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MrJax

Retired Staff
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Everything posted by MrJax

  1. You can't personally attack me because im not solely responsible for any of the MTA teams actions or opinions, however you're responsible for your own. We never (intentionally) give false information or string people along, we have been making progress, for a very long time. The main reason its taking so long is because we've let it grow into a huge project with few boundaries, which I'm sure we've all learnt a lesson from. I can't give a perfect, detailed list of whats left to do, because I'm not entirely sure, new things seem to pop up frequently and some will be left until a later release anyway. Edit: if you have any more questions or thoughts for me or the rest of the team, come on IRC and have a chat, saves the forum being plastered with negative posts
  2. I can guarentee you this project is neither dead or old and defeated, it's probably the most active project on the GTA scene, we have people working around the clock, spending most of their free time aiming towards a release. Some of the developers have dedicated SO much time and effort to this you wouldn't believe.. You need to learn some manners and give respect where it's due. To you this is just another game to play, theres lots of them out there, take a second and imagine how much we want the public to enjoy this.
  3. I think each and every dev on the team has had inactive periods, some longer than others, Chrml's is pretty big, but he'd always be welcomed back. We've also had a lot of help recently from devs that have been (mostly) inactive during Deathmatch development, our progress depends on the whole team's activity, not 1 person.
  4. I think you can get a variable from searching for the window title, then the process id from that, I'm not certain.. I havn't used such sloppy code for a while If camHack ends up incompatible with MTA, you'll be able to use the scripting functions to reproduce any functionality it gives
  5. MrJax

    How about...

    That's not a bad idea Clerlic, we're going to add a changelog list soon, showing mainly the things we've fixed instead of things we need to fix.. but maybe the latter can/will be added at some point.
  6. Its a little harder than hex editing, especially with an encrypted executable, but its not hard to find the address for the max-players (or any other) variable, then change the value. The player limit was set at 32 for a reason..
  7. Sounds pretty good, I'd definitly get back into MTAVC to try it out, my only advice is to test it thoroughly. I know what working with SCM is like, so you definitly deserve some praise if it turns out well
  8. MrJax

    problem with MTA

    You can fix any problem with the file-setup by reinstalling them ALL.. Uninstall MTA, make sure the whole folder in Program-Files is gone.. Uninstall GTA, make sure the whole folder in Rockstar-Games is gone.. Delete any settings data, '..\My Documents\GTAVC User Files' i think.. Then reinstall VC and MTA afterwards.
  9. MrJax

    How about...

    We actually thought we were weeks off of a release months ago, so I dont think a progress bar is the way to go I'd stick us at over 95% if we did have one though. I'll probably get told off for saying that
  10. Frettub, yes, some of the QA didn't have many useful skills when they joined, but they weren't "picked because they are constantly at IRC", it's because they were well-known and liked (probably from being on IRC so much, yeah), we need those qualities in a tester too. I'm not a beta-tester, i'm a developer and despite popular belief, we don't actually play it that often, some of us don't play it atall. We really do spend all, not most, of our free time working on MTA, not playing it. I think our perspective is better than anyone elses, we know the state of MTA, we want all our hard work to pay off, we want a release as much as, if not more than, you.
  11. Frettub, the testers don't get that right for free, they're picked because of their knowledge or skills, many have spent a lot of time and effort on other projects to get where they are. As for the lack of news, i've suggested that our nightly changelogs are made public, so people can see what we're doing without us having to stop to make pictures/videos/news-posts/etc.
  12. You could say that Rob, but we dont think of anyone in the QA team as the public, they're part of the MTA team, a lot of them help with the mod aswell as test it. Semi-public tests will be much larger, which is a good sign of progress to anyone who understands development.
  13. MrJax

    progress

    The speed of progress is constantly changing, but we're always making some. Everyone in the team has active and inactive times, so sometimes things are going very slow, but right now we're in a pretty good state. The actual mod is very close to release, which we can only keep repeating, even though people are getting tired of hearing it. To be a bit more specific, we have pretty much finished anything we plan to have in scripting for r1(r2 if you count race), some of our systems need a few fixes, there're a few bugs that have been taunting us from the very beginning, mainly because of difficulty to reproduce, not showstoppers, but high priority.. and the odd bug that creeps up now and then from adding new code. Sorry if thats still more vague than you'd like
  14. MrJax

    FMJ Movies

    Good times!
  15. I don't think that's a good idea, but you will be able to create this through scripting if you wish.
  16. MTA gets ran through an encryption program before its released, specifically to stop you finding and changing things like that I don't think you could change it anyway, the delay-time is probably client-side. No ones going to update race, atleast not for a long time, we need the devs we have to help get DM finished for you Edit: just read the post above.. It would actually take a long time to prepare all the code and files we need to change and release a new version, this will be very different in the future. ..and i do doubt you've made the race server any more stable, for the first reason i gave.
  17. They're actually very close
  18. Haha its been looming for months, still chipping away at the few remaining bits though
  19. We have a bug reporting system to help development, to give you some idea of where we are, there's about 2000 reports, about 1000 are fixed, anywhere between 400 to 800 are for race which doesn't affect us right now and quite a few of the remaining reports have been fixed or are so minor that they will be fixed after a release.
  20. If we aren't vague and get a detail wrong, some people won't be happy. As for the time-scale on testing/releases, even if we do think its pretty close, it could change very quickly, its not very likely to at this point, but its possible. My guess at a release date would probably satisfy most of you out there, thats pretty much the closest you'll get to an answer.
  21. Nice video I can't wait to see what people do with mta:dm when its ready
  22. The core we have, that loads the race/deathmatch mods we mainly work on, has been updated quite a lot since race was created, which has made it incompatible, even though its very possible for us to update race, it would require a lot of time and effort, huge chunks would need rewriting. This may very well happen, it hasn't been discussed yet, but i personally think we should leave it upto the community to make it with our scripting system - that way its kinda open-source and anyone can fix/change bits to suit their server.
  23. MrJax

    Teaser

    Thats the start year and the current year (at the time), doesn't mean it ended in 2004
  24. I don't think everyone shared the 'get a release out, then frequently update it' idea until a few months ago, we were trying to add as many nice features as possible.. that obviously has delayed the first release of DM (would anyone play it if it wasn't as good or better than the current mods out there?), but dev inactivity is the main reason for the amount of time its taking. Anyway, no one but the devs really know what they're talking about when it comes to MTAs progress, many people seem to think adding certain features (especially the most recent) is delaying things, but thats completely untrue. Fighting-styles for example, took about 30mins to get some game-layer code done, then maybe 10 more to add to the network-layer (syncing).. not even comparable to the hours and hours we spend on fixing bugs and working on the most important things. Features are like incredibly small breaks for devs, its nice to have a change now and then. Henderson: It's understandable you'd assume the things you do, but complaining isn't going to help in any way. Oh, and how can you reduce custom model support to "pie-wheels", are you retarded?
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