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trx

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Everything posted by trx

  1. That's 0.4 vc, though. The cut was made because of filesize restraints of the scm.
  2. That's because you overwrote our mta american.gxt with the original one.
  3. haha, no. During testing I only spawned there once or twice... seemed acceptable to me and didn't need a vehicle closer by imo. Running is good for you
  4. Yes, and personally I voted for having 16 Players max available, but the majority didn't think that was a good idea. Also, changing it now would mean we have to swap around not only the actors, but 'the rest' as well, since they are created after the actors are created. I'm currently working with fewer cars available, and trying to place them in the most effective way I can come up with. So far, there's no need to worry about having less cars available in comparison to Portland.
  5. Unfortunately, this is correct. With the 0.4 core all actors need to be created beforehand to determine their 'handle' which the client needs to use to write information to like coords/anims. So in fact, they're placeholders waiting to become activated...
  6. Not exactly sure why it happens, but when you drive a car with a selected weapon you want to use when you get out, the weapon will sometimes not synch up properly, because the engine likes to chnage the weapons when you do that (for driveby's) So it's important you change weapons after you've left a car, so everyone around you will actually see you firing something. Also, the ammunations have the same problem, but that is something which can be fixed by forcing a particular weapon when you leave ammunation. For now, when you bought AK- or flamer, change weapons when you leave, or people will see you firing with the last selected weapon you held when entering.
  7. trx

    Article: The Car Kill

    It's ok Kent . He is partially right though. I have to admit that being unable to fix the stubby's knockback while getting killed because of that over and over has had influence on my previous post. The VC character is exceptionally lame in getting up. It's one of the major things I didn't like about the game compared to GTA3: the main character's animations. At any rate, we're going to have a look at all the weapons in Vice City, some weapons just aren't balanced. -So, i'm not saying that because I can't beat someone holding a stronger weapon than me, duh. About the carkilling though. I'm going to look into making the character jump just a bit higher, if that works, along with no-credit for a carkill it could help just enough to discourage constant running peeps over. edit: I didn't mean to 'bad rep' mtavc of course. All I was saying is that personally I find mta3 more enjoyable, even with the carkills as they are. People can do as they please for now. I don't have to be bothered by it
  8. trx

    Article: The Car Kill

    You hit the nail on the head there. Sometimes I get the impression we shouldn't have bothered with placing vehicles or any other weapon. I've stopped playing VC for now because I'm getting really fed up with the over-use of stubby by more experienced players. It's all they do, and in my opinion, it borders abuse similar to doing only carkills. When you start reasoning as to why people do that, there's only one right answer: It's the easiest/fastest kill, which tells me these kills need some more balancing. (read: NERF ) Taking away the credit for carkills was one measure to discourage constant carkilling, but as it's obviously bugged at this moment, it's become actually more annoying. I've played on Partyserver with moderated carkilling, and when I have to hold back when charging into a fight with a car isn't satisfying. Fact is, that MTA3 isn't MTAVC on a different map, it's become a different game, with a different set of rules. It may take a while to get used to after playing MTAVC for long, but in my opinion it's worth it.
  9. There are some weapon pickups scattered, so you don't always have to start fighting with a pistol. There are no Flamethrower or AK-47 Pickups though, would be too easy
  10. The freezing _may_ be related to the amount of models/particles in memory at the same time. This is also responsible for the colorchanging, so next MTA III will most likely use less cars
  11. Yea. The reason why M-16 was left out is because it's default damage is over the top for Multiplayer.
  12. Excellent article on PlanetGTA. I'mma let you peeps in on a little secret: The reason why I like the car being able to kill so easily comes from my love for GTA1 Multiplayer. And as GTA3 is like a tribute to GTA1 for me, I wanted to recreate the multiplayer feel of GTA1 in GTA3. For those who've never played GTA1 MP, you basically have 3 weapons: Uzi, Rocket Launcher and a Car. (Pistol and flamethrower were hardly used by anyone) One bullet from the Uzi would kill you unless you picked up an armor which gave you 3 armor points. Usually it didn't matter much if you had armor, because of the Rate of Fire from the Uzi or the radius from the missile blast. So you were vulnerable when on foot, but also when in a vehicle. One well placed missile would take out your opponents vehicle, leaving a smoldering wreckage coming (usually) right at you, which you had to dodge . This is the main difference between GTA1 MP and GTA3 MP: A weapon that is as dangerous to cars as cars are to the weapon wielder. However, we're not able to use weapons that require aiming to work (Sniper, Rocket Launcher) so missiles aren't possible yet. What we can do, is modify the M-16 to have the properties of a missile launcher (and look like one) but without firing missles, just big damage bullets. (with vastly decreased rate of fire, of course) The problem with this is that it would probably be used for killing people on foot rather than in vehicles. Post your ideas/suggestions please
  13. Well it's commendable you took the time to explain your motivations to us. I do realise modding GTA games can be tremendous fun, but it will not be possible to mod an MTA game and synch it serverside for some time. The idea of MTA is synchronisation, so if you all use a personalized version of the game, theres not much left to synch. Anyway, have fun playing legitimate
  14. He stopped cheating... give him a cookie What's your point anyway? First you get marked as a known cheater, so you stop cheating and now you wonder why no-one believes you're not cheating anymore? Change your nickname.
  15. trx

    AI

    Laff CHEATERSSSS!!
  16. Maybe your dog ate it and you need to buy a new one
  17. You probably need a space between: Mousejail.exe and C:\Program Files\Rockstar Games\GTAIII\gta3.exe "Mousejail.exe C:\Program Files\Rockstar Games\GTAIII\gta3.exe"
  18. =) Carkilling in GTA3 is definitely they way it should be: instant death. Therefore, the cars are very dangerous, and require immediate attention if you see one moving. So if you decide to have a gunfight in the middle of the road, you can expect to get run over within 20 secs, because multiple dots attract players, and they usually have a car. There are usually enough obstacles nearby to use for cover of cars while youre duking out with another gunslinger. I guess it's a skill you develop, and I think that's what makes GTA3 more hardcore than VC. I do agree that people who ONLY run over peeps are annoying, but they usually suck at gunfights, so chase them, take out their car, and kill em.(over and over) =) Game on!
  19. All the mod does is 'toggle_rubbish' which we already did in the gta3 scm, so no need to do it again. GTA3 v 1.1 is supposedly faster, so you might want to try that to increase framerates.
  20. All emergency vehicles and the dodo have a hardcoded flag that prevents pay 'n' spray to work. We haven't found a way to lift it yet, so meanwhile be happy that we unlocked the police cars from their default locked state.
  21. The 0.3 stunt scm was thrown in last minute, because it worked with the new 0.4 client, even though no work had been done on the stunt scm. Be patient, there will most likely be a new version sometime soon.
  22. We're now able to display the current z value along with current speed when you're flying a dodo. So this can probably be included in the next patch. thanks to TbM2K and CyQ
  23. I slightly increased damage done by melee weapons to make the kills somewhat easier. I thought I had informed you of the changes, guess it slipped your attention.
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