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Add-on vs hard coded


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I would like to know what kind of things would already be done for us and what other things will be in the add-ons.

For example, will we have to place our own warp points for stadium, malibu, etc. or will some already be there?

Will we have to write explicitly to load the interiors, or will that be done automatically?

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maybe it will already come with a CTF add-on 8)

i wonder what kinds of games the big servers will host when blue is released.. regular DM like right now, or some more creative game modes.

im sure there will be a large variety of mods to chose from, i hope there will be enough big servers to host them, and enough players to play them. the way it is now, there are only a small handful of servers with decent amounts of people in them.

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I'm not sure whats meant by pure servers. It won't be possible to run blue without a mod of some kind. That could be a death match mod (Which I think we'll include) or any other mod. We expect that we won't find that servers all run their own addons. For a start, the best mod developers probably won't run servers, and server admins won't want to create their own mods. To this end, initially I expect there will be a certain ammount of fragmentation as people learn how to use blue addons, but there will almost certainly be a few mods that come out as the best (or most popular) and these will be on most servers.

eAi

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Um... Counter Strike is a mod for Half-life. You don't download that off the server.

eAi

No the maps and other things like sounds etc are downloaded from the server. These can be equated with the add-ons of MTA Blue.

eg if you connect to a server that has a custom map with custom sounds it will make you download the .bsp file (describes the level) and some .wav files. Once you've downloaded these, you won't have to download them the next time you connect.

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  • 2 weeks later...

Why can't it be so that mods are downloaded off the server? Not many people will start making big models and redoing the entire city, the most of the mods will be small things like the IPLs, handling.cfg and weapon.dat. Maybe some models too, but not anything very big. When somebody makes a mod that's like >20 megabytes, then downloading off server would be a bad idea of course.

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1. we'd like to limit the ammount of lag that people experience when new people connectt to a server

2. there is a liability factor htat the user assumes when installing a new mod/addon, and we'd prefer not to do that manually for such reasons.

Kent

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Why can't it be so that mods are downloaded off the server? Not many people will start making big models and redoing the entire city, the most of the mods will be small things like the IPLs, handling.cfg and weapon.dat. Maybe some models too, but not anything very big. When somebody makes a mod that's like >20 megabytes, then downloading off server would be a bad idea of course.

A possible solution is to use an http redirector like the Unreal Tournament games do. It routes your clients to a webserver where the necessary files are located.

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Why can't it be so that mods are downloaded off the server? Not many people will start making big models and redoing the entire city, the most of the mods will be small things like the IPLs, handling.cfg and weapon.dat. Maybe some models too, but not anything very big. When somebody makes a mod that's like >20 megabytes, then downloading off server would be a bad idea of course.

A possible solution is to use an http redirector like the Unreal Tournament games do. It routes your clients to a webserver where the necessary files are located.

yes, and use a steam-like downloading...thing..lol

but, like kent (or eai, i am remembering from last i read the topic)

said, they would have you not randomly downloading mods that could potentially contain, exploitive code, or any other bad things.

mod developers will make the mods, not random people.

however, what i would like to know is....

how do you choose who mod developers are?

or are they similar to half life's mod devs, where ou just assume the mods are safe, like, The Specialists, or other conversion mods?

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We assume mod development will work in a similar style to mods for other games, in that teams develop, create a mod and release it. Server admins will put it on their servers if they like it. Obviously, to some extent GTA is different in the fact that creating a total modification is very hard and slow (look at Myriad), so teams are either going to be small (creating small features and game-modes) or very big (creating total conversions), and probably not the kind of size that you get with half-life (e.g. 2 mappers, 2 modelers, 2 coders etc).

Initially, I don't think we'll have automatic downloading of mods. Its somthing we've thought about and put to one side to think about after we release and see how the community reacts to the game and the possibilities offered for mod development.

With mods for other games, you do tend to assume the downloads are safe. As most other games with mods are multiplayer, its generally safe to assume that mods with lots of people playing are safe, while mods that nobody is playing, you're not going to bother downloading. Concequently, its not exactly a good way to pass bugs or viruses. Theres also the added disincentive that most mods for other games are fairly large, so most people won't download them without a recomendation. With mods for MTA:blue, I expect there will be quite a lot of small mods (a few KB) so this could pose an problem with people randomly downloading lots of mods to try them out. We'll see once the games released, and if need be work out a solution.

eAi

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Will the radar blips for players be automatically done for you, or will it have to be 'programmed' in the add-on?

If it's automatic, will there be a function to switch it on/off in the add-ons?

Also, will there be a function to turn on/off name/health tags?

These would be helpful to force no names, no radar in certain game modes.

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