'Last Man Standing' maps where you ideally play in a small map with weapons and see who lives in the end. With timelimit, you can specify how many seconds the server shall wait from the time a player has died till he respawns. Pretty ideal for freeroaming maps in big areas. With waves, the server tries to respawn players in "waves", meaning dead players are respawned at for example 30 second intervals (the time is specifyable in the map files). This means you can die, and be lucky enough to respawn 1 second later, or you may have to wait another 20 or 30 seconds. This should work pretty well for deathmatches in smaller areas, or in team matches if we decide to implement this in the first deathmatch release. At the moment, there is no "Click to join", though I will implement this some time later. It's nice when you can stay in spectator and watch the other players if you wish. Note that spectator for deathmatch isn't coded yet. Some of the code is portable from race, though it needs some tweaking to be able to spectate on foot too. Should be pretty trivial. I've also been working on vehicle spawning. These are places drivable vehicles are spawned by the server in your map. Vehicle spawns are currently definable in the map files using the vehiclespawnpoint tag (or the deathmatch editor when it's done). You're able to have quite a lot of vehicle spawns in your map, theoretically up to 65534 though this hasn't been tested yet, meaning you can put vehicle spawnpoints all over San Andreas if you want. Same as you can do with player spawnpoints. GTA itself is only able to handle about 110 vehicles at the same time, so I've used the same streamer I've coded to deal with the checkpoint limit and the object limit to deal with the vehicles. The streaming is fast and doesn't add any noticable decrease in FPS. What I'm going to do the comming days is server/netcode for getting in/out of vehicles and vehicle state management serverside (driver, passengers, position, health, landing gear states, turret states etc...). eAi has been doing the game part. Remember to watch this space for updates the comming days!
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yeah yeah...
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Yeah, I've had exactly same issue before, and reinstalling mtasa fixed it. Topic is now a sticky.
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Yeah, if there won't be any proper vc multiplayer mods available, then why not? VC is still fun to play anyway, and it's even funnier in mp.
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indeed =D
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Spam.. spam.. lovely spam..
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Yes... you can always google for it though
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You should try defragging your HDD. I was experiencing pretty same problem, and using a disk defragmenter reduced it a lot.
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I think that it won't change much about smoothness - should be already smooth on 100mbps =) As for frame limiter... not sure
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We hope everyone is enjoying playing MTA:SA, today for the first time we had over 1000 players playing MTA at once, which is quite an achievement, considering quite a few commercial games do not achieve this . We also had over 20,000 downloads in the first 24 hours, which we're also very happy about - keep spreading the word! Overall the response to MTA:SA R1 has been great - we've had a number of crashes reported to us and we'll be working through them and seeing what we can do to fix them. It appears quite a large percentage are caused by people using the wrong version of GTA, we'll probably add a check for this in a future release. Remember that MTA:SA currently only works on GTA:SA v1.0. We've already started work on R2 and some fixes for R1, we hope to have something to show you for these soon - watch this space! Server admins may have noticed that anti-cheat has not updated for them. This is due to a combination of a change in our webserver config and a somewhat non-standard HTTP request from the server. We will be releasing a patch for this and a few other issues soon, in the meantime you can download the anti-cheat definition file from http://files.mtasa.com/apps/1.0/race/sar1_000.def - the file should be renamed anticheat.def and placed in your mods/race/ folder of your server.
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Try uninstalling/installing again mtasa. If you've installed windows server before client, uninstall it as well, then install the client.
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Finally you're able to try it guys =) Have fun
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It would be nice imo, if we're able to use a forum theme similar to the new site/blog one =) +1 for option 2
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I've fixed your post, Kent (added Calendar event and [news] tag) As for the review, I haven't read it yet but from what I can see above, it's worth reading =)
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, Blokker =)