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Cerbera

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Everything posted by Cerbera

  1. I thought it was part of the same opcode, the second half the the parameters? I remember seeing it being mentioned at GTAForums, refered to as the "glue" command but I can't remember the precise syntax.
  2. This method means that no gang gets an unfair slice of land. You say you've claimed the whole of starfish island AND other places?! There simply isn't enough space to allow all gangs to do that. By using the system I have here, all current gangs and any future gangs all get a fair piece of Vice. Do you remember the scene that begins Vice? The deal that Tommy is doing that turns into a shootout? Well, that's not far from the "Boat House" asset. It's got a neat little interior with stacked boxes for cover, perhaps you could take that? There's lots of other good places too. How about the Laundromat in Havana? They are famous for Triad style gangs. No-one has taken either of the two construction sites, they are well covered and look great. No-ones taken the Malibu, either.
  3. Cerbera

    Traffic.

    GTA1 and 2 use a TOTALLY different technique to...just about every other multiplayer game that exists! Game engines are causal, of course, and GTA1 and 2 exploit this factor by simply synchronising the game times. This is why you have to wait for everyone to have joined the chat screen in GTA2 before you can actually begin the level; it means everyone starts the level at the exact same game time.GTA1 and 2 both ran with a fixed frames/second (25 to be precise) although they could skip chunks of frames out of processing was reaching maximum. Because of this, essentially everything is set in place before the first frame is ever drawn when the level first loads. Once the first frame is drawn, user input is detected, the result processed and the second frame drawn. Whilst user input is being listened to, the engine is creating/moving pedestrians according to the player position. This is why the civilian traffic and peds sync up in GTA1 and 2 fairly well, although you do get sync failures occasionally. This method is impossible to implement in MTA because it would prevent people from joining games that were already running. I've made posts like this several times, so can we always have topics like this locked on site in the future? My fingers get tired, you see.
  4. I'd be content to just be able to exit the helicopter without getting intimate with the rotor blades.
  5. You'll find a lot of helpful modding folks (such as petebog) over in this area of GTAForums. If you register, you can run searches in any area to find information about anything related to GTA modding. You can also see what other techniques are being used by downloading models from there.
  6. Cerbera

    Race thing

    Why is that relevant to this thread? I don't mean to accuse you of something you havn't intended, but it seems that't you've just posted it in here becasue you want to divert people to your thread, that you aren't actually contributing to this one?
  7. Cerbera

    Race thing

    What the hell are you talking about? I'm currently seeing if any of the GFX'ers feel like smoothing it out and re-shading the colours to make it rather more presentable. Looks like the street racing mode I've been longing for ever since I started doing handling back in 1998 with GTA1 is finally coming true!
  8. Cheers for getting word to him about it, then.Could they modify the ban system so it doesn't ban them from the port(s) that this forum and website run on?
  9. Cerbera

    Race thing

    Sorry to double-post, but the new page didn't create itself properly. It said that I'd made the last post, and that there was 15 posts, but there was no link to the second page. I was only able to access it because I'm smart enough to know that adding "&start=15" will make it automatically try to view a second page. Very weird error. (EDIT) Oh, I just read the previous page in more detail. Good to see some people had actually heard of me by name!
  10. OK folks, I've just managed to access the forums again and am updating the image right now. As I now have full access back, I will be able to maintain this thread properly now. (EDIT) Righty, updates compelete: [W*V] - I hope I've given you the correct car park! VCPD - I figured that the building you were talking about is the one with the stairs inside, used to take photos from in a mission. It's called the "WK Chariot Hotel" according to the blue text on the front, you may like to know. PWA - I think the building you were talking about is the Ocean View Hotel? [R] - I've given you Interglobal Studios If I've missed any gangs out please say, there were some rather confusing posts. (EDIT2) I will not remove VCT from Sunshine Autos, unless they conceed it by posting here saying they will let you have it. This may take the form of them saying that they lost a game to you, or that they've just decided to give it away. I'd suggest the boathouse located just to the South-ast of the Airport, it is at the end of the road that leads straight to the ocean. To my eyes it's one of the most atmospheric buildings in the whole of Vice and it's a real travesty that it isn't used in any missions. Anyway, it's got 3 levels, two very small points of entrance and even an office you can fall back to if things get tough.
  11. Cerbera

