ChrML
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Everything posted by ChrML
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Oh, okay. Tried setting the bus flag in handling.cfg?
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Yeah, I used to use DevC++ before. It uses the MinGW compiler which is the Windows port of GCC (mentioned earlier), and is a very good choice if you don't want to get into writing makefiles and using commandline compilers and utilities.
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Are you sure it just holds one person? I thought it had the bus flag, meaning it can as many as you want... but I might be wrong. I don't think GTA SP originally thought of driving around in a private jet picking up passengers, so maybe not... Added: We may make the handling.cfg entries configurable from serverside for Deathmatch... That way some servers could add the bus flag to the jets if they aren't already there.
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Actually downloading movies, music and games was perfectly legal until a few months ago here in Norway. Anyway, all I'm saying is don't download SA for free from the internet... buy it. Yeah, it's sad that you already had the PS2 version (reason I didn't buy it until it came for PC ).
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Hehe, 1337 is an attempt to digitalize the word leet . C++ won't require any special knowledge to math in itself. That depends very much on what you're writing. Ie, if you're writing a physics engine, you'll need tons of math, but I assume that you're planning to make a Blue mod since it's posted here. Our SDK (Software Development Kit) for Blue will contain a huge library for every aspect of the game, so you won't need to do any dirtywork or complex math when dealing with the game. You just need to know C++ and Object Oriented Programming (which obviously takes time and efforts to learn). There's a free set of compilers called GCC (MinGW is the Windows port) it's possible to use for C++ (and other languages), however I wouldn't recommend it to you as you're a newbie (you said). We use Microsoft Visual C++ 6 and .NET. I believe Kent's using a free version of .NET 2005 (correct?). Maybe Kent will give you a link. About learning C++, take your time and most importantly, don't give up. Feel free to ask any questions here since this has more or less turned into a programming thread anyway, lol , or at any C++ forum.
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Exactly Yeah Kent, I'm just saying that some applications are better in C than C++. Other aren't, for a Blue mod is a lot easier to make in C++ (not that they can be made in C)
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I suggest you buy it. Rockstar Games made a great game that deserves buying.
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Heh, the man's gotta start somewhere. He can't start designing classes when he hardly knows how to make a console Hello world application, and btw some programs do better in C. Example, this is an equalent Hello World application doing it the "C++ way" (not tested): CApplication.h: #ifndef __CAPPLICATION_H #define __CAPPLICATION_H #include using namespace std; class CApplication { public: CApplication ( const string& strHelloWorld ); int Run ( void ); private: string m_strHelloWorld; }; #endif CApplication.cpp: #include "CApplication.h" #include CApplication::CApplication ( const string& strHelloWorld ) { m_strHelloWorld = strHelloWorld; } int CApplication::Run ( void ) { cout << m_strHelloWorld; return 0; } Main.cpp: #include "CApplication.h" int main ( void ) { CApplication* pApplication = new CApplication ( "Hello world!\n" ); int iReturn = pApplication->Run (); delete pApplication; return iReturn; }
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People that will play your mod online will have to download your mod that probably will come with some files that makes it work with Blue. Then your friend could download that mod and simply connect to your Blue server (running with the conversion mod) and play it online with you.
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Hmm, I'm not sure I get your question, but I'll try. The configuration file(s) will be in the server directory (ie weapons.conf). If you want to share your configurationfile with other admins, you can upload it somewhere, so other admins can download it and put it in their server directory. I don't know if we'll support server "profiles".
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The SDK won't neccessarily be neccessary to change weapon damage. The SDK is meant to give programmers a possibility develop own mods or do major changes to other mods, not fine-tune existing mods. The deathmatch mod released by us could for example have a configuration file at serverside saying how much damage each weapon takes so it's easily configurable for everyone (whereas 1.0 is normal damage, 0.5 is half-damage, and 2 is double-damage).
