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SugarD-x

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Everything posted by SugarD-x

  1. What do you mean by this?
  2. Hopefully this helps explain that: I would absolutely love to get things rolling again, as I do miss the days when everyone was online and having a great time in MTA 0.x. GTA III and VC are still great games for multiplayer environments too.
  3. You sure have made a lot of topics about this! I do appreciate the love for the games! I'm right there with you on it. As for the topic, your latest one has my reply about the game. I don't have much of a say as far as the MTA website though. I only manage the Project Redivivus one. Happy gaming!
  4. I would recommend turning on the FPS limit. The older GTA's sometimes have issues with newer cards. Does this also happen in singleplayer?
  5. Just a quick thought off the top of my head, but I would recommend making sure the FPS limit is enabled in the game. The older GTA's tend to have issues with newer videos cards causing the FPS to go wild or bug out sometimes. As far as lag goes, does this happen in singleplayer too?
  6. This is the wrong section. Please refer to the MTA:SA boards for assistance.
  7. Please see your latest topic for my reply on this. Thanks for the MTA:VC love!
  8. This is the wrong section. Please refer to the MTA:SA boards for assistance.
  9. Love the gameplay! The Sabre Turbo was always one of my favorites in MTA 0.5 VC Deathmatch. I apologize for the late reply. Work has had me so busy that I'm just now getting caught up on forum posts. I actually replied to your question in your other topic here: Hopefully this helps explain things.
  10. This is not a MTA 0.x issue. Please refer to the MTA:SA sections for assistance.
  11. Thanks for helping with hosting these! Due to the way 0.5/0.5r2's executable code in MTAClient was protected from people trying to reverse-engineer it back in the day, many anti-malware programs falsely flag it as a trojan, so most hosting websites tend to remove it because their automated systems believe it isn't a false-positive result. That has made it very difficult to keep these files online for people to download lately.
  12. This is quite a big subject I've covered in various other topics, so I'll try to give a "quick" reply to it. The not-so-short-but-trying-to-make-short version is that before GTA:SA was released, the MTA Team worked on the "Blue" core for MTA:VC, which is the core that now runs MTA:SA. (They were also simultaneously working on the Green core, which MTA 0.2 and above used in the MTA 0.x series, but were also trying to move away from). The VC version of the Blue core was unfortunately abandoned by the MTA Team when GTA:SA came out for a variety of reasons, and has since been massively improved upon for MTA:SA. Due to the lack of available developers to work on all of the GTA's simultaneously, the MTA Team chose to focus solely on MTA:SA for the time being, with plans to return to the older GTA's some day. (At the time, GTA:SA was the latest GTA released). Unfortunately this never happened, and MTA:SA has remained the sole focus for the MTA Team. Because of this, over time Project Redivivus was eventually formed, and with permission we obtained the source code for MTA 0.5, which is for GTA III and VC specifically. We were also given the unfinished source code for the Blue core for VC. Because of the state of the code in the projects, how old, encrypted, and experimental they were, (especially 0.5), and a vast majority of the original MTA Team now retired from programming for the mod, there was an extremely limited amount of knowledge and assistance still available to Project Redivivus for this code. Not knowing how it works, how messy the code was, (as it was again highly experimental for its time), and the need to keep backwards compatibility for users has made it an extremely difficult challenge to learn how the code operates and fix it. That all being said, after many years several of the developers in Project Redivivus have also retired or gone perpetually idle for their own "real life" reasons, which has continued to set the project back. At this point, things are almost completely stalled because of a lack of developers, and because the source is still closed for security reasons, (which is planned to be changed for MTA 0.6), it is very difficult to find interested, knowledgeable, AND trustworthy people to bring on to continue development. This is why there haven't been any new releases since 0.5r2, and no new public test builds since 0.6 Nightly 1. While I lead Project Redivivus as one of the founding members and I maintain all of the web services for the project, I do not know C++ myself, (which both MTA 0.x and MTA:VC Blue are coded in). Because of this, I am unable to do a vast majority of the work on these projects. While I have tried to fix many issues to the best of my ability, this is not something I am capable of doing entirely on my own. I would love to bring more developers on board to help with this, but again, finding interested, knowledgeable, and TRUSTWORTHY people is very, very difficult. Now with all of that, small developments are still being made, which you can see happening in our Discord, which we run separately from the main one used by Multi Theft Auto. Currently Project Redivivus, MTA 0.6 development, and MTA:VC Blue development is also handled separately from the main Multi Theft Auto team and MTA:SA project to keep things parallel and not cause confusion, however the end goal would be to some day have all three games running on the same platform together once they are ready for such so that development and maintainability would be extremely simple, and would give users the option to just pick a game and go with one app, however this is very far down the road still. Please let it be known, I don't want to discourage anyone from using these mods. With development on 0.6, there have been massive improvements to stability and efficiency thanks to a large number of contributors on the project over the years. MTA:VC Blue has also inspired many others to go to create similar mods for GTA and other games, some of which have become highly successful, and maintain a positive level of cooperation with MTA and their own teams overall. As long as hope remains from the players, there is still a chance that these mods will get updates that see the light of day. It's just a matter of time until the right people come along that can help contribute toward this goal.
