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-ffs-Sniper

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Everything posted by -ffs-Sniper

  1. (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.
  2. Fine introduction to the server. I personally miss the old times at SHC where at the end we even clearly defeated the mighty FFS Gaming in a clan war! History is history. The new SHC is definitely worth a visit!
  3. Top right corner, I've even underlined the number.
  4. Here is the exact record:
  5. I would not trust n30x as I had experience with him copying other people's work.
  6. Boasting about your scripting skills is always easy. Then, why don't you show us what you have achieved yet? As for myonlake I was not able to find a server named SGC with a multigamemode. Show us proof or literally just shut your mouth.
  7. https://community.multitheftauto.com/index.php?p= ... ls&id=7140 Just a texture mod. DONE
  8. 1. You can find thousands of userpanels on the community 2. I actually don't know your scripts but that one seems to be horribly bugged 3. https://community.multitheftauto.com/index.php?p= ... ls&id=6396 4. There are tons of those on the community already 5. See point 1 and 4 6. What for? 7. Why don't tell him what the "comminity no have" already? I consider everything except for point 2 a waste of time.
  9. ^this Try reinstalling the vanilla MTA server manually with all default configs from http://linux.multitheftauto.com/ If you want us to find out how they did this please post the server.log file in here if not deleted already.
  10. You won't find a fully working and bug-free multigamemode for sale anywhere. It simply is too complex so it takes months if not years to develop such system and core. The only servers with a stable multigamemode yet are TG and FFS but they both wouldn't ever sell it and even if they would you'd most likely have to pay a four-digit amount of cash. I highly advice you not to buy a multigamemode from some unknown scripter or clan because from my experience they are bugged as hell and are missing fundamental functionality for Race.
  11. Client side fetchRemote is an even better alternative to downloadFile. The default http server is extremely slow anyways.
  12. Thanks to ccw and all the other devs for the most stable and bug-free version of MTA ever!
  13. Try https://nightly.multitheftauto.com/?mtasa-1.3.2-rc-latest
  14. Download latest client nightly, the crash has been fixed there: https://nightly.multitheftauto.com/?mtasa-1.3.1-rc-latest
  15. Seems like this is a problem with your host. Most likely they are not shutting down the server properly using the "quit" command thus causing the data not to get saved.
  16. -ffs-Sniper

    Lag progress

    https://code.google.com/p/mtasa-blue/so ... ail?r=5260
  17. Opened a mantis report for you (keep an eye on it as devs might ask you something): http://bugs.mtasa.com/view.php?id=7557
  18. Posting an issue on the forums is not the best way to get it fixed fastly. Developers are mostly looking into mantis, so I recommend you to retry posting it on mantis.
  19. -ffs-Sniper

    Delete

    Blocking VPN proxies will very much likely never happen, though I consider blocking UDP Unicorn as reasonable. The program itself is dedicated to UDP DoS attacks but is intentionally used in the gaming scene to cause network-lag on your machine. I am going to contact a developer so he can take a look at that program. Another hint to detect laggers: Use getNetworkStats and check for the player's packet loss. It shouldn't be more than 5%. The more sync packets get lost, the more lag appears; no matter what the ping is.
  20. According to the MTA team's attitude it is your own fault if resources get stolen. To keep it short: None of the MTA team members will give a f*ck about your problem here (don't take this personally, just trying to make it clear to you). Source: viewtopic.php?f=115&t=54447&p=543741&hilit=accusations#p527268
  21. It's a race map, I see. Forget about the part with the start I told you in my previous post then. You don't need to create a meta.xml. The map editor is already setting up your map the way you can just upload and play it. Just upload it to the mentioned folder, do a refresh in F8 and you will be able to do "/nextmap Dinghy Race" in order to play your map!
  22. If the request was timed out, the WiFi operator most likely blocked that IP. There is nothing you can do except for asking the operator to unblock the server IP.
  23. You don't need to convert a map created with the orginal MTA map editor to a "code"! Just search for your map resource in: \MTA San Andreas 1.3\mods\deathmatch\resource\ Now upload the whole folder (there is a meta.xml and *.map file inside) to your MTA server. On the server put that folder into: /mods/deathmatch/resource/ Afterwards type refresh into the F8 console and see whether your map is loaded. At last you only need to write start into the F8 console and the map objects will be loaded.
  24. Did you try pinging the server ip using the cmd.exe? Start -> Run -> cmd.exe -> ping If that won't show any result the IP has most likely blocked in the public WiFi spot.
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