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jhxp

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Posted

I used to play mta:vc back in 2004. I typed in the website name out of curiosity and couldn’t believe it’s even more popular than before and people are still playing mta. This brings back good memories, who here remembers the old clans like UVA, VCP, U.K., to name a few. The stunt servers as well lol we used to make little videos and post them on our websites before YouTube came about. Good :Oing times man. 

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Posted

Ayy I used to work on MTA wayyyyy back when it started and everyone was figuring it out. With all the reverse-engineering and hacking, coding etc it was actually a bit of an adventure. I started working on a multiplayer GTA myself because I wanted it so bad (ill equipped but determined), and ended up joining with some of the early team. Really proud of everyone getting it together and keeping it going.

I remember when we first got shooting working and we were all shooting each other outside that Vice City club that was the default spawn point for a while. I'll always remember the feeling of being the first people that ever played multiplayer GTA... wanting it so bad we manifested it.

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Personally I just kept programming and doing random game dev stuff, I released a game made in Unreal Engine using the voxel plugin:

https://store.steampowered.com/app/1079300/Goblin_Keep/

I felt incapable of supporting the game after release but I did it for the same reason at MTA, I just wanted to do it.

Thanks to the team for keeping this going, who all did a lot more work on it than me 😁

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  • 1 month later...
Posted
On 26/12/2023 at 02:57, slush said:

namely a guy named PharLap, who was insanely smart.

 

all of a sudden - and with a devastating earthquake - a large ancient figure appears, almost totally darkening the sun; bow down for it is PHARLAP, who only returns from the netherworld every 2500 years, or if great insult has happened; pharlap speaks: "this is a message to the mortal soul of SLUSH. didn't they tell you to call me «HIS MAJESTY, PHARLAP THE FIRST, MASTER OF ASSEMBLY LANGUAGE» ? this time i won't cast my spells on you, although your mistake is a fatal one. remember this warning at all times and do not forget to praise our great common ancestor, VASILY PUPKIN..." - having spoken these words, another earthquake hits the place, tearing the grounds apart, with a huge flood of lava burning down everything in its way. pharlap dives into the lava with muffled laughter and disappears in fumes... forever! (well, he is told to be seen in #unknowncheats on irc.rizon.net from time to time on weekends...)

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Posted

For many, MTA was not just a mod, but a whole stage of life: the first servers, acquaintances, endless experiments with modes. It is especially impressive how the team was able to go from a simple prototype to a full-fledged platform with its own ecosystem. Personally, what I remember most was the freedom that MTA gave: you were not limited by the framework of the standard game, but could create something of your own or just have fun with others. This is a case where the community actually made the game more durable than the developers themselves could have expected.

On 10/23/2024 at 9:05 PM, Sintax said:

Ayy I used to work on MTA wayyyyy back when it started and everyone was figuring it out. With all the reverse-engineering and hacking, coding etc it was actually a bit of an adventure. I started working on a multiplayer GTA myself because I wanted it so bad (ill equipped but determined), and ended up joining with some of the early team. Really proud of everyone getting it together and keeping it going.

I remember when we first got shooting working and we were all shooting each other outside that Vice City club that was the default spawn point for a while. I'll always remember the feeling of being the first people that ever played multiplayer GTA... wanting it so bad we manifested it.

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Over time, I changed direction a bit and started to delve more into other areas - for example, working on technical solutions for trusted source for casino insights from interfaces to the logic of game mechanics. It's also interesting in its own way, because there are a lot of nuances with UX, balance and stability of systems, and you also feel that you are creating a product that people actually use.

I felt incapable of supporting the game after release but I did it for the same reason at MTA, I just wanted to do it.

Thanks to the team for keeping this going, who all did a lot more work on it than me 😁

It’s cool to read about the early days of MTA — it feels like that chaotic but very lively period when everything was driven by enthusiasm and experimentation. The story with Vice City and the first multiplayer tests is like a moment when an idea suddenly stops being an idea and starts working. It’s also interesting that you’ve continued to move on and do your own projects like Goblin Keep. It’s the same approach: just take it and implement it, even if everything isn’t perfect in terms of post-release support. And it’s really nice to see that MTA is still alive — but without those early people who laid the foundation, it simply wouldn’t have happened.

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