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Just something I found on my disk that I poked together a long time ago. It's a quite cool commandline utility you can put in your system32 folder letting you type "uptime" in cmd whenever you like to show your computer's uptime. I think it's a quite good example showing off how variables and math is done even though might not be suitable for the very-beginners: #ifdef WIN32 #include #else #error This application requires Windows to compile! #endif #include int main(void) { //Get number of milliseconds since startup unsigned int time = GetTickCount(); //Weeks int weeks = time / 604800000; time = time%604800000; //Days int days = time / 86400000; time = time%86400000; //Hours int hours = time / 3600000; time = time%3600000; //Minutes int minutes = time / 60000; time = time%60000; //Seconds int seconds = time / 1000; time = time%1000; //Print the result printf("\nUptime is %d weeks, %d days, %d hours, %d minutes and %d seconds\n", weeks, days, hours, minutes, seconds); return 0; } And to make it clear, the % sign tells C / C++ to calculate the remainer... kinda the same thing as te Mod button on your calculator does. And btw, due to limitations with the GetTickCount () function, it will probably "wrap around" and show a fake number after 47 days.
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Is it possible to delay the release to make it compatible with this patch? Once more noobs come in, they will ask "why can't my version work?". That should be avoided, unless you host the 1.0 exe and let others download it, but I don't think rockstar would like that. Yeah but the majority of people will be using the standard 1.0 version until the new M release comes out. Remember that the first version of MTA:SA is a kind of "preview" version. If they edit the game so it doesn't have the hot coffee and I'd also assume these new bugfixes will be in the new release of the game then the new release would be v1.01 also, right? Man this is confusing. I'm going to install the patch so it fixes the sound issue but if I do I won't be able to play MTA when it's ready? You can backup your gta-sa.exe file, so when you wish to play MTA when it's ready, just exchange the files.
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I don't like the full-aim while in car idea. It'll allow you to be almost as powerful as on foot and the car will protect you, but even though we might not do it, a Blue mod might do it.
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Mac isn't a bad platform, it's only very incompatible with what most people use and make applications for as the architecture is different (ie, a different set of CPU instructions). And as I'm sure most of you know, what's best isn't neccessarily what most people use. There are plenty of examples on that. And btw, to clear things up a little, a Mac doesn't neccessarily have to run Mac-OS (ie, it's easy to compile Linux for Mac). As a point of interest, Mac has changed to Intel not so long ago (replacing the current Motorola CPU's), so the future of Macintosh may not be so incompatible as we know Macintosh for today.
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http://www.cprogramming.com http://www.cplusplus.com
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Indeed! Hopefully it's the same exe as in this patch.
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DLL hooks will work fine, but all kinds of things accessing it's memory directly probably won't. I haven't tried testing it with the current version of Blue yet, but I can say it's 98% it won't work because of all changes to the exe. I don't know if we want to delay the first release to support it.
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MTA won't freak out with Visual Mods installed? (Has Pics)
ChrML replied to troyBORG's topic in General discussion
Wash your clothes, buy your food etc... -
MTA won't freak out with Visual Mods installed? (Has Pics)
ChrML replied to troyBORG's topic in General discussion
Also, forgot to say. A mod can redirect files so it doesn't have to change the GTA dir (which is a bad idea). Lets say the mod wants to change a few fonts and thus changing models/font.txd, it could put the modified font.txd in mta/mods/mymod/gtafiles/models/font.txd, then make MTA redirect models/font.txd to mta/mods/mymod/gtafiles/models/font.txd, and whenever GTA tries to load that file, MTA will make sure it actually loads the modified file in the mod folder. Ofcourse a mod could add a verification to the font.txd in the mod directory to prevent users changing them. This could also be done with handling.cfg for example, allowing a mod to have unique handling without changing any GTA files if wanted. -
MTA won't freak out with Visual Mods installed? (Has Pics)
ChrML replied to troyBORG's topic in General discussion
Ofcourse! MTA will only check the mod dll and make sure it's MD5 hash, version and name matches the server (the mod can be protected against everything but itself). It's up to the mod developer to implement cheat detection and verification of the rest of the files. -
MTA won't freak out with Visual Mods installed? (Has Pics)
ChrML replied to troyBORG's topic in General discussion
I can't see any downside with texture modifications, but any geometric changes (that are outside the mod's knowledge) would be catched by the cheating prevention because they will caused trouble with the sync as other people won't see the changes. -
Hehe, nice to see you've started preparing for Blue . Keep it up and don't give up. I'm sure you can learn C++ well if you put enough efforts in it.
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You can easily not make markers for people in the mod code . It's not like Blue does that for you.
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Yeah. There's a big difference between constructive critic and pure and simple flaming. We like critic for our work. That way we can create a better result. Pure and simple flaming takes us nowhere.