    Race thing

    yeah they did, but since its a mod, it crashes MTA. Apparently. no, they are goin 2 send it 2 the mta team + then they r goin 2 put it in a race mode, thats wot i heard anyway Seems there's a bit of mis-information going around. 1024 x 1024 version I made this radar map with precisely what you guys are asking for a couple of months ago, when I created my SSR (Serious Street Racing) team. I made a release topic on GTAForums here and I released it as part of my topic about street racing modes here on the mta forums, in this thread. Or, you can just download it directly. Now, what many people might not know is that TRX from the MTAVC team tested the radar (and also my handling) together and he really liked it. He said it changed the way he thought about racing modes for MTAVC, as by using the colour-coded radar image extensive checkpoint coding was no longer necessary. When I suggested it, he also reacted positivly when I said that the less the gameplay is dictated by the code, the better. This means that you wouldn't get radar blips or have to remember a million codes for the chat window. The radar textures have the start line for each route drawn on in white so you just park at one and ask other people to join you through the chat window. When enough people show up you agree amongst yourselves how many laps to race and which direction to race around, then someone does the countdown and you race. However, I had a forced absence from the internet from the 31st of October to the 6th of December and so am completely unaware of what developments with this idea the MTAVC team have made. This is why I've resurrected this topic...hope everyone can understand why.
  12. Tool? What tool would this be? Is it just a device for allowing people to switch between the SCM's they have? If so, people with different SCM's would create problems. Would it only support scripts distributed with the MTAVC project itself, then?
  13. The Vice City Crusader (Phil Cassidy character) would seem the most appropriate choice for the sword. Having multiple weapons in the same category presents something of a dilemma for players, though. Are there difficulties in transferring the animation requests for this, too?
  14. The coach destroys any passengers. That's why it can appear to hold an endless number. This is proved when you find out how the bus stops work. These are defined using a flag on a node in the "paths.ipl" file. Coaches are only created on these special nodes, which is proved by looking in "default.ide" where you see thier class is "ignore" so they don't spawn any other way. When they are created, the game engine creates a passenger inside them who then gets out. The engine may repeat this a number of times (I havn't tried to see if it's always the same number getting out) and, if any people were created at the relevant pedestrian node (also with the special flag) these people will attempt to enter the coach. Once they have entered, they are destroyed. If the coach manages to reach another speacial node, it will stop and NEW passengers are spawned. The curious way this vehicle handles passengers is proved even further as it has it's own, unique "enter style" as defined in "handling.cfg". The only solutions I could suggest for mass-movement of players in a standard Vice game is to use the BarracksOL, as was suggested, or simply use a convoy of vehicles. The convoy approach is tactically better as it allows one group to be airborne whilst another is on the ground. In fact, if you split your team into multiple ground units the air team can co-ordinate movements on the ground which is a tactic called "close air support" and is widely used in modern military operations. In a modified game, my understanding is that each passenger location is bound to a door object - hence the Sentinel not being able to seat 5 people, for example. I do not think that additional doors and thus passenger locations would be supported by the game engine - or the Zmod DFF filter - and so there is no solution on this count. However, by creating a custom collision file it would be possible to make the BarracksOL more suited to carrying passengers by giving it full-height walls and a roof, with a minimal gap at the tail for players to exit in single file.
  15. Hoorah, I can get back in as well now! Not sure why it didn't work as soon as the block list was removed, but at least I can get back to running SSR now.
  16. Download the base image and draw it, then. If it's any good, I'll include it with the SSR radar mod.
  17. With version 0.2.2 of MTAVC we appear to be seeing the first steps taken towards this street racing mode SSR and I have proposed. No more weapons was one of the major points I put forward and the addition of all the stunt ramps must have been suggested by the Stunt Masters group, I suppose. Evidence that despite what some critics say, the MTA team do listen to at least what some people want!
  18. FnF city & cars project - all the best city projects are going down at GTAForums right now. I know it isn't GISS, but aren't all those movies the same?
  19. I posted my argument at the start. Perhaps you should read it instead of swearing at everyone?
  20. The game schedule was as follows: Theatre 1, Scenario 1: VCP defending the VCP base, Downtown News Offices Theatre 1, Scenario 2: SSR defending the VCP base, Downtowm News Offices Theatre 2, Scenario 1: SSR defending SSR base, Vice Point Hotel Theatre 2, Scenario 2: VCP defending SSR base, Vice Point Hotel Finale: VCP vs SSR, whole city. After spending that morning (GMT) gathering SSR players, I managed to assemble: SSR-Cerbera, SSR-Neo, SSR-Mewish and SSR-Gunblade. After speaking to Iggy, he seemed to have not been informed about the match but manged to assemble: VCP-Iggy, VCP-Ranson and VCP-DeathB. SSR decided to withdraw SSR-Gunblade so that the match would be an even 3 per side contest. After warming up there it was decided that VCP would take up thier position in the Offices. After some confusion the stage was set and SSR attacked. I entered and managed to kill VCP-Ransom (I think it was him) before jumping in my mis-cordinated haste straight into the line of fire of the remaining pair of VCP members! The