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About RA

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  1. Every so often, I find myself wandering back to see how far along the MTA:SA project has come. I sometimes take a look at the google code and roadmap updates, but find that information to lack the depth that I desire. IRC chat can sometimes give good insight, but is very hit and miss depending on who is there. There also appears to be almost no developer or tester blogs that shine light on the project. So, I decided to grab a few buddies, install the server locally, and test out the latest developer version of MTA:SA 1.0. I hope this can help others looking for similar info. For reference, I
  2. Thanks. I ran the dedicated server and was able to get the server running in LAN mode. We didn't set up ASE, so the server didn't show up in the list. Instead, we just manually connected to the local LAN server by IP. P.S. I found it very stupid that starting the in-game (non-dedicated) server did not support LAN mode (even if selecting the "LAN" checkbox). I hope this is just an unfixed bug (which is fine given that MTASA is still in development).
  3. I am trying to set up a local LAN of the latest MTASA nightly build. I can start the server, however nobody else can connect. I have disabled firewalls, etc. Any suggestions?
  4. All we need now is a dozen or more npcs in a conga line about to get splatted by a vehicle.
  5. RA


    I realize the MTA team does not require (or even expect) payment for MTA. However, I know of a number of volunteer projects that provided the option for its users to donate. In the case of games, all they received was a little icon next to their name. Nevertheless, this did generate a notable amount of revenue. Throughout the development of MTA, there have been long delays, some attributable to the lives and jobs of the developers taking precedence. If the developers could either use this as a justification to spending more time on the project, or the ability to hire others to do it, perhaps
  6. What is a beta test for, if not to find bugs? People would know when they download the beta that it is not yet fully polished. As long as it is generally playable and doesn't consistently crash, players will be satisfied. If the devs feel it has to be perfect before they release, then they should never release it at all.
  7. I thought public beta was a given, in light of the most recent front page update.
  8. I was hoping that "soon" would be sooner. Thats how development goes, but it would be nice to get an update nonetheless. Did the team run into unexpected problems?
  9. Perhaps the devs will provide some kind of option to disable the anti-cheat checks. Of course, the server would have to have this disabled as well.
  10. It has become apparent that many of the requested features will be readily implementable via Lua, and this is a good thing. Of these features, however, there are probably a number of scripts that would benefit the majority. That is to say that these scripts are probably best packaged with the game so that everyone doesn't have to go to the trouble of downloading them. I propose that during the beta, if a script is determined to be something that lots of people use, it be added to the final DM server release, and that they be enabled by default. If the server admin decides they do not want the
  11. This could be an optional feature to help a server self-regulate spammers. Text messages and voice (if implemented) would be limited based on the number of kills or score of the player. Each player would start with a configurable base amount - like 10 text messages and 10 seconds of voice. Each additional kill/point would increase the allowed messages by a configurable amount, like 2 text messages and 4 seconds. Teamkills would subtract that much. Once a player got down to zero, they would not be allowed to send messages until they scored again, reconnect, or the map restarts.
  12. Perhaps this is premature, but I was wondering what the plans are for the MTA team after DM (final) has been released. There will probably have to be a maintenance update for minor issues, but I can't see that as taking a significant amount of effort. So, are there lots of new neat features that have been put off for now that will be taken back up for a future "2.0" release? Or will the team move onto building mods for the now "complete" engine? Or maybe this is close to the end? Some projects run their course and the main developers loose the motivation needed to implement new features.
  13. I don't think most people are expecting the semi-intelligent bot-peds like there were in GTA:SA single player. For starters, all that is needed are plain peds that walk a predefined path, and don't mind getting run over by a speeding player. Thinking back to GTA 1/2, one thing that made the multiplayer games much more fun was the incidental "contact" with random peds while in a high speed car chase with another human player. The conga lines were memorable as well. Another point to make was that peds are much more important in small multiplayer games, since the number of real players was limi
  14. The next version of MTA:SA will support "deathmatch" mode, but it has not yet been released to the public, even in beta form. It is not known how long it will be before it is released. It could be this month, or it could be next year. Don't spend your time waiting for it or you will go crazy.
  15. The recent front page post mentions that the dev team is in need of volunteers to help script game modes for DM. Is this request for people to help right now? I'm sure there are lots of people, myself included, that would like to help how we can. However, I don't really know how that is possible without access to the game. Help us help you!
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