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Landorin

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  1. Before requesting cars and spawn points I'd rather want to see some cop vs robber game mode. That should be in first imho before caring about the small details.
  2. As much as I wished there was a taxi system I wished you could also offer paramedic services that actually do something (such as healing people over time when they sit in your paramedic) as well as other public/government services.
  3. Sorry, just saying that if in doubt about making something "sync" in MP or not, why not code it in a way that the host can decide himself whether to turn it on/off (if that is possible at all).
  4. Well whether some synced stuff is vital or not, in case it's not a problem at all to sync something maybe, if in doubt about the importance about something being synced you could leave it to the server host to turn the sync for something on/off. If it's more work, it's a different story, of course.
  5. I see... then keep up the good work (crosses fingers for cop vs robber mode someday)!
  6. Thanks, that all was very exciting. Now if I also knew how emulators work I could sleep well but that's getting me off topic totally. It's just very interesting HOW people find a workaround on creating mods like these when there is no direct way. Can you also say why memory hacking/searching isn't needed anymore with "Blue"? Unless that has to remain secret of course. Are you using a different way to send MP data now or is it just that you don't have to search anymore because you know all the adresses now (you don't mention these aloud while sleeping do you)?
  7. Ohhhh I see! Now I think I understood it. That would also explain why you could theoretically turn any single player game into an MP game! Brilliant (and very clever)! Thanks a lot for that anwer, I wondered for so long how people do that without having an interface such as tcp/ip support built into the game, finally I know (and can sleep well again). But that probably also explains why people are able to create hacks and cheat in game, that's really tricky to prevent the way it sounds! Is it hard to hack memory adresses that way? I mean, is there a way to learn it (maybe some free tutorial or so on the net)? Would be fun to help out the MTA team or turn some older game into an MP mod. Yeah I know that would be a lot of hard work, I don't even think I may try that, just wondering how hard this actually is?
  8. Yes, MrBump, that's what I want to know, I was just unable to express it in English probably. So how does the game knows this (not too technical if possible)? I have a theory now: you hack the game (as it was written before) somehow and simply ADD a way to the game itself kinda (that would change the game's files wouldn't it?) so it knows how to handle incoming and outgoing MP data coming/going to the mta client and makes it able to move around the player characters?
  9. Hi JacoB, Thanks for the reply, that gives me a rough idea now. However, you should have gotten more technical. The thing is, doesn't a game require some kind of input interface so that it can work with data such as player positions? I'm not sure if I was able to explain that so let me give you an example: in a single player game you move a car around, such as in GTA, that just works fine since it was programmed that way. But wouldn't the developers had to leave some kind of input possibility open so a client can communicate with the game itself? I mean, on an MP game all data is sent through ports and the game has some TCP/IP support included so it knows how to handle incoming and outgoing data (player positions etc). But since I doubt a single player game has TCP/IP support programmed, how can you tell the game what this data (player position) is and how it should handle it? And how does the game sends out data that is used by the other players around the world? Do you see my point? Today I also got another question to my mind... if a pure single player game can be modded for MP, wouldn't that mean that ANY single player game could be modded for MP? I remember there was a game named X-COM and although it was purely single player someone turned parts of the game into an MP mod but how can that work if they )the devs of the official game) don't code some I/O interface for sending and receiving MP data?
  10. Wow, that's amazing! I mean, it is somehow impossible for me to imagine how people can program a MP mod for a single player game. From my understanding the game would at least need to offer some kind of interface in form of command line parameters or anything that allows an external program to send info to the game (player locations during MP play etc). I can't imagine how that is possible (I doubt the developers left any interface/incoming ways for GTA open?) but in any case, great work! Maybe, if that isn't a problem, you could tell us how this stuff basically works? I know there are mods for other games that use command lines to send information into the game but that's about all I can imagine how to send data into a single player game. In any case I'll look up that history page (thanks for putting that up, that's just great to read!), it's always very interesting to me how people manage to get mods working. I guess if I had more clue about that it wouldn't be that interesting lol
  11. Hi, But how can MTA work with San Andreas? As far as I know some developer gave you the sourcecode for the few bits of network code that was built into GTA 3. Isn't that MP code lacking in San Andreas (since I doubt they even started to work on MP this time and just left it out right from the beginning)? I don't want to know the details since you want to keep these secret, just curious how that works with a singleplayer-only game?
  12. Yeah, you're right. Then again, the game will have All Seeing Eye support so there will surely be quite some dedicated servers whose admins are a bit more grown up. Otherwise start your own server.
  13. Hm, don't know on what you servers play usually or maybe it is just typical for CS games but I hardly encounter game servers where admins abuse their powers (maybe only CS admins do, that kid game sucks anyway ). Besides, the admin can also abuse his power by just having the kicking option so what's the point? I think the least is to enable him to increase the wanted level on other players beside the kicking and banning option, that should be easy to implement.
  14. Yeah that sounds like a good idea,too. I thought of something different today which would be easier to include in the next release than my first idea (but I still hope for some developer to respond to this someday too ): Why not enable the admin to increase the wanted level on someone? That would be useful if a player doesn't behave properly but not so bad that he deserved a kick, just a temporary hazard for him (and fun for the others watching him when the FBI or so is after him). Like the admin wants to do a penalty on someone and increases the wanted level by one (up to maximum on his own choice) - lol I just imagine that guy racing by and seeing all those police, FBI and military cars chasing after him.
  15. Well if it had to be like you just said then the Admin wouldn't even have kicking options. For now I'm not even thinking about possible Admin options but rather that he could be able to administrate the server by actually "playing" the "administration" (see first posting).
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