
ChrML
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Everything posted by ChrML
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Could someone explain to me precisely what MTA/Blue is?
ChrML replied to a topic in General MTA discussion
Making your own mod doesn't require any specific modding skills, but it'll require a good knowledge of C++ and Object-Oriented Programming (in C++) and possibly some experience with game programming (the concept is pretty much teh same). It's not always easy to learn C++ if you haven't programmed before, so you can't just buy Visual C++ and start with Blue modding without knowing any C++. If you want to make a mod, I suggest you start right away with Visual C++, make hello world applications, and learn every aspect of the language (and possibly gain some experience by making some commandline utilities). http://www.cprogramming.com is a very nice site for tutorials starting from scratch and will take you through the entire language. -
Could someone explain to me precisely what MTA/Blue is?
ChrML replied to a topic in General MTA discussion
Exactly! -
Developer's Blog (04/08/2005 @ 12:04 CET) by Blokker_1999
ChrML replied to Blokker_1999's topic in News
Nicely put man -
Now I haven't read all posts in this thread, so I don't know whether this has been answered or not, but yes, there will be dogfight possibilities in the racemode. Also with a hydra. You can call the dogfighting some sort of "freeracing" where there are no checkpoints, players will respawn when they die etc... The missiles on the hydra are semi-synced and will probably stay semi-synced for the first release. Means, they are synced, but they might not produce the same result at both sides because the projectile itself is not synced. Myself, I find it quite easy to dodge these missiles, and they aren't unfair at all. Just take a sharp turn, or do some loope-di-doo and they fall off .
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Could someone explain to me precisely what MTA/Blue is?
ChrML replied to a topic in General MTA discussion
Yep -
yes i was here to act like an asshole, and did i ever mention how great sa-mp will be? no, no, i dont kno ne thing about blue, WHO THE DOES? nobody, besides mods and devs. the updates mean nothing to me cuz i dont kno anything about coding and most of the blog shit is about coding and admin panels. and yes, the game has gotten worse since .3 (except in gta3's case), ask anybody about taht, nobody has had as much fun with .5 as they did with older versions. now please, get off my cock. bitch How great SA-MP will be? What do you know about that? You know nothing about how great either Blue or SA-MP will be. VC-MP is a little bit better than 0.5, agreed. Blue is much much much better than 0.5 because it is rewritten using a much more stable system. Would that mean SA-MP automatically will be better than Blue? I think you need to rethink your logic here... teenager...
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Something like that probably
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We want to keep the Blue version numbers so far from 0.5 as possible as it's significantly better. 0.8 was just picked right out of the air though. We haven't discussed it. We don't want to cross 1.0, as the first release isn't complete (ie, incomplete foot-sync). And btw, version numbers don't have to come after eachother... Winamp skipped version 4 for instance.
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Those MTA: SA gangwar servers aren't ours. The ChrML Blue server is my test server though.
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Yeah, there's a chance for that, JonChappell. y4nk33s: Team's half-assedness? We've improved much lately.
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Hehe, okay . PS: Ransom, I wouldn't worry about that . I like taking a few minutes off time to time reading and posting at the forums.
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I'd say that's a hard question to reply to, but I'll try to explain. The server bandwidth consumed increases exponentially with the number of players playing. Imagine if you got two players on a server. A client sends it's locationdata to the server, and the server distributes that to the other clients (2 orientations received and 2 orientations sent per sync by the server per sync = 4 operations per sync). That's done many times a second. Then if you add an another player, the server will receive orientation data from all 3 clients and must distribute each orientation data from each player to each player. That's 3 receive and 3 send for the server per sync = 9 operations per sync. Then imagine 12 players. That's 12^2 = 144 operations per sync. With 13 players, it's 169 operations. That's not accurrately how it works, but it gives a good picture on how the bandwidth consumptation increases with the number of players. The clientside won't be affected too much with many players as it only receives one orientation packet from the server for each player (means you can play on a huge server with an average connection). Ie, 13 players = 12 receive operations for the other players, and 1 send for it's own orientation per sync. So it's a great difference between, lets see, 30 players and 31 players. Back to your question, the mod can decide number of max players, and currently we've set it to 16 players (so a maximum of 1-16 players is choosable in the server config) for the race mode as any more would be unpractical when racing. BLUE (and racemode) has a lot more effective netcode than any previous MTA, so it can support a bigger number of players but I don't have the curage to guess. It will have to be tested. As the data-amount handled by the server increases with the number of players, it would really depend on the server. Assuming GTA can handle very many characters, we can also handle very many characters.
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I'm afraid you are one of the a few people who doesn't get the point of releasing it... The racemode is not a final MTA release. It's not like we're going to stick to racing. It's because we want to show what we currently have, and btw, MTA racing is actually quite fun even though it may not sound like it is. Especially dogfighting...
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Yeah, you can have a Rhino race, however it wouldn't be so cool because everyone in the race must have the same vehicle defined by the server (in the current system). Rhinos are pretty fireproof (I think). There's just a bug we need to fix regarding the turrent movement (should be trivial to fix).
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A beta which we're gonna wait over a year for. Not at all!
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I hate that thing in singleplayer even though it's a very good idea for a game like GTA. Haven't completed it yet. Beat the cock or whatever it was called. Due to the incompleteness of the foot-code, we currently can't do that though, but when Blue is completed, I think that would very cool on an RPG server. As for boatracing, yes!! Boats, even hovercraft races on land, sea and air, hehe.
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You can. I asked in the blog comments. It's all simple coordinates in the server config
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I thought releasing a racemode would be good, but I guess we'll wait with releasing MTA till we have foot code then... See what I'm getting at? The *first* release will be just racing because the foot-code isn't ready for release. Ofcourse we could wait till we have that, but we want to show you something as fast as possible.
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Ofcourse! We have a neat Quick Connect button if you want to connect to the server by IP over LAN. I will eventually do a LAN button on the client server browser aswell.
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Thanks again! About that hidden WTF word, never thought of that before, hehe .
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Hehe , just waiting for Blokker to make a link to it on the mainsite . Anyway, here it is http://www.mtavc.com/blog/index.php
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It's some old unupdated leftover I guess. By the way, the bloggie is up any minute.
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I agree! ^^ That's why we're putting up a blog soon . Last update is 3 days ago, but before that it was almost a month . As for the latest progress since that post, We've been working a lot on GUI for mainmenu, ingame serverbrowsing and similar to make Blue more usefriendly for a release. As for the racemode, it lacks functionality around some parts not specific to the race itself which is about to get done within the next couple of days, but otherwize it's very nice. Smoothness is very good, but some fine-tunings are still required. Blue is overall already getting pretty big. Currently we can access many parts of SA's functionality down to the smallest details even though many are still left. We've been working mostly around functions needed for racing so we can get that out as fast as possible as good as possible, then continue on foot-code needed for deathmatch. Guess that pretty much sum it up, hope you enjoyed the update.
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Thank you!
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For the moment we're only working on SA, but VC support is still there. The SA support now is very big (bigger than VC support I think). Our current plan is that MTA: Blue for SA will be released first, then we finish the VC support and release MTA: Blue for VC. That will become a much shorter process as then we already have a good core with good netcode. Think of it was three parts. The core, SA support and VC support with each an equal amount of work.