  13. SugarD-x

    HELP...

    This board is not for the SA version of MTA. It is for the III/VC versions. Please use the correct board.
  14. Support for MTA:mA for 0.6 is currently in an unknown state, as we have not had a chance to test it against the software yet. Because of some network logic and encryption changes, it may also require the release of a new .dll file for MTA:mA to be allowed to connect to the server.
  15. Right now MTA 0.6 does not support spawning new vehicles in due to the older engine design. This is a planned feature for Blue for the III/VC games. You can find old scripts on both the Multi Theft Auto and Project Redivivus online archives. Some may also be accessible through the Multi Theft Auto Wiki.
  16. We plan to, but right now all of our Developers are busy with other things in life. We're still trying to actively find more Developers to help us with this. 0.6 Nightly #2 is nearly done, barring some major issues we need to finish resolving first. Once that is released, depending on how things go, finalizing the remaining missing features could result in a beta being released shortly after.
  17. Well, I'd say that too is a fair assumption...
  18. You need to post this in the support boards for MTA:SA then. These boards are for the version of Multi Theft Auto that apply to GTA III and GTA:VC. GTA:SA is supported by MTA:SA specifically at this time. Can a moderator please move this?
  19. Until the pinned topic can be updated to remove a few broken links and add additional ones, (some still work), here is another alternative download for MTA 0.5r2's files: http://files.projectredivivus.com/mta05r2/ Please note: Your web browser and/or anti-virus program may falsely flag this website and the client installer, (as well as the client executable after installation), as malicious. These are known false positives. You can safely ignore the warnings. Several years ago, anti-virus programs began adding what are called heuristics to their applications in order to detect malicious software that definitions hadn't been created for yet. Unfortunately this also meant that both MTA 0.5 and MTA 0.5r2 were being falsely flagged as trojans or viruses when they contain absolutely no malicious code whatsoever. The reason behind them being falsely flagged is because years ago, the MTA Team protected the code from reverse engineering using a method called UPX packing. (This was to prevent people from pulling apart the code and creating hack programs or malicious servers). Common malware these days also uses this same method to conceal its code from security programs. Because UPX packing is most commonly used for bad programs more than good ones, many anti-virus companies have defaulted to just flagging anything and everything that is UPX packed as potentially malicious. Sadly this means that MTA 0.5 and MTA 0.5r2 are also wrongly flagged. I have attempted numerous times to contact Google and multiple anti-virus companies to have this false positive be added as an exception in their systems, however all of my efforts have fallen on deaf ears. Now for the good news: The upcoming version of Multi Theft Auto for GTA III and GTA:VC, MTA 0.6, will not have this problem. As MTA 0.6 is meant to be open-sourced upon release, such protection methods will be unnecessary and pointless, and thus will not be an issue that needs to be addressed. Many of you may ask, "Why not just release a version of 0.5/0.5r2 without the UPX packing?", and the answer is simple: We can't. The source we have for MTA 0.5, (which was also part of 0.5r2), is several months newer, as it contained several experimental fixes and changes that were not in the released version of 0.5. Several parts of the networking code and versioning internally are also different, so if we were to re-release 0.5/0.5r2 with these changes, it simply wouldn't work properly with existing clients. We could release a 0.5r3 with the UPX packing removed, the experimental code added, and the 0.5r2 and Server Patch 1 fixes included, however there is no telling what issues this may cause for users, and this would also open up a potential security hazard for those that still actively play 0.5r2, and are awaiting a 0.6 release. To us, this is not worth the risk involved. Now for anyone interested in helping us move forward with 0.6, we are still actively seeking trustworthy, capable developers to further the progress of 0.6. If you are, or you're just looking to check out how things are going, you are more than welcome to join our Discord, forum, and/or bug tracker. We invite everyone interested to come and help spread the word of this awesome modification!
