-ffs-Sniper

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Everything posted by -ffs-Sniper

  1. It all started off more than 12 years ago, when the original release of Multi Theft Auto: San Andreas kickstarted a completely new era of multiplayer gaming in the GTA series. Back then, the MTA experience was nothing like it is nowadays; very basic vehicle synchronization and a only limited set of gamemodes existed - Race, Freeroam, DeathMatch and Demolition Derby. In fact, one could not even leave his vehicle, meaning all the action had to take place sitting in a car. Sounds quiet boring, doesn't it? Why would anyone play this? Well, the revolutionary Map Editor and a devoted community of enthusiasts managed to create something amazing out of the little they had. To name a few honorable communities that even I myself came across: PhrozenByte, littlewhitey's, SKC and DDC. Take a look at the server browser back in the good ol' days. Today, FFS Gaming is proudly carrying on the Racing legacy bringing together decade-old traditions and fresh innovations. We improved and re-invented several aspects of the Racing scene over the years with the goal of making it even more enjoyable for the casual player. Especially the transtion from DeathMatch to Who Finishes First was a controversial, yet groundbreaking decision which allowed for tons of new competitive formats to be created. One of them being Who Finishes First: Old School to which we are adding a 100€ Prize Pool! What's the tournament about? Who Finishes First: Old School is an open tournament based on passing maps further and faster than your competitors. The core concept is very similar to conventional Race - just without any checkpoints. Top-4 players who passed the longest distance on the map receive 3, 2, 1 and 1 points accordingly. The Map Pool consists of 20 maps that are generally considered "oldschool" - they were mainly created and played back in 2009-2011. So called "speed maps" with a smooth track, lack of slow and BMX parts. Not too hard maps, but definitely challenging enough to make you have a hard time competing. Take a look at one of the tournament's maps yourself: You can find the full map list right here. So, how do I play? Obviously, you should have Multi Theft Auto: San Andreas installed alongside Grand Theft Auto: San Andreas. The next step would be to sign up at our Forum in order to post a registration entry in the corresponding thread. Registration is open till July 17th 2018 and you are obliged to submit your Serial which can be obtained through MTA Console (Press F8 to open & type in "serial" to show your Serial). Apart from that you should simply remain patient and keep checking your Skype or PM inbox for scheduling inquiries. The Group Stage lasts from August 4th till September 16th with the Grand Final being played on November 18th. Make sure to check out our DeathMatch OldSchool A Arena in order to train for the upcoming matches. Our public server can be found under the following IP: mtasa://ffs-gaming.com:22003 What can I win? For the first time in the history of Who Finishes First: Old School we are replacing in-game prizes with actual money. It has been about time to spice up the tournaments! So far, that's about it! We are hoping to see both older & newer folks sign up for our tournament. Afraid of participating, because you are not a professional Who Finishes First player yet? That absolutely does not matter, as this tournament is specifically aimed at those who want to start getting in touch with all the amazing things that have been build around the Racing scene over the years. Do not waste the chance for a whole lot of fun, because that is what this tournament is mainly about - Fun! Sincerely, -ffs-Leadership
  2. While MTA might "only" have about 3-4 active developers left nowadays, it used to have a lot more than that during its existence for almost 10 years (even more when considering MTA: Race predecessor). Most of them just aren't around anymore and left development without any significant code documentation. Those who joined later definitely cannot be blamed for lack of documentation neither can they be held responsible/forced to start creating a massive documentation at this point. Implying MTA contributors are egoistic dickheads because Arran rejected your point is a very unfair thing to say - especially considering how this project is totally non-profit and yet requires almost full-time care by those who still are active to at least keep this thing stable, pretty much free of cheaters (kudos to ccw) and somewhat developing. MTA is and never was a super-organized project with massive organizations/foundations coordinating development like most open source projects in the Unix universe. If there are no resources available to create extensive documentation on MTA's source code over time then so be it. It is everyone's noble dream to one day create decent documentation but it is simply unreasonable with the current set of resources (apart from some basic guides on adding Lua functions or RE as stated by Jusonex). Question is: Why don't you take the chance and hook yourself up into this project to try solve the problem of documentation instead of complaining about well-known and obvious issues? In the end everyone involved nowadays had to work his way into this project from zero.
