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Programming languages needed for developing GTA3 MP Mods


Guest biatch

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I'm a bit confused by the way al the different GTA3 multliplayer mods are developed. Some teams are constructing their mod with C++. others are constructing theirs with Visual Basic. Which of the programming languages is most suited for constructing GTA3 multiplayer mods?

Is it C++, Visual C++, Visual Basic, maybe even Java or another language? Or is it necessary, while constructing the mod, to combine a certain language with others, to get the best result? And is it possible to translate the complete gameplay of GTA3 to a multiplayer mod in, for instance, a C++ script and get good multiplayer gameplay as well? And how are things done with the communications between server and client? Which GTA3 data is sent and received? What about the lag problem, will it ever be resolved completely? Is it possible to get a multiplayer gameplay that is exactly the same as the normal GTA3 single player, in terms of gamespeed, animations, traffic, sound, normal clipping and stability?

I hope the MTA team will succeed in creating the ultimate multiplayer mod for GTA3, a mod that complies with all the wishes and demands of the fans.

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  • 2 weeks later...
Which of the programming languages is most suited for constructing GTA3 multiplayer mods?

Meh... either VB or C++ would do. Basically you would need several things for this type of program:

-client/server communication

-reading/writing from memory

-hooking graphics api (for in-game chat which they'll probably add later)

-GUI stuff

As far as I know (good C++ knowledge, basic VB, no java) all these language can do the above)

Which GTA3 data is sent and received?

Right now it seems only player positions, certain states (running, shooting) perhaps.

What about the lag problem, will it ever be resolved completely?

The lag problem will NEVER be solved COMPLETELY without access to the GTA3 source code. The only way to defeat lag is prediction or a really fast connection. Unless the MTA team simulate the GTA3 world and perform their own collision detection/physics etc. they can't simulate much.

Lag should eventually be only minor over LAN/fast internet connection. The MTA team must be having some problems with networking given the amount of lag over LAN in 0.3b.

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I'm a bit confused by the way al the different GTA3 multliplayer mods are developed. Some teams are constructing their mod with C++. others are constructing theirs with Visual Basic. Which of the programming languages is most suited for constructing GTA3 multiplayer mods?

Is it C++, Visual C++, Visual Basic, maybe even Java or another language? Or is it necessary, while constructing the mod, to combine a certain language with others, to get the best result? And is it possible to translate the complete gameplay of GTA3 to a multiplayer mod in, for instance, a C++ script and get good multiplayer gameplay as well? And how are things done with the communications between server and client? Which GTA3 data is sent and received? What about the lag problem, will it ever be resolved completely? Is it possible to get a multiplayer gameplay that is exactly the same as the normal GTA3 single player, in terms of gamespeed, animations, traffic, sound, normal clipping and stability?

I hope the MTA team will succeed in creating the ultimate multiplayer mod for GTA3, a mod that complies with all the wishes and demands of the fans.

It will not be possible to sync traffic & peds, that would take an enormous amount of data traffic. But normal gamespeed, animations, sound, clipping & stability is possible.

The YaMM team found a way to reduce the lag greatly, but as fragmonkey said, you would need the GTA source to remove the lag completely. You would need impact prediction etc, and that can only be done from within the GTA executable, because else you would need to load the map & the models etc in your mod, and that would come down to rewriting GTA.

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now if R* would be nice enough to release some of the code (hypothetically) that would help the project if the conditition was a strict contract (dont release it to anyone, and if you release the MTA source, dont include ours etc etc etc)

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now if R* would be nice enough to release some of the code (hypothetically) that would help the project if the conditition was a strict contract (dont release it to anyone, and if you release the MTA source, dont include ours etc etc etc)

"Some of the code" isn't good enough, you need all of the code and then implement the mod in GTA.

But they're not gonna do that, that's for sure.

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