  20. I replied to you on Discord with the link
  21. It has been a long, rough ten years that Project Redivivus has been in existence, and no doubt it has not been easy for us at all. Still, through perseverance, our team has managed to continuously develop something special that has held so dear to everyone's hearts for a very long time. Despite financial and developmental hardships, and the constant gain and loss of those who we call part of our team, it has not stopped us from working toward a brighter future for these mods that we care so much about. We are here, we are still working hard, and we will continue to reach our goals to ensure that you have the opportunity to make more memories playing the game mods that you enjoy. Now on the note of what I know everyone is dying to hear about: No, we are not done with 0.6 yet. I know this has been stalled for a very long time, and I wholeheartedly apologize. We have run into many issues throughout the years, which have only been made worse by heavy losses to our development team as people get older, get jobs, and move on with their lives. Despite this, we still have not given up, and we are closer to a release now than ever before. 0.6 Nightly 2 is on the verge of being made available, and this may very well be the final pre-development nightly before we move on to the next stage of stabilizing our development. The biggest thing holding us back right now are certain, specific key issues, bugs, and incomplete promised features that we feel are necessary for public use, as well as required to properly release a version that users can test for us. That being said, we are still constantly seeking out qualified, willing, trustworthy development team members that can help Project Redivivus breathe new life into our beloved Grand Theft Auto III and Grand Theft Auto: Vice City versions of Multi Theft Auto.
  22. So... ANOTHER UPDATE! ixjf recently removed and replaced the code for the Boost library, which has massively dropped down the size of the vendor files needed to build 0.6. That being said, MTAClient in 0.6 now also runs on Windows XP 32-bit again! Unfortunately upon fixing that particular stopping bug, as well as some others, we discovered multiple new chat and sync bugs in GTA3:MTA 0.6 that will need fixing before another release is possible. Zurix is also hard at work trying to *hopefully* sync horns and sirens in GTA III finally. (This has always worked in GTA:VC, but GTA III has never had them working correctly). I'm also still attempting to get new MTAServer builds out for Windows XP 64-bit, Windows Server 2013, FreeBSD, and OpenBSD. (Currently we have ones available for all 32-bit versions of Windows, 64-bit versions of Windows using Windows SDK 8.1 and above, Ubuntu Linux, and all versions of Mac OS X, including Mojave 64-bit). So with all of that being said, we are now at the point where we need to resolve several more major bugs before a new release is possible, HOWEVER with the exception of the horn/siren issue, all of these bugs are brand new and have been caused by the new code, which means they didn't exist before and can be fixed. The client itself is actually so stable now that I was able to quickly compile everything and set MTAClient 0.6 up with a fresh copy of GTA III 1.1, and on the first try I was able to connect to a server, go in-game, and play without a single crash or error message popping up. This is a HUGE improvement over MTA 0.5r2 and earlier releases!!! The stability of MTAClient 0.6 itself is truly incredible at this point, and I'm super excited for us to get these problems finally resolved so everyone can test it out! Now on that note, we are still actively looking for more developers for both Green Code (MTA 0.x) and Blue Code (MTA 1.x). If you are interested, please contact me ASAP! You can also check out our progress on our Discord: https://discord.gg/8HQsstd
  23. CS:GO changer? What is that?
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