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Everything posted by JacoB

  1. For an engine so capable of powerful and wondrous things, it's quite a downer to see these superfluous uses of it. Nobody will jump on the LUA bandwagon if your first impressions are these little lights you call "snowflakes". You could argue that you are merely showcasing the engine's capabilities in some fashion, but it strangely resembles the inevitable failure of a politician with bad speaking skills; claiming to be promising and almighty, yet unwilling or uncapable of expressing it in a way that has a community convinced.
  2. Have you tried my spawner? http://www.gtagarage.com/mods/show.php?id=242
  3. Something like this, I'd imagine, would require a master sever - a reliable one, at that - unless you'd have the servers directly exchange messages. It's not actually a bad idea, but not the best one either.. the way I see it, it'd be easier to just join the other server yourself if you're wanting to talk to him that bad, rather then typing out the IP every time. Oh, and I could also see this abused. Giving the user an option to send custom messages to custom IP's isn't the greatest idea.
  4. Well, that was entertaining. The only real annoyance I noticed was a slight decrease in speed as the vehicles interchanged, which seemed to cause both a race disadvantage (obviously) and a small skip in syncronization.
  5. I'm not too fond of most of these online C++ tutorials because 99% of them teach console programming, when the majority of C++ programmers code win32 apps/DLLs. What's more important is string manipulation, datatype conversion, coding and using basic classes/functions, global vars, etc.. learning how to print something to a console won't help you code add-ons for Blue.
  6. Well, considering R* has addressed several bugs.. we can agree that they've added and deleted code all over the place. This means SA function/mem locations will have to be found all over again, which is the time-consuming part I was talking about.
  7. The patch is, well, retarded. It only makes things more complicated, troubling, time-consuming, and limited for gamehackers (like the MTA and SA-MP teams)... tons of research went down the drain. Let's just hope the patch doesn't get all that popular, it's not like it has anything groundbreakingly new. I'd take 1.0 over 1.01 anyday.
  8. Over 18 months and all we get is a crappy f*cking race mod. Administrators, please delete my account here as I no longer see any reason to use it.
  9. I have only one thing to say. If all you can provide after 18 months of hard work is some 'race mod', don't expect your players around for too long.
  10. You think this is decent protection? The server would 'ping' the client, requesting a filesize; anyone with a brain and a dissasembler could force it to send the 'correct' filesize, regaurdless of what it actually is. Keep the ideas coming though..
  11. Could someone clue us in, why he's mysteriously left the MTA Team? I heard it was over a dissagreement over IRC. cheers.
  12. And how do you suppose GTA will be able to read an encrypted SCM/CFG/etc? You have to understand that, whether files are encrypted/crc checked/whatever, there is a point in time when all the data is decrypted and ready to be handled; anyone with a brain and a dissasembler can figure out how to take advantage of this 'point in time'.
  13. Dream on. Even if they do get the coding completed by then (unlikely), they'll still have to test it. Exactly.. I said dream on because I knew it wouldn't happen.
  14. Erm.. GTA3's, VC's, and SA's rotation addresses are all dynamic.. The rotations for vice is a 4x4 3D rotation matrix and even if you end up finding the correct addresses, you'll have to do quite a bit of calculating for converting it to and from grads/degrees. If GTA3's vehicular rotation works the same way as Vice's, check out the source to the GTA3 Admin Console. As far as the actual addresses.. I dunno 'em for Vice, only SA.
  15. I click connect, game loads for 0.02 seconds and crashes.
  16. JacoB


    I know for a fact boat syncronization is possible, even with the current core. Why has everyone been lied to for so long saying its absolutely "impossible with current technology"? The only problem is that actors cannot be placed in boats. I don't think anyone gives a crap if the actor is shown in the boat or not, just keep the nametag there. Boat velocity/speed works just like regular vehicles, so why has such a small problem prevented you from adding boats for so long? It makes no sense to me. Boat sync is perfectly possible, just the actors being put in them isn't.. so, erm, what's the big problem? Don't take this post as offensive/rude by the way, I've just made this small discovery and the fact that such a fun and awesome feature - boats - hasn't been added to this core when it perfectly could have, confuses the hell out of me.
  17. Don't put someone down just for trying to help, thats the most selfish low-character thing I've ever seen. There are other IRC scripters out there whether your jelous little ass likes it or not.
  18. It's more of a problem of velocity overcoming position then it is lag. Even if you syncronize velocity to perfection, factors such as frame rate come in. They have a lower frame rate and thus their position is not altered as much by their velocity as it is on your computer. Then their position updates, and they 'skip'.
  19. thats not true...the computer on PS2 owns me regularly. That's just because you suck. I never expected anything - letalone a video - for months. Other then occasional lag, the video was impressive. Looks like you guys really were having fun. Good job.
  20. I could make the crosshair always visible in about 5 minutes of modding. That doesn't make me able to shoot though, does it? Its not as simple as you might think. Its not editing a little file or two and boom, you have Vice's whole aiming system back. No, its an arseload of hardcoded data into San Andreas's game engine. Force the player always into aiming-mode and you walk slow everywhere with a zoomed-in camera. Zoom out the camera and expect accuracy issues with the crosshair. Spend hours fixing the crosshair's position only to find it innacurate with another weapon. Then you have another problem, having to figure out how to get custom crosshair locations for each weapon now that the camera isn't where the game thinks it is. And this is all on top of the fact that the mouse sensivity is vastly decreased, the player is always in an aiming stance, and simply moving the crosshair to someone is categorized as a threat and by that I mean looking at a police officer will get you arrested. The list goes on forever, guys. There will be no replication of Vice City's aiming system from anyone. Spare your energy and give up hope.
  21. Think of it this way.. In single player there are pedestrians everywhere. In modding terms, these are also known as 'actors'. MTA can control what these actors do by game hacking. The same thing can be said for vehicles. So you're a client connected to a server. You are sending your position, animation, weapon, vehicle, velocity, and other useful information many times per second. Once the other clients get this information, they 'force' an actor to that position, force him to that animation, force him in that car, etc. A multiplayer mod merely adds the illusion of multiplayer by moving around actors, who are actually other players sending their information to the server. I could be a lot more technical about it all, but thats just a user-friendly explanation.
  22. Maybe that was for a different control mode?
  23. Hey geniuses, did you ever try right clicking? Wow, the crosshair pops up.
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