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Gtatari

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Everything posted by Gtatari

  1. Yes I know, but the symptons don't appear. (unless it is a non-ie sympton) for me its incredibly easy to stay away from spyware and hijacks, etc. Its easy to tell just by the google description or the url in the google link if its going to be a bad site or not )>--| GTAtari's Pro Surfing Tips |--<( --> Stay AWAY from crack \ warez sites, you don't need to be breaking the law anyway, so if you get something, you well deserve it --> Stay away from any non main stream search engine. If its a search you havent heard of before, don't go there! --> Porn is the pay load for sites doing unethical things, if you see lots of porn ads, maybe you shouldnt be there --> Make sure you read the EULA for software (just the end of it) by law it must say if its installing something besides the program itself (spy ware) --> Don't run programs unless you trust the source, most free programs install spyware which they get paid to do (thus they are free) --> Don't isntall iMesh or most P2P clients (iMesh 100% gaurentee includes spyware) --> Run ad-aware once a month (http://www.lavasoft.de) (its free) --> Make your system immune to common hijacks, with SpyBot S&D (its free) --> Download BHODeamon (its free) and disable all BHO's in IE --> Plugins that offer free mp3s/porn/movies/episodes/anything are 99% of the time Spyware, AND they may lie not providing the service they offered --> Always click no on any anything that wants to install something if its not a main stream site (macromedia, microsoft, apple, etc) --> Some installers will pop up on perfectly legitimate sites, but that is because of that sites advertising, not their will. So click NO *Expert Tips* --> Use start>run msconfig and remove unwanted \ spyware startup clients from your windows start up (as well as those pesky real player tray icons, and updater icons) Be careful, as the system has startup items you shouldnt remove --> If you are installing something your suspicious of, make a windows system restore point before you install it, so you can undo it. (NOTE: windows sometimes automatically creates restore points when you install software, but it doesn't gaurentee it or do it everytime) those are my tips for now anyway Ive been surfing with IE \ my own for years now, and ive had little problem with hijacks and such, but if you arent the most tech savy you know, it pays to be safe edit: I thot of some more tips
  2. A few reply's: first, im suggesting that the peds are synced client side, on a track based system, imo its better than nothing, and in my post above I described a type of limited interaction, so that they arent complete idiots. yes, i can easiaclly see how changing the orginal exe would be of benefit, but heres another question: why not change it AFTER its beeing loaded into ram? thats not changing the exe, thats moding the game. You could for example malloc a bigger array of the pedestrian class (assuming thats how gta was programmed), and then increase the max number it allows. the popular game worms (not the 3d one) was hacked (in ram) so there could be 50 worms per team, the game wasnt designed to work with 50 per team (normally max of but worked fine. As far as the new blue core, I understand that, but we are already modfing the game in such a way that it wasnt meant to, and can go further with that, just making sure not to be sloppy. Synced ped \ cars could be done, and improved over time. I'm not suggesting that blue have the exact same peds as in gta3/vc I'm saying it could have some, which as an option is better than none, and I've proposed a possible way to do so. (not that I expect mta to use, because I'm just shooting out ideas for the sake of discussion)
  3. I had a brower hijack, it forced my browser into some adware search site, overwrote google, etc all the typical hijack stuff.. but I removed it by hand, it was a bitch, but do-able none the less, you just need alot of techincal pc skills \ resources, or you could do more damage than was done however I still use IE or my own web browser that I programmed, but its more of an IE wrapper than a full fleged browser, because it uses IE's core, that isnt affted by hijacks, yet still can trigger them. Whatever, I like my combo, and should a hijacker come a knocking, it'll get its ass kicked by me. if your pc can run windows XP
  4. right, but that wouldnt really help: because you'd still have to swap it.. just upsidedown
  5. as far as parking infront of a ped: if your car is infront of a ped in your game, its also infront of the ped in all others, therefore the client side processing can hold that ped back (pause that peds flight path clock) in each instance of mta if you fight a ped, then you've also attached that ped on all screens (since shooting \ punching is synced) so by removing randomization you can make each ped act predictably* (fight back, dont fight) thus the ped will also fight on each screen. *predictable to the computer, not humans then as last resort, if you iteract with a ped that cannot be acountable by client side processing, by last resort the ped is added in as a temporaray player with minimal syncing, until the ped is culled, or killed. Also the temporary played will only be synced for other mta players near by (not onces on the other side of the map) this way lag will only get bad if you force mta to handle multiple temp's otherwise the peds will go about their bussiness lag free, and if you interact with them, block, kill, fight, then