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The_GTA

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Hello everybody.

I have decided to return to the MTA forums with good news. MTA:Eir is nearly ready for BETA testing! Well, wut? Is it time for MTA 1.4 already? You would guess, right? It is my personal project to improve the overall code quality of MTA:BLUE. That is what my team and I have been busy with for the past two years.

I am now an official contributer to the MTA:BLUE codebase. This topic should be used to discuss my plans.

You wanna know it all? - The TLDR; story.

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I am the first one to show off such a huge draw distance with no streaming limitations. Nobody has up to this point run a total conversion map on MTA without any collision, model assignment errors and crashes. I have taken on the impossible and won. ASM code cannot defeat my iron will. I want you to remember that.

MTA:Eir is a whole new approach to GTA:SA feature exposition. Instead of hooking and reusing flawed R* code, whose intention was not to provide a mod-able game, I am completely rewriting said routines.

Through that I accomplish that...

  • every developer is included in the knowledge of GTA:SA internals.
  • code quality rapidly improves.
  • re-modification of said routines is easily possible.
  • the current development team is challenged.

MTA:Eir is open-source. Critical development processes are undergoing, so I will not give you the repository address yet. I want to know your opinion. What do you expect from my improvement of the MTA:BLUE modification? What do you think about the official code-base?

To those wondering why I kinda abandoned Scene2Res: I am a perfectionist. I seeked for a way to fix model support and Scene2Res was not delivering it. Software which could never reach a perfect status is depressing me. Lua scripts could not fix what the GTA:SA engine has logic against. So MTA:Eir had grown in importance to me, and the day of salvation is about to come. If Scene2Res and Eir join forces, the result can be seen in the video above.

This project has reached the point that I am ready to merge it's features with MTA:BLUE. The series of patches shall be called "eirify". My first contribution to MTA:BLUE are two bug fixes which I encountered while testing model support. Additionally, I bundled in the fileSystem and other utilities + implementation of said code. Let's make Multi Theft Auto:San Andreas the perfect San Andreas multiplayer addon. Together.

A feature overview:

  • RenderWare virtual API + Lua exportation
  • MTA:Lua OOP extensions (improved coroutines, GC, C++ compatibility, ...)
  • stable model support (collision, dff, txd, ...)
  • dynamic hardware lighting
  • vehicle interface specialization (CTrainSA, CBikeSA, CAutomobileSA, CBicycleSA, ...)
  • IMG Limit Adjuster influence by fastman92
  • cleaned up global code-base (replacing classes with namespaces [CLuaFunctionDefs], assembly replaced by pure C++ code, usage of virtual methods at GTA:SA interfaces, ...)
  • MTA:FileSystem, including Lua .zip support

It is up to you which features will come into MTA:BLUE. Please discuss below what you want to have implemented. Ask me anything about the feature - I will answer you.

Update Plans: http://s1320.beta.photobucket.com/user/bloxman/library/

I promise to watch over this thread. :)

Be wary that I am a student who is close to his finals, so I may not be there every day.

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You guys deserve a great recognition for this. It's pure awesomeness and many people could learn a lot from you and your team's effort put into this project.

If that patch ever comes up with a MTA update, I'll take the time to patch my Steam GTA:SA copy and reinstall MTA just to see and try this on my own (and maybe try and spend some good time on the mod itself).

Keep up the magnific work!

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  Ren_712 said:
And i was wondering what you were up to ...

And this ? Looks really ambitious.

I wish you best luck.

Oh ..That might not be the core matter of this project, but .. you said "dynamic hardware lighting". I'm really curious. Could you briefly describe your method ?

Thank you!

RenderWare provides a RpLight extension which utilizes the fixed function pipeline lights using Gouraud shading. When the light is attached to a frame, the light will move with it. There is a global directional light, environment lighting, a point light and a spot light.

In GTA:SA, this dynamic hardware lighting was disabled. (There also is Rockstar's own lighting interface based on collision meshes; I am not talking about that one.) Since I rewrote the model loading procedure, I calculated vertex normals for every model automatically, thus allowing point lights.

  benxamix2 said:
You guys deserve a great recognition for this. It's pure awesomeness and many people could learn a lot from you and your team's effort put into this project.

If that patch ever comes up with a MTA update, I'll take the time to patch my Steam GTA:SA copy and reinstall MTA just to see and try this on my own (and maybe try and spend some good time on the mod itself).

Keep up the magnific work!

Thank you!

I have got the plan laid out how to patch the official MTA build. It depends on negotiations with the developers and the community of how they shall be applied. Will be working on a patch today, just came back from school.

  ChaseOquinn said:
This is truly amazing. Great job.
  Sora said:
amazing job, good luck for you ^^
  Sarrum said:
I would like to express my gratitude. :)

Happy to receive all the encouragement. Kudos to you!

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  Ransom said:
I've never seen GTASA like this, it reminds me of a mario game or something without the draw distance and lack of weather and the long views.

I hope you achieve your goals here it just opens up creativity for others.

GrandCarma is kind of cartoon-y, isn't it? :D Indeed, think about the possibilities! They are endless.

Some would say that this is not GTA:SA anymore. I say that we should let the designers decide what they think GTA:SA is. It all starts with an empty Lua resource. You shape your own world!

  GodFather_ said:
Not bad. Keep working on it I hope they'll apply it all. MTA could use some of this great functionality and cleanse.

Thanks man. Can always count on you :)

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  Towncivilian said:
Looks great, excellent work!
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Does indeed look great, round of applause for the man

;)
  Solidsnake14 said:
Awesome work The_GTA!
  RiD said:
That is almost as awesome as my avatar and sign!

Good work, I can't wait for it!

Thanks! I have designed some charts to further illustrate my plans. Take a look!

http://s1320.beta.photobucket.com/user/bloxman/library/

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Great job, I was waiting these kind of updates to fix those problems on the streaming and engine.

LOD model and texture will help to obtain more performance.

I do not understand the visual effect of the dynamic hardware lighting, its kind of dynamic vertex lighting like many games on the nintendo gamecube ? What I know is the fact that gta sa use Baked vertex color to fake a lighting based on the vertex.

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