Guest Posted April 11, 2004 Share Posted April 11, 2004 I am desperate to find a way to use my "own" modded distribution of GTA-VC with MTA so that i can play with cool bikes/cars with my "known" friends on Remote or LANs I read posts about cheating problems, but why not letting the option for some people to do that when it comes down to Remote or LANs parties??? Today, it looks like the only way we could is by learning how to hack MTA 0.3, so that we can add our mods ORRRRR, why not letting each user bring one vehicle mod when they connect to a server, and when someone steals his vehicle, that person would automatically download that mod so that they can use it afterwards whenever they want . Almost like in real life! Hope some people who has some responsabilities in the project will find some time to think of this and answer me. Thanks for your work, I do appreciate it and think it is awesome already as it is Peace, Ren. Link to comment
orappa Posted April 11, 2004 Share Posted April 11, 2004 As far as I understand it, one of the goals of the team is to make MTA moddable. However, there are lots of bugs that the team are focusing their time on at the moment, and I'm sure you'll agree that they take precidence. At the moment, modding presents an unfair advantage, and many lamers use these on public servers. However, I can see them benefiting modes such as Stunt in a controlled environment. ORRRRR, why not letting each user bring one vehicle mod when they connect to a server, and when someone steals his vehicle, that person would automatically download that mod so that they can use it afterwards whenever they want . Almost like in real life! That would be really laggy, btw. And it could spread viruses - you never know. Link to comment
vass69 Posted April 11, 2004 Share Posted April 11, 2004 no modding if u want to play with mods, then go to sp Link to comment
l2ebel Posted April 11, 2004 Share Posted April 11, 2004 want an answer? here you are the reason we view such things as cheating is quite simple.. it affects the gameplay in an unplanned way for other gamers... Right now, there is no way to guarantee other mods are being used by the other people playing MTA. This causes huge problems in multi play. the cardinal rule of multiplayer programming is... if it affects gameplay make sure its synced. In situations of map mods, we can't guarantee everyone is using the same one, as such we consider map mods cheating. I dont hear people complaining that games like Counterstrike and BF1942 have taken measures to verify that the map data is consistent among all players. I know this brings up the issue, "why not sync the maps and have others able to download them." this goes back to the fundamental difference between MTA and other multiplayer games. CS and BF1942 were designed as multiplayer games, maps are individual files here. in VC its not a simple matter, and we can't focus our efforts into integrating a util to edit the .img .txd (whatever) files of every other player. We are much more focused on gameplay, and stability. Sorry for the inconvenience, but you have to look at it this way. We are VERY early in development. we release beta's to find bugs and ways to correct them. but the experiment goes wrong when you start throwing in other variables such as map mods (which could cause crashes). and we are left trying to find where they originated. it makes our life harder as developers, and affects teh quality of our future releases. as has been said many times before the mod is in its early stages, the core is still being developed, throwing thousands of variables in that we have no way of tracking would defeat the whole object of releasing public betas in the first place. Also note it has NOT been said we will never allow customisation of the final product, merely that right now we are not ready to entertain the idea. I'm sure everyone (including people on the team) would like to see map modifications - as long as everyone on a particular server was running the same map mod, and that it doesn't cause confusion for people connecting to a server without support for that mod. Most of us on the team work with MTA and GTA every single day. We know about most of the hacks, cheats, map mods and if we had felt it was secure enough to allow people to disable modification checks in 0.3, we probably would have done so. Having public servers where people are running different map mods not only causes undefined behaviour, it also looks bad on behalf of the team because we have failed to provide a consistant mod. Contrary to what some people may think, we're not trying to wrap everything up for ourselves and take all the glory. All these releases are part of a process to make MTA a better mod. And if you give us some time I think you'll be pleasantly surprised. locked Link to comment
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