Jump to content

SugarD-x

Members
  • Posts

    875
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by SugarD-x

  1. Quick update: The forum has been fixed! You can now register again.
  2. Apologies for the bump, but I thought this deserved a small update! The Modification I'm currently working on trying to fix the XP compatibility issues. I may have found a promising fix that I'm in the process of testing out. There is no guarantee that this will work, but it is definitely progress compared to what we've been experiencing prior. Now that being said, we have confirmed things to be working in at least Windows 7 and Windows 10, (although we expect anything Vista+ to already be operational). Some more testing is needed, but this shouldn't matter much anyway once the XP compatibility problems are resolved. Also, we have unfortunately found a couple severe bugs that will also need fixing before the next nightly is released. They are causing major crashes and desync that were not present prior, however I believe I have found the cause tonight while trying to work on the XP compatibility issues. The mod itself does run, though! The server is also extremely stable, and a build has been online for more than a week without crashing. I'm also looking at the possibility of the Mac server version, as mentioned here, but no promises on that being done for this nightly. The Website I've been doing some work on the website lately, (with much more still obviously needing to be done). For those of you unable to currently register on the forum, we are aware of the problem and trying to find the cause. (It is not as obvious as the ReCaptcha error claims). This will be fixed as soon as I can figure out why it is trying to display older code not present on the server. Several updates have also been made to the bug tracker, with many more still to go. As you may have noticed, the bug tracker looks pretty buggy, (pun intended). This is because it uses a software called "Mantis Bug Tracker" which is incredibly unfriendly to customizations, even in its latest version. In order to change something so simple as moving an image or formatting some text is insanely difficult and time-consuming, and requires me to document every change I make so later software updates can be applied around the changes. Now with that in mind, some issues caused by the custom design have been resolved, or are in the process of being taken care of. You'll now notice that the navigation bar at the top has a dropdown menu for the "Mantis Bug Tracker" button, allowing you to fully navigate from this location like on the other sections of the website. I'm still working on this, but it should be fully functional now, and the missing menus are now present again. The Team Please welcome Zurix to our team! He will be assisting us with testing various builds as we move forward. Zurix, for those of you who don't know, also has quite a bit of programming experience in his background, and is eager to help out where needed. He has also shown heavy interest in future versions of MTA for GTA III/VC, despite not finding the modification until somewhat recently. Thus far he has already been a tremendous help to us! On that note, we are still looking for more people to assist us! Are you a programmer with C++ experience and knowledge of GTA III and VC? Are you a web developer who knows the ins and outs of PHP, HTML, CSS, and other languages? Are you just yet another fan who is hungry to test out the bleeding edge, error-prone builds of the mod so you can help us squash even more bugs? Do you enjoy social media management, and are interested in creating media and/or informing our users of what is going on in Project Redivivus? Let us know! We are actively looking for anyone and everyone willing to help out!
  3. No, we don't. This version is very old and easy to exploit, (which we are working on fixing in later releases). A reward system may be offered in the future if we gain enough support to financially make it possible, but right now it is not planned. Although MTA for GTA III and Vice City is made by MTA themselves, its current development is being led by a sub-team under them called Project Redivivus, which has no financial backing whatsoever, and codes mostly separately from the rest of the MTA team. Because of this, Project Redivivus has absolutely no affiliation with any financial offerings or donations that the MTA team gives or receives. It would also be unwise for us to offer such right now, given the state of the program for these games, as it is highly insecure at the moment. Now that being said, if you find new exploits later down the road that we had previously fixed or prevented, I don't see why we couldn't at least credit you with finding and reporting it.
  4. Sorry for the delay. We're almost ready for a new nightly release! Right now there's one stopping bug preventing us from releasing this new nightly build for everyone to test, which is related to our use of Boost's library system for our logging purposes. One of our Developers added it in awhile back, which broke our XP compatibility, and caused a few other issues. Once this is resolved, (assuming no other major issues are found), this will become our next nightly build. Soon after, this may result in an alpha release of 0.6 to the public! The number of changes we have made since 0.5/0.5r2 are so vast at this point that I'm stumped on how we are going to even write a changelog for the official 0.6 release later. So many crashes that 0.x is well known for have also been fixed. Many thanks to our development team for this, and a very special thanks to VRocker specifically for his tremendous work on fixing a good few THOUSAND buffer overflows, (both potential and actual), that had led to desync issues and major crash problems! For those of you looking forward to this release, or just want to chat about it, we have a Discord server up and running for all to enjoy! Check it out here: https://discord.gg/8HQsstd
  5. You may wish to check one topic down in this board.
  6. We're getting close to that nightly release. Right now Callum and I are trying to resolve a bug that is preventing it from compiling in a matter that is compatible with Windows XP. We have it narrowed down to a library we are using that is refusing to compile with Windows XP support properly.