first round ended when SSR-Neo was killed by VCP-DeathB. We then defended the police offices. I thought I'd try and add a sense of role-play to the proceedings and chose the police skin, unfortunatly everyone else seemed largly obsessed with the Mexican one! When VCP stormed the building I just stood and unloaded the shotgun as accuratly as I could and depleted a couple of thier healths by a fair amount. I was quickly surrounded and taken down by the AA Cannons though. A noble, kamikaze-style death, lol. SSR-Neo killed the last VCP member and won us the first round. The second leg was decided to take place at the SSR headquarters. I called a ceasefire and showed VCP around. Even though they had refused to allow us to do a recon of the offices in the first I felt it only fair to offer them the opportunity. SSR defended first as it was our base and VCP had defended thier base first. We used a small collection of cars to barricade the stairs a little much as VCP (and consequently SSR) had used cars in thier defense of the offices. I had chosen the sailor so that I could use grenades against VCP. However, the unfortunate problem with grenades is that they are often not sent correctly to all members and so no-one apart from the player who drops it notices the effect it has. After a frantic close-quarters battle with another VCP in as a sailor I ended up running through the very edge of a molotov which had been dropped some seconds earlier by a VCP and died along with my teammate it had been aimed at and the VCP member who dropped it, if I recall correctly. This round ended with VCP winning, VCP-DeathB we think was last alive. By this time timeouts were occuring in quick sucession for some members on the server, so the beginning of the second round of leg two was delayed quite severely until everyone was in place. Myself and SSR-Mewish attacking using helicopters from the North Point Mall whilst SSR-Neo drove. Mewish made a full circuit around the building in an attempt to disorient the defenders whilst I maneouvred around behind. Spotting VCP-Iggy I dropped height to try and catch him with my blades, managed to catch him whilst colliding with mewish who was doing the same. My heli caught fire and I threw it onto it's side to gain enough speed to exit. Luckily it fell away from me as it exploded so I lost on 10 hp. Not long after this the message that VCP-DeathB had timed out came up in the chat window. I was in hot pursuit of a heavily injured VCP-Ransom who had engaged me immediatly after I'd exited the helicopter. SSR-Neo soon joined the chase and his Sentinel XS caught ransom, who had little chance of defending himself really. There was some confusion over the killing of VCP-Iggy as he claimed his game had crashed before he was killed when I distinctly remember being worried that he was shooting at mewish as I descended. What actually happened here is unclear and it's entirely possible that he crashed out momentarily before my blades killed him. I can only go by what the chat window said, which showed a kill for me. Whilst debating what should be done about this, VCP-deathB took the opportunity to re-join the game (as he wass legitimatly entitled as the chat window recongnised that he timed out) and killed me whilst I was responding to VCP suggestions. How I miss the days of GTA2, where your messages were dispalayed on everyone's screens as you typed them. The round was resolved by a show-down between myself and VCP-DeathB and I can only commend them on thier sportsmanship for doing this. After several drive-passes I established where DeathB was and he quickly gained the upper hand, taking me to just 10 health points in what felt like an impossibly short amount of time. I sprinted off through vegetation and cut back to the hospital, where I just managed to take cover before he struck again. Luckily I was able to take him out and so the overall standings were 2 rounds each. At this point SSR-Mewish announced that he had to leave, most likely on some errand for his parents (who are notoriously overbearing on him, poor chap) and so SSR were down to 2 players. In light of out earlier decision to drop GunBlade so that the rounds would be even, I did not want to fight a 3-on-2 round as it would not have given an honest reflection of each teams' ability. VCP did not offer to drop one of thier players and it seemed rather an unconventional (and somewhat unfair) move to try and substitite GunBlade in when he had not participated in an earlier round. So, in light of the complications, game bugs and dubious kills I suggested we end on a tie as we each had 2 rounds to our credit. I knew all players had tried thier best and done in a bad situation. To end on a draw would, in my view, have been the most accurate way to record the game. VCP remained adamant that the final, unbalanced round should take place. Myself and SSR-Neo decided we may as well indulge VCP as there would be the opportunity to discuss the game at a later date. Right here, in fact. In summary, my request as that this match is not entered into the ladder tournament due to the unconventional handling of game errors and due to the inconsitant regulation of team sizes. Both of these issues are the fault of neither team in particular but are the manifestation of an assortment of regretable glitches. I know the VCP members to be as concerned about fair play as myself and respect them for that. I therefore would accept a replacement match from them, to be played at the earliest convieniance of both teams.
  21. Cerbera

    VCS VS VCP

    Erm, what's happening about the game you promised to play against SSR on Sunday morning, your time, DeathB? Most of SSR are online waiting for your sleepy gang to get in touch. Get me on MSN and we'll sort out a server to gather on.
  22. Erm, we havn't played yet. VCP havn't shown up on MSN or in here, or private messaged me or anything.
  23. Excellent, Sunday is looking perfect!
  24. Well, OK then, it's your gang. I've updated the image.
  25. Don't you there there are enough gangs that start "VC" already? Please reconsider! If you decide to stick with this change I will update the image. Under protest, though.
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