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Modifying MTA-VC for more vehicles


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You cannot add more vehicles to this version of MTA, because both the client and the main.scm have not been set up to handle more vehicles. For now, we are limited to using 50 vehicles on the map. We are hoping to find a way to have more eventually, but a lot of testing has to be done for this. Every vehicle takes up some memory, and therefore every vehicle added will in turn make your computer slower. This is why Rockstar decided to 'spawn' vehicles in your visible area instead of having the city filled with cars from the beginning.

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Then why not only render them when they are visible, and not render them when they are not? Let the server calculate where everything's supposed to be, including other players, then make the client pull the data from the server once it's in visible range, or something, then render.

It may even be possible to have peds if you guys manage to pull that off, letting the server calculate the x-y-z-pos of everything internally, then telling the client what to render in their visible range.

that's actually a fairly good idea... the only problem would be, if all the players are in their own seperate car parks, that are full of cars, then the load on the server's connection would be quite high...

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We are exploring different possibilities, but are still limited to what the scm can do. Parked cars (cars that only spawn when in a certain radius) will continue to generate themselves, even if it is already used. This will cause dramatic conflifts as you can imagine, since each car should be unique in a multiplayer game.

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Then why not only render them when they are visible, and not render them when they are not? Let the server calculate where everything's supposed to be, including other players, then make the client pull the data from the server once it's in visible range, or something, then render.

It may even be possible to have peds if you guys manage to pull that off, letting the server calculate the x-y-z-pos of everything internally, then telling the client what to render in their visible range.

that's actually a fairly good idea... the only problem would be, if all the players are in their own seperate car parks, that are full of cars, then the load on the server's connection would be quite high...

Who replied... Lol... Yeah the server has to be able to take the load, this idea is very server dependant

But one thing, it won't be stressful if there's nothing moving. Say the carpark scenario. The cars are parked. Not moving. Not too bad on the calculation

Then for peds, only calculate the x-y-z pos when there are people in the vincinity. The thing is there will still be 32 bunches of peds if the server is full... A whole load to calculate

And to smoothen things out, are you guys working on any form of interpolation or prediction? The smoothness of online FPS is done by these 2. Take for example HL-CS, type ex_interp 0 in the console to turn off interpolation and you will see people jerking bad.

Hope all these ideas can help you a bit with the netcode

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