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Posts posted by -ffs-Sniper

  1. wff_os_8.png

    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!


    • Like 2

  2. 3 hours ago, xTravax said:

    What do you have now, like 3-4 contributors and 2-3 MTA Staff members working on code, you really find that number of people to be so great?

    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.

    • Like 1

  3. 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

    • Like 1

  4. Rockstar Games has defeated MTA with that Online thing.

    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.

  5. 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?

  6. What's the advantage of using your script instead of MTA's cache set to false in the meta.xml (or using the protected property).

    As you send the decrypted client code to the client after you've decrypted it on the server, you can (more or less) easily pick it off on the client (==> the gain of security is negligible in comparison to MTA's implementation).

    It's also kinda funny how people ignore author remarks. AleCore is 100% identical to the code I uploaded on community.mtasa.com a year ago.

    It doesn't matter for me what people do with my code, but claiming it as theirs (which is equivalent to removing author remarks at least from the meta.xml) is a bit reprehensible.

    You should at least add a link to bighil's original raw Lua implementation on GitHub: https://github.com/bighil/aeslua

    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.

    What's the advantage of using your script instead of MTA's cache set to false in the meta.xml (or using the protected property).

    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.

  7. Which direction will this be taking?

    Are you going to make it more old school (when it first started), relying on (GTA SA) atmosphere and pure gameplay with as little distractions as possible? Or will you just add a bunch of off-putting, unneeded resources and features hoping to get all the 3rd worlders who cannot run ARMA 2 to play this?

    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.



    We have got some great news for you! Woovie, as one of the MTA forum moderators and experienced scripter has joined the project! With him being in the team, development has finally started and a website is currently in work and we bought the mtadayz.net domain. Yet we are still looking for skilled helpers particularly for our website.

    Furthermore, we set up temporary download links for the latest server files and DayZ map files. You can find those at the bottom of this topic.



    0.6 r292 Changelog:

    * [NEW] Added safer encryption method to .lua_dayz files

    * [NEW] Minimum required server and client version is now 1.3.4

    * [FIXED] Passengers being able to turn off vehicle engine

    * [uPDATED] Changed vavegames.net references to mtadayz.net

    * [uPDATED] New player prone animation

    * [uPDATED] While lying down visiblity is now 0

    * [uPDATED] License and ReadMe

  9. However, as far as I've found out, code is quite :~ (with tons of repetitions and further typical structured-paradigm features.

    What I was thinking, as we can clearly find many, many bugs apart from those unoptimized plugins (lags in many ways and fps drops) I was wondering if you wouldn't actually start rewriting it from scratch.

    > Main focus will be on fixing bugs and rewriting the core.

    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.

    As I've once tried to help Open MTADayZ and couldn't due to lack of time I'm not applying here since I'm pretty sure 'til mid-Dec I'm not able to cooperate...

    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.

    I do not like dayz for me then whatever.

    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!

  10. Hey Sniper, simstosh (or SimS™) from the old Vavegames community (I have the source files too, but let's say they are a little "outdated", because I just get the source from 0.5.6 version with Marwin). Or, to be more "specific", with you (from ffs servers) one of the official community servers since dayz-mta.net forums :)

    I can help and, more than that, offer a forum ready service with a very specific domain for this "project". I own a forum about the DayZ Mod in my country (dayz.com.br). We already have a category about DayZ MTA created, but with some adjusts we can easily setup a specific section to talk about the MTA version...

    I'm open to any talk, suggestions or something like that. I really want that this awesome project goes forward.

    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?