Guest Posted September 20, 2004 Share Posted September 20, 2004 Hi I'd love to play MTA:VC 0.4.1 with my mates on a LAN, with the Delux v1.0 mod, but as you'd expect, there is a CRC checks which prevent this!! Unfortunatley, that means I can only play MTA:VC 0.3 with the delux mod, and this isn't anywhere near as much fun as 0.4 is... So im left to decide wether I keep my Delux Mod, and play old MTA:VC, or scrap the mod and play the new MTA:VC... unfortunatly guys, it means i wont be playing MTA:VC until there is a non crc-check version of the client available. Any chane of this in the fututure or will it disrupt the cheating probs etc? Link to comment
l2ebel Posted September 20, 2004 Share Posted September 20, 2004 im glad i collected all these quotes for questions like these 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. that should be enough explanation, if you wanna use mods wait for BLUE closed Link to comment
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