  3. https://community.multitheftauto.com/index.php?p=resources&s=details&id=14318 Contains just a link to another forum with an illegal copy of FFS resources.
  4. Temporary fix: Downgrade your MTA version. https://nightly.mtasa.com/mtasa-1.5.3-full_rc-11199-20170223.exe
  5. The exact same issue started for me not more than 30 mins ago: Logitech G900 with 1600 dpi and 1% ingame sensitivity (dual monitor + windowed MTA). Mouse starts to "lag" as soon as MTA is started. Will try to reinstall MTA and see if it helps
  6. Several players from FFS Gaming are reporting the same issue.
  7. First. MTA developers rock for keeping this mod alive for more than 10 years. Kudos @ccw @Jusonex @sbx320 @darkdreamingdan @all other (former) devs.
  8. Nope. Never. And MTA will still be proudly around in the next few years. MTA is far from having been defeated by anything - simply because it is something very special in its own way that cannot be compared to GTA V Online in many aspects (Open Source, practically free, scripting API). P.S.: I totally second Anubhav's previous statement.
  9. -ffs-Sniper

    Anti-Cheat Corner

    What is the point of SD #15? Can it prevent from ring0/kernel injections? Also, does MTA now have its own whitelist for d3d9.dlls? If so, which version/revision was that introduced with?
  10. Don't use pirated ("decompiled") versions of DayZ as they might be full of backdoors, outdated and flawed. We won't give you support for stolen code. Download the latest official release from here: viewtopic.php?f=108&t=67901
  11. Ale is more to create a concept of what can be done, then it is to provide real advantage since there are simply limitations in MTA Lua. I have never claimed that the code was mine and yes I might have removed your credits in the Meta. However it seems a bit hypocritical since you are not crediting Vincent Rijmen & Joan Daemen. Seriously? Jusonex being hypocritical? You must be freaking kidding. There is a huge difference between intentionally removing someone's credits (credits to Jusonex are entirely missing) and leaving out a "license.txt" file of an encryption method that is so fundamental (still, Jusonex' MTA AES port did include credits to bighil's Lua AES port!). Most people don't bother garbaging their code with licenses of trivial Base/AES implementations anyways. ...trying to justify your own insolence by pointing at other people's (alleged) faults: HYPOCRITE DETECTED. Having to download/cache client files on each server join creates unnecessary data traffic and wait time. Yet, Ale is still obsolete given the fact MTA now has it's own built in AES encryption for client-side scripts (http://luac.mtasa.com/) - with its encryption being in the safest part of MTA: The closed-source netc.dll.
  12. Hoping for a stable (server and client-side) experience. Thanks for the update! Looking forward to Awesomium and/or native video playback support
  13. Open DayZ to byly projekt jako alternatywa to MTA DayZ - jednak Open DayZ zostal rzucony. Wiecej informacji o MTA DayZ i oficialny download otrzymasz tutaj: viewtopic.php?f=108&t=67901 Aktualna licencje mozna znalesc w pliku license.txt z wersji "0.6 r292". Tam dokladnie pisze ze zdekompilowanie i modyfikacja kody source jest nie dozwolona.
  14. @DJ_Shocker: Most of the errors shown in your console can be ignored. Also, new updates are to be released after the website has been finished by Woovie. Don't panic, in the current state the gamemode is without a doubt playable and kinda stable.
  15. Due to christmas and new year celebration we couldn't continue working on the website. I expect it to be ready within the next 2 weeks, all information will be posted there soon.
