The_GTA

Green Candy

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Great job, I was waiting these kind of updates to fix those problems on the streaming and engine.

LOD model and texture will help to obtain more performance.

I do not understand the visual effect of the dynamic hardware lighting, its kind of dynamic vertex lighting like many games on the nintendo gamecube ? What I know is the fact that gta sa use Baked vertex color to fake a lighting based on the vertex.

Yes, currently the RpLight only supports dynamic vertex lighting as you know it. More advanced lighting routines may come if demand is high enough.

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Now that's some dedication and motivation!

Talking about my desires – MTA could really use a webkit based GUI engine. It would open a lot of new doors in terms of functionality and creativity. CEGUI is old & robust, not much of a freedom and coding windows is a pain in the ass if you compare it with HTML markup.

A slideshow from 2011 on the topic that points out the pros and cons:

http://twvideo01.ubm-us.net/o1/vault/gd ... New_UI.pdf

All the cool kids on the block are doing their game/app interfaces in web-standards already.

http://awesomium.com – A pretty neat Webkit bridge that should be fairly easy to integrate in comparison to many other solutions around. Just have a look at the wiki.

http://berkelium.org - an open source one.

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Doesn't seem very good, tho it would look pretty good:

C++, GL, Win32

Cons

Hard to find talent

Hard to maintain

Long recompiles and iteration times

Inflexible

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Doesn't seem very good, tho it would look pretty good:
C++, GL, Win32

Cons

Hard to find talent

Hard to maintain

Long recompiles and iteration times

Inflexible

Those aren't the Cons of using the web-standards to create UIs. Scroll down.

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Now that's some dedication and motivation!

Talking about my desires – MTA could really use a webkit based GUI engine. It would open a lot of new doors in terms of functionality and creativity. CEGUI is old & robust, not much of a freedom and coding windows is a pain in the ass if you compare it with HTML markup.

A slideshow from 2011 on the topic that points out the pros and cons:

http://twvideo01.ubm-us.net/o1/vault/gd ... New_UI.pdf

All the cool kids on the block are doing their game/app interfaces in web-standards already.

http://awesomium.com – A pretty neat Webkit bridge that should be fairly easy to integrate in comparison to many other solutions around. Just have a look at the wiki.

http://berkelium.org - an open source one.

We have looked at this avenue several times in the past, and something we've actually suggested as a solution many times before. It's not being ruled out, and indeed I'd like to see this being implemented.

However, the trade-off with awesomium/berkelium is how slow they are. While it's fine for forms or more typical GUI usage, it is mostly incompatible with the high-speed onClientRender activities that scripts typically do with CEGUI and DX.

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People can get in love with your proyect. I love it!

Edited by Guest

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Now that's some dedication and motivation!

Talking about my desires – MTA could really use a webkit based GUI engine. It would open a lot of new doors in terms of functionality and creativity. CEGUI is old & robust, not much of a freedom and coding windows is a pain in the ass if you compare it with HTML markup.

A slideshow from 2011 on the topic that points out the pros and cons:

http://twvideo01.ubm-us.net/o1/vault/gd ... New_UI.pdf

All the cool kids on the block are doing their game/app interfaces in web-standards already.

http://awesomium.com – A pretty neat Webkit bridge that should be fairly easy to integrate in comparison to many other solutions around. Just have a look at the wiki.

http://berkelium.org - an open source one.

I had the crazy idea once to write a Lua resource which would parse HTML content and display it in DX drawings. That idea is still floating around my head, you see :P

CEGUI surely seems old; that is why I made dxElements which is an OOP GUI programming environment in Lua. An example of it's usage is resedit. What if said dxElements can parse configuration files for GUI, like XML? It could be neatly combined with Lua scripts for actual functionality.

HTML seems powerful though and is known by lots of people. We will see whether it will fit into the 2.0 concept. For now, cool GUI is possible with Lua, too. Good example is the one from the FFS server: straightforward.

About the pdf: it looks like an advertisement for web programming (cons for C++, blurry IE, suggestive presentation of IMVU); I cannot make my mind up about it :P

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People can ejaculate with your proyect. I love it!

Google Translator did amazing job this time!

translated by myself from spanish.

Even more hilarious!

Edited by Guest

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I don't use Google Translator CapY, translated by myself from spanish.

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This is so great. Incredible. I want it in MTA so much - I made a program which converts LC and VC from GTA3 and GTA VC to MTA, but since MTA keeps crashing or just working improperly with many custom models loaded, I can't test everything and until I do this, I will probably not release that program. MTA:Eir would allow us to have LC, VC and SA all in one map, right?

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Great job! Glad to see some people contributing! Hope you guys can work with the dev team to put release this!

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Sorry if I sound dumb, but what exactly is Eir? I understand that it's a fork of the MTA code, but what are the plans and goals for it?

Is it intended as an eventual MTA 1.4 that will replace the current codebase? Is it intended for large map-replacing mods?? Will MTA Blue and the Eir fork eventually be merged, or is it a large leap changing a lot in the way the release of Blue did and intended as separate? Does Eir just change the multiplayer aspect, or does it start hacking away somehow at single player R* ways of doing things to allow for a more stable, powerful and expandable game?

Also, sorry about my flood of questions, but I must ask one more: What exactly does "Eir" mean?

Despite my ignorance as to the plans and meaning of Eir, I'm very excited by what I think it does, regardless :D

Edit:

Oh wow, I watched the above video and my mind was blown from beginning to end. Then I saw that the default SA map was below it, and I was amazed. It helped a little in understanding, though my above questions are still valid (and seeing the video raises a few more).

It's clear that you are definitely changing things on both the singleplayer side and multiplayer, and this is incredibly exciting as it looks as if it may push past the limits of the old SA engine and have the best of both worlds, from Vice Cities extendability and SA's improved features.

Does this mean it's now possible to sync water heights? Also, I note you mentioned you replaced some of the default SA models - is it possible to now just go over and ahead of the SA limits are are we still currently ground in the reality of the hard brick wall once we want more objects or models loaded in? Also, is it possible to remove the old SA map completely?

I very much agree with statements made in the video. The thinking that modifying others people code is bad, is a dangerous taboo that should be stopped. At this point in the development of MTA, there's no way people can just endlessly pile more code on top in a mess of edge cases and ugly messyness. At some point you need to rip out all the duplicated, buggy or limiting code and replace it with a better solution when you have the time to do what others needed to compromise on when getting earlier features working.

Either way, I'm very very excited about what full map conversion could mean for MTA!

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