there will be almost no change. If you force the ped to run some where, it becomes a temp player until no longer needed. as a matter of a fact, if the citizen runs to another flight path, it no longer even needs to be a temp player. see, a solution for everything. it just depends how bad you want synced traffic. as far as the 32p limit, if I remember correctly, gta can only support 32 actors at a time? Im sure there is a way to hack that, theres a way to hack anything, only time will tell on that tho. however, if the client side handles all the peds, that doesnt mean they are all ingame, for example, as your coordinates change, mta can decide which of the peds its handling to show at a time. the only problem would be if the other 31 game players were on your screen, AS WELL as peds, which is unliklely, but none the less a possibility. in which case, mta can reduce the peds it's showing you at-a-time when other humans are on screen, understand? basically peds are sacraficed for human players, its like a morhping ai system, as more humans appear, the less peds there are, just making sure there as 32 p or less at-a-time. (and all this is handled client side by mta)
  6. yes, I actualy did notice this implementation before, I was watching a car infront of me drive (with a high ping) and the car would ram into a wall, repair, move a bit, and ram again, because every two seconds its position was updated, but since it was in a turn it would go straight into the walls. another time was when a dodo was driving down the main portland water-front road, and i blew it up yet it respawned and kept driving, because I blew it up while it wasnt being synced, even tho it kept moving
  7. Some easy solutions: gif and jpeg download in a flash on 56k.. sure the game supports bmp, but a client side conversion wouldnt add lag and be a snap, also, the game could just show the default skin until the (gif \ jpeg) has downloaded in the BACK GROUND, so you might not see EVERYONES skins until ten minutes into the game, but this way there be almost no lag added from the downloading of them in the background
  8. ooo free copys of doom 3.... yes there should be seperate versions because its not just graphics that will be held back by the ps2 port, it will be lenth of the game (i dont think anyone would like to keep swaping dvd's in the ps2), a dedicated pc version would allow for: more complex missions, more controlls and useable items like bridge controlls without the pink rings of vc, better quality models (atm i dont think they re-model them for the port) multiplayer built from the ground up, i dont think ps2 will ever get multi player gta but if there was a dedicated pc version rather than ports then mabee it would finally be implimeted in a retail version, downloadable / buyable expansion packs from rockstar rather than 3rd part modders, it would make the game complitly different but console is still going to be good, i highly doubt they would add more complex missions for teh pc port, even if they didnt have the contract, and they dont fill the ps2 dvd as is. So the game could get about four times larger (worth of models and missions) and still fit on ps2, remember dvds are 4gb, and more expensive ones can be 8gb
  9. I think the limo should be able to hold more than 3 other ppl.. what if you want to cruise with a gang of ten? In reality limos can hold that much.. I think it would be cool to have limos that can hold your entire gang. Also passenger cars could technically hold 3 in the back seat. Another cool option would be able to see first person in the car, so you can look at the back of a seat or out the windsheild (of course the graphics wouldnt be great, but it would be cool)
  10. not true at all. before i respond to that let me get some things out: first: there have been HUGE threads of traffic syncing way before mta 0.3b came out, this is nothing new. They are all in the archived section now second: i cant believe it took four pages to get to this: make ai \ synced traffic a SERVER option. voila now you can choose if you want peds in your game or not! ok, back to the syncing. Everyone is quick to jump to the conclusion that to have peds they must be syncd just like every other player. There are serveral ways around this. here is the best one I can think of: make some ped flight paths for the pedistrians (to make them walk in circles around the block) there could be junctions where flightpaths meet up, and the peds simply follow them. since flight paths are time based, all the server has to do, is make sure each game has the correct time. Basically like way points in hl, where each pedistrian aligns with the way point on a predictable time, thus the peds are maneged on client side, NOT server side. reducing bandwith to almost 0. some other side notes: if you kill \ run over a pedistrian it simply sends to the server something like: "PedDied 68" and the server in turn pings all the clients with the same message, and the games correspondingly remove the ped. Thus the only bandwith is if a ped dies. of course this system has a few flaws, for example if a ped wants to randomly run away or fight back, but Im sure there are ways to tackel each one. One aspect of game development is thinking outside the box, which is required if you are going to be a successful programmer. so in conclusion, there are definately alternatives to making synced citizens, and whether or not thats your idea of fun or not, I would think that you would want MTA to appeal to everyone NOT just you, at least I would suppose the MTA Team would.
