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JacoB

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Everything posted by JacoB

  1. Barton didn't translate all of them. He had plenty help from other members of the modding community, especially from people like Hammer/Hollower.
  2. JacoB

    MTA Admin

    Yeah, the "Admin+ successfully started on port 4001" was what I was talking about. Make sure you have 4001 UDP HOST forwarded if you're behind a router. And don't bother trying to connect to admin through MTAClient, that just won't work period.
  3. Yeah but McAffee accuses MTA itself of being a virus If McAffee categorizes a virus as an application that is heavily modifying another, then I don't see why it wouldn't.
  4. Downloading sluggishly at 550 kbps.. [edit] Beginning and end was entertaining, but to be dreadfully honest the middle nearly bored me to death with repetitive stunts. Other then that, 8/10 from me.
  5. JacoB

    MTA Admin

    When you start the server, does it say "Listening for Admin+ on port 4003" or something similiar to that? And if so, have you forwarded the correct ports? Have you tried starting a localhost server and connecting to it from there?
  6. Maybe this could work with MTA somehow? How so? If by that you mean gathering player statistics, I doubt they'd need to use this HTML feature. Various statistics are likely to be stored in the player structure as they have been in previous versions.
  7. I never did expect this to grow as large as it has to be honest.. will this have a myriad-styled method of mapping whereas people can make their own models to place in for "reserved lots"? Or does the whole community just submit a bunch of models & textures, and one/two people does all the mapping?
  8. Perhaps you should keep MTABlue.info up to date with all this information, that would save people like me who don't bother reading every single topic from repeating previously asked questions. I'm still one concerned about security.. the server will basically ask the client if it's installed mods match the server's installed mods? What if the client was hacked to reply a 'yes' in any 'no' situation? I'll say again that these are merely questions out of curiousity, I'm interested in Blue's anti-cheat system and just how sure everyone can be that hacks similiar to 0.3, 0.4, and 0.5 won't be done all over again.
  9. Well this is new to me. Scripting langauges... How about vbscript? I guarantee you'll see a lot more developing if you make way for such an easily syntaxed language like vbscript. I've always thought the only form of modding that will take place would be the whole C++/sdk thing. Its nice to know there will be other types etc.. but that brings me to another topic.. I'm assuming the client will download the server "mods" on connecting. Well who's to say any old hacker couldn't force the client to download their own "mods" from a seperate url? This is just a question out of curiousity, have you pondered on security yet?
  10. As mike pretty much said.. CLOSE NETMEETING if its open. The only time I've ever had this problem was when netmeeting was open.
  11. Simplified ping? The ping in mta right now is simple already, 1 byte ping 6 byte reply.. I think you meant lower ping. Blue will have a form of modability called Spearhead or something, see the SDK section of mtablue.info. Unfortunately you will need experience in the programming language C++ to be able to actually develop any "mods". As far as custom handling files / etc goes, I haven't seen any of that confirmed.
  12. I know.. but the way he put it I didn't hesitate to question his reasoning. "Had no netcode at all" is a bold statement, what I said about a controller was merely speculation emulating an example of a "kind" of netcode that "could" be used... as I said, it varies depending on your method of doing it. In the case of controller>console communication, high chance is they wouldn't use network code to do it, but in PC programming - netcode can be deemed very useful in more situations then multiplayer. Consider inter-process communication a member of this category. Having an injected DLL communicate with an executable through a localhost socketed connection is considered local netcode, and this is talking about one of the easiest, fastest, and most reliable methods of IPC used today. I can think of atleast one person who would disagree that "its not useful", and I've talked to him about it & how it works for several hours.. goes by the name of kyeman and his own multiplayer mod is taking huge advantage of existing code within the executable. If I remember correctly, he said a local co-op mode could be developed in as small as 100 lines, and thats in pure C. Whether or not kyeman and this MTA Team member were referring to the same multiplayer code is questionable, I'm not talking about the useless gamespy strings referenced here and there. It gets deeper then that.
  13. That's funny.. Netcode is normally referred to as a programmer's term for "network code", surely you know a network can be used both locally AND remotely?? The term "netcode" can be as simple as transfering the data inputted from the controller to the console. It varies, depending on what form you're talking about. If something has co-op "coded in" (most likely found with a dissasembler) then this increases the chance of a multiplayer modification a lot. In fact, the PC version of Vice has some form of multiplayer code in it (probably was for a co-op) that I'm sure Blue will take advantage of.
  14. JacoB

    a mod of mta?

    You mean if we made something and showed you it, if it didn't give anyone an unfair advantage... you'd support it? Adding timestamps is a cool idea but I'm curious how it was done without modifying the client (this includes memory hacking it which isn't possible without unpacking it and a few other things which i'm sure definatly wouldn't be supported by the mta team) .. subclassing perhaps?
  15. my god how has this topic lasted this long. i wonder if we'll have the option to control what happens when the player presses the escape button (an sdk codable replacement for the pause function)?
  16. JacoB

    Dodo Mod?

    one thing that really helps is the gta3 admin console, it has a feature called 'auto pilot' or something.. the hotkeys 1 and 2 are for enabling and disabling it, it keeps your vehicle (in your case, dodo) stable so it doesnt dive down and crash.
  17. skins are looking good, did you make them from scratch or are you using photos as references or what?
  18. Lies! That just makes it more 'interesting'. If you find drowning interesting, then sure, I agree.
  19. Turning was hard for me to adapt to... just remember that "tapping" the turn button won't give you fast results. If you're looking to turn immediatly, you'll need to hold it down for a second. Then be sure to rapidly tap the 'dodo down' button after turning, as the dodo will try to shoot nose-up in the air (and when it does this, your pretty much screwed as the dodo will go straight down afterwards and its almost impossible to save yourself).
  20. So we'll have access to the BeginScene and EndScene functions. What about Present? Release/reset? Initialize? Even without access to Get* functions, theres still a lot that can be done within the directx gameloop - including both things HardCoRe posted.
  21. is dodo-dueling dead? ive been in a gta3 server the past 3 nights and no one wants to play it (i dont think they even knew how to be honest)
  22. Funny question. Such things require you to hook the game's directx loop, which I doubt the mta team would let us do.. I'm thinking there'll be a couple of directx functions available in the SDK such as for drawing text in both the 3d and 2d perspective using billboarding/static text, maybe even something for drawing sprites textured with custom textures (images), other then that.. not sure how much control they'll give us over directx functionality.
  23. JacoB

    PS3 unveiled

    that's funny. don't expect the ps3 to be as buggy as ps2 just yet, judging from the hardware specs njr posted at SA-MP's forums, it sounds promising. has xbox360 released any hardware specs?
  24. JacoB

    GTA:SA

    the adaptions won't be as small as you'd like to think.. they'll have a network layer / ingame gui (depending on whether or not san andreas pc will use dx8/dx9, chances are 99% it will) to use, but a great deal of both assembly and memory research will be required to port it from VC to SA. and this isn't exactly a fast process. not saying it will take years or anything, but you have to remember these are two completely different games.
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