  16. From the old developers I am the only one left, yes.
  17. That is not possible unless you buy the source coded version.
  18. This is actually one of the main questions in our current development. Your point is fully justified. Currently there are two versions of the original DayZ to choose from, standalone and ARMA 2 mod. At first we will most likely stick to the ARMA 2 mod techniques and gameplay. Our aim is on improving/polishing the current MTA:DayZ mod to create ARMA 2 mod-like atmosphere. New features will mostly be related to the balance, playability and handling of the gamemode.
  19. What do you mean? Which file is corrupted? The download works just fine for me.
  20. NEW 0.6 r292 VERSION RELEASED! DOWNLOAD LINK FOR LATEST SERVER FILES BELOW!
  21. That's pretty much what I am planning to do. Though we are going to do this part-by-part so we can still release updates. There is a problem about Open DayZ: Development is pretty slow and there has not been too much activity recently. Also, after the first stable release it would take several months for the gamemode to establish as an alternative or successor to MTA:DayZ. So why are you posting here? Get back to the cave you came from. ------------------- I will soon be posting a temporary download link in here for the most recent 0.6 r276. Stay tuned!
  22. Thanks for your quick answer, I appreciate! As for the forum I have the following expectations: -Main language has to be English -No fusion with already-existing communities, must be pure dedication to MTA:DayZ -Some kind of "download plugin" where you can manage files (I think it was a IP.Board plugin back then at Vavegames) -(Possibility to donate via PayPal/SMS) -Domain name is not so important atm Would it be possible for you or anyone to fulfill those?
  23. (Read this if you would like to know what happened to Vavegames.net) (Also read if you would like to know where to download the server files in the future) Update 4th Dec 2013: NEW 0.6 r292 VERSION RELEASED! DOWNLOAD LINK FOR LATEST SERVER FILES BELOW! Official MTA:DayZ Facebook Official MTA:DayZ Website Dear MTA community, It may have come to your attention that MTA is currently being flooded with the so called "DayZ" servers. Yet, this game-mode brought thousands of new players to our beloved MTA, due to players looking for a free alternative to the original DayZ Arma II mod. This matter has received so much attention outside the MTA community that even bloggers started to review the game-mode conversion. On this occasion I would like to tell you more about the actual development history of the game-mode and its future since there has been a lot of confusion about it recently: The original idea of bringing DayZ to MTA was realized by the German scripter Marwin a.k.a. |LT|Marwin. Starting off as a hobby, the very first alpha versions were noticeably unstable and flawed, however players were still fascinated by the idea of a full Arma II conversion to MTA. After months of hard work and essential help from the community MTA:DayZ finally hit the most stable version a0.5.6 with support for third-party add-ons and most features from the original DayZ being implemented. At this point Marwin decided to search for new contributors replacing him as main developers. At that point I stepped in and continued developing DayZ by tidying up the code base a bit and fixing major bugs, those releases have been named the so called "0.6 nightlies" of which the latest version was 0.6 r256 till 4th Dec 2013. So what happened to Vavegames.net (the official community and download site of MTA:DayZ)? To keep it short: Everyone lacked time to continue this project and simply left the homepage to die in the summer of 2013. Right now I am the only active one left in the possession of the source code and SVN access. I do not want this project to die or let some childish Latin scripters ruin the mode with their illegally decompiled and shi.tty edited versions of MTA:DayZ. The future plans As a conclusion I decided to do the following to bring it back to life: > Find a crew to continue further development of MTA:DayZ. > Main focus will be on fixing bugs and rewriting the core. > As for the beginning MTA:DayZ will remain closed-source just like it has always been. However, there is one major problem with this: I neither have the nerves to set up a CMS based forum software nor do I have the time to manage the entire community. How can you help me? See this forum post for our current staffing needs. Update 10th Mar 2014 Our website is now up and running! Check it out at http://www.mtadayz.net/ DOWNLOAD Download 0.6 r292 Server Files Alternate download Download DayZ Map Files 0.6 r292 Changelog: Thank you for your attention. I would highly appreciate it if you could spread this to other MTA:DayZ communities as well, so their owners will be able to get to know about this.