  11. I like that idea, but of course everyone has to be invincible for it to work. that could also be turning into regular tag, ... when one person sets another person on fire, they are put out, and no longer "it." Oh yeah, next time try to include both ideas in one post >>>Some Of My Ideas>>> -CoOp Fire Team: a) Two trucks are started at different islands... b) each island's team races to a goal of something like "20 fires put out" -CoOp Hosipital: bascially same thing as fire team, cept multiple ambulances per island, and if any patient dies, the island loses.
  12. well the thing is, the way I descibed above, it would always be at a different place each time you start, so it would appear random, yet be at the same place other ppl are hearing. you also bring up a good point, it would be cool if the cars radio stations were synced and the driver had control... if the stations were also synced, you'd hear the same thing as everyone else in the car
  13. My Feelings and Facts are as follows: (it gets technical) 1) Developing for a console is not very different from developing for pc, the main differences include: a) the game must boot itself, no operating system or kernal (xbox is exception, because its a fancy pc) b) no kernal dependancy (therefore no directx \ gl support) when game developers develop for consoles, they have assembler programmers write all the hardware \ graphics calls they need. They then implement a multi platform graphics library, so that the same graphics calls can be compiled for any system, with the only difference being a swap of the header \ dll files. Thus they can continue to reuse the same libraries (that are either provided by sony \ ms \ nintendo) or programmed company specific for all their games. This means that developing a game, and optomizing it greatly to run lagless on a console means having the same optomizations on pc, and so porting from console to ps2 is a snap. IMPORTANT: the contract that R* signed with Sony states that the game release for platforms other than PS2 must be IDENTICAL to the PS2 version, so duh the PC version is restricted because it would be in violation to not be. As far as graphics are concerend I think GTA3 + VC have great graphics. Obviously they arent the industries best, but they make the game enjoyable for me, and again thats what counts. I'm a gameplay person, as I can get a kick from old school Atari games. Sure it can be fun to be in awe of great graphics, but if the game is enjoyable with out them, then so be it. To me its like saying "I only listen to high-bit rate music files, regardless of what the content is! Vote bush!!!1!11! lolz" Moving on.. consoles arent dead, and they wont be for a long long time. Here's why: 1) the other day I tried explaining a pc game to an 8 year old: impossible yet 8 yo's tend to be a huge gamecube \ gba market... 2) many famlies own a pc, yet specifically disallow game play on it (i know several freinds w\ this problem) 3) consoles are portable (i dont want to hear how you drag your pc to your friends lan-party, the bottom line is, its 10x easier to move a console, and laptops arent that great for gaming unless you want to put down $2k) 4) you can sit on your living room couch and hook it up to your 50" big screen (i dont give a sh*t about resolution, it looks fine on TV, especially since cable tv broadcasts at 640x480) 5) you never have to worry about lag, and not have to spend $$ for hardware upgrades, because you are awesome and care about gameplay, with decent gfx 6) parents tend to prefer their children on a console 7) for a multibillion dollar industry to drop console hardware with out a slow phase into pc, would have devistating effects on gaming (enuf to cripple it) but also the economy \ stock market So consoles are going to be around for a long time, and possible never quite leave, by becoming pc's specialized for gameplay. as of gta being restrained by the R* contract, I have no problem with, because the games rock nomatter how they look.[/i]
  14. http://forum.mtavc.com/viewtopic.php?t=183 my idea
  15. Definatly the stallion, followed closely by the banshee.
  16. If I'm not mistaken, bots already exist (not offically in mta), but then again I've been away from the whole mta scene for a year or so.
  17. One way to implement it would be to send the entire file at a time to each client, in a format such as ra or mp3, and have each be a very low bit rate (you can fit a 3 minute song way under 1mb). Then to sync it would be as simple to snyc the file-read pointer on each client (incredibly low bandwidth) of course this is based on the fact that the admin chooses \ creates small files. a stream of midi would be easy as pie.. if only midi was commercial quality I was thinking of this earlier: it would be pretty cool if mta synced radio stations. It would be very simple, and you'd know that what you are hearing is what others are hearing, so a chat comment like "lol fernando" would make sense... The way gta plays radios, is that it randomizes a pointer within the radio file each time you start up gta3 (in vice city it actualy saves the pointer from where it was when you last saved) and plays from there.. if when a client connects it is sent the server pointer it would automatticaly hear the same radio as everyone else! I think this would be awesome for mta..