  7. In case anyone is interested in following our development or discussions regarding MTA 0.x through another medium, a Discord server has been opened up. You can find it here: https://discord.gg/8HQsstd
  8. Hey, I'm still here too hahaha
  9. This is not an official build yet, and still needs some testing, but... Built using a Windows 10 Insider Preview SDK, with an updated version of Boost, and a whole lot of wasted time. More to come soon...
  10. We need Developers. The last two remaining ones are way too busy with real life to make any progress right now. I'm still actively updating the web services, but nothing is going on with the actual game mod because of that reason.
  11. With? Bumping archived topics isn't going to get you what you need.
  12. I would suggest starting a separate topic for the map mod. It doesn't quite match the discussion at hand. (Still an awesome map, though!)
  13. I'm not quite sure why I never saw this, but what is the issue with CloudFlare? It should be being bypassed on the server list.
  14. The "files" subdomain needs to be fixed. It is displaying an invalid certificate from all of the MTA domains, and if you are able to bypass this, (which Chrome blocks you from doing, but Edge does not), it just takes you to the MTA:SA Resources page instead of the file archive.
  15. GTA3:AM, aka GTA3:MTA 0.1, was the only version for GTA III or GTA:VC that was officially released to the public as open-source. I have been searching for a copy of its source code for years to host for historical purposes, but unfortunately I still can't find it. If someone has a copy, PLEASE send it to me so we can get it back online. It is of extreme importance to the entire GTA multiplayer modification community, and is the reason why GTA multiplayer mods exist today.
  16. MTA 0.5r2 uses Game-Monitor for its server browser, replacing the All-Seeing Eye. Unfortunately, Game-Monitor recently shut down too, leaving MTA for GTA III and GTA:VC once again blind. We are working on more methods to replace this properly for MTA 0.6. Right now all currently-released nightly builds will register on our website here: http://servers.projectredivivus.com
  17. My apologies guys. I was subscribed to new topics in this forum, but apparently the software change for the forum itself removed that. I didn't realize anyone was posting! As for Project Redivivus, yes. We are still trying to continue things. Unfortunately our only remaining Developer is on a hiatus due to real-life complications, and finding coders is incredibly difficult. If we can find capable, knowledgeable users that can program in C++, I would absolutely love to get the ball rolling again. For those of you wondering, the plans for MTA 0.6 were mainly to continue updates to the modification line on that core, (codenamed Green Core), while eventually making it properly open-sourced. Unfortunately due to a heavy lack of publicized information, very little help from the original programmers, (most of which are no longer actively involved in MTA, or can't remember what it was they worked on), and a VERY confusing, hacky codebase that we have literally spent years trying to clean up, this has proven difficult. The plans for this core are intentional, as we want to not only open-source the modification properly for historical purposes, but also to give the users something to play while the Blue Core version is worked on. Now for the other goal involving the Blue Core, (which is the core MTA:SA uses, that was originally meant to be for a future build of MTA:VC many years ago that was never released). Our plan here is to port the Blue Core backwards from MTA:SA into GTA3:MTA and MTA:VC respectively through a complete codebase rewrite. (Think fresh start for GTA3:MTA and MTA:VC using MTA:SA's existing, but stripped-down base). Ideally down the road, we would like to also work with the MTA:SA team to be able to set up the code-base to accept patches for all three games properly so that changes to MTA:SA's version would also apply to the other two games as intended. (This is something that would be much later in the future, however). This in itself has its own obvious difficulties, with the biggest obstacle being that GTA III and GTA:VC use DirectX 8, whereas GTA:SA uses DirectX 9. That being said, Jack Powell at GTA:Connected recently found a way to upscale GTA III and GTA:VC to DirectX 9 for his multiplayer modification to support all three games without modifying any actual game files, so there is still hope that the same idea could be done with the Blue Core for GTA3:MTA and MTA:VC. We are in desperate need of able, trustworthy, and interested programmers. Please, if you want to help out and fit this category, come forward! We also don't mind working with other teams from other GTA multiplayer mods so long as nothing is leaked that shouldn't be, and there is a mutual cooperation/friendliness present.
  18. Making comments like that doesn't exactly get it "on par" with MTA:SA. Killing off anyone's interest would only kill development for the project.
  19. What are you talking about? MTA 0.6 is still not out, so that statement doesn't really make much sense. Definitely! Shoot me a PM on here or feel free to contact me on Skype. My apologies for the late reply. This new forum software isn't notifying me of replies anymore...
  20. Considering you keep wanting to continue the project, you sure do ****-talk it a lot.
  21. I would sure love to know what Developer you are speaking of. I've never talked to you or seen you before. You also have not posted on the project's website. It isn't really all that hard. You just keep messaging me when I'm at work, and then don't read the offline replies..
  22. 1. Project Redivivus is not the mod. Please see the above post. 2. The external and internal server browsers are broken due to the listing services being down. You'll have to manually connect via IP. 3. That is dependent on people hosting servers. Argonath RPG had their 0.5r2 server up all last week with several people playing.
×
×
  • Create New...