  18. Well that at last clears things up.. Thanks
  19. How'd ya guess? I'm still kind of drousy, tho... Actually the truth of the matter is, is that I got caught up in school, my own projects, getting into \ starting college, and waiting for 0.3b.. which when it did come, never worked (for me), so I just kinda forgot about it knowing I was going to have to start all over waiting for 0.4 =) which has come, and totally rocked! Anyway yeah I am back, but not to the extent I was before.. yet. I forgot how much I loved mta! Anyway Since I am a blasta guy, do I put [bLASTA]GTAtari in mta? And I got to find some hosting for my avatar \ sig since Angelfire is mean now-a-days edit: thats fixed I hope.. one other thing, I thought I had 300 posts or something, now it says I have 204, maybe I don't remember correctly?
  20. Well that clears that up! thanks. )>-GTAtari-<(
  21. Oic, well those explinations make sense, the remaining question, is: what was the left over code? btw, from the History section of this site, I found out that the 'original' mta mod was just an expansion to the admin console, so unless the admin console ALSO uses left over multi player code, then... I dunno, I found the whole thing suspicious, but I love MTA so its all good.
  22. Back in the early days of MTA, I remember reading a FAQ or an about file, that claimed MTA was based after netcode left over in gta3.exe. At the time I questioned this story's legitimacy as the mod was programmed in vb (and now in retrospect I learned from the history section of the site) that It was orginally an addition to the admin console. I posted back then, asking just what "netcode" was used, when I first signed up for the forums, but it went unanswered. Now I can't find a trace of this story, on this site. Was is b/s like I suspected, just to add flavor to the original MTA story, or did infact MTA use "leftover netcode" from Rockstar, if so, what code? Yeah just curious, thanks.
  23. thanks for the tips guys.. Time to check for sound card drivers. no Yes, infact, now that you say that I realize that the game movies are either CG. mpeg codec, and the viocese are wav, and some mp3, while the radio stations are yet another type. It would make sense that just one type has a problem... Tried this, without luck. Alright off to find drivers... thx guys.
  24. Hello everyone... wow I haven't posted here in a long time, anyway after along time of waiting for price-drops I bought Vice City for PC (my playstation 2 copy was fine, but I wanted mta!) I installed it on my PC, and now when I play, some sound effects sound perfectly fine, while others are just static, or the original sound effect except very staticy. I tried uninstall \ reinstall, system restore \ reinstall, and i even tried reinstalling directx (since it uses direct3d sound). The ingame scenes, and voices sound fine, but alot of sounds are horrible (like car engines) I tried googling this problem, but I can't seem to find it, and on R*'s own site, the 'support' button doesnt work. Since I already have an account for theese boards, I was hoping mabye somebody else has had this problem, and they fixed it? Oh, btw, I tried the game on my newer lap top, and it works fine, so I know its not my copy of the game... could it be my sound card?
  25. Hey guys, I saw the screens for 0.4 and I have to say I havent been this excited since you were first announcing 0.3b! i noticed you have a chat window "alpha'd" onto the games screen, if anyone knows, how was this done? did you make a pointer and grab the begining of the display buffer so you could draw direclty to it, byte by byte? Or did you initialize directx to grab the games exisiting HDC? These questions arent mandatory, but if its easy enough (possibly code snippit? ) I would like to turn the admin console in to a real console. O yeah, one other question, I actually asked this one along time ago, back when these forums were just days old, but I never recieved a clear anwser.. maybe I will this time In your official statement I remember reading that you used net code that was left over in the GTA3 executable, and thats how you were able to make the mod. The thing I don't understand, is that every thing the mod actually does, could be done to gta3 regardless of whether or not it has net code in it at all. For example, the admin console can rotate, and translate cars in the game, and rotate \ warp the player as well. The actual transmission of data was (im not sure if it still is) sent by winsock. Since its just editing variables in ram (gameshark style) what benificial code would be left over? Anyway I am curios about those topics, peace out.
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