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Attention:
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The Mod Showroom is only for posting previews/downloads of completed or near finished mods. All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
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GTAGarage.com : Free mod hosting, attach your files and screenshots to your topics
GTAModding.com : A wiki for everything related to GTA modding, including documentation and tutorials
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[REL] Multi Theft Auto: San Andreas
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JonChappell  |
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Player Hater

Group: Members
Joined: Oct 11, 2005

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Multi Theft Auto: San Andreas is a multiplayer modification for GTA:SA. The mod is currently in private beta but we are close to a release. MTA:SA will be the first MTA release to use our brand new "Blue" core. This integrates directly into GTA which offers several advantages. Firstly, all of MTA's GUI elements including a server browser are built directly into GTA. Secondly, MTA circumvents SA's SCM which means that it is incredibly stable. Those of you who have played MTA with the older 0.3 core (used in MTA 0.5) will have noticed that it can be very laggy at times. Blue's netcode reduces this a lot. It is also more secure than MTA 0.5. The first release of MTA:SA will feature racing only, with deathmatch coming in a later release. However, the team has added several features that they hope will add variety to the gameplay and keep people playing it long after its release. There are three types of pickups available: nitro, vehicle repair, and vehicle change. The vehicle change pickup offers some interesting gameplay possibilities because you could, for example, change to a boat in order to cross a river and then back to a car again when you reach the other side. For a taste of the gameplay, check out our teaser trailer: http://www.mtasa.com/videos/ (video 1) The feature that the team is most proud of though is the inclusion of a race editor. This allows players to add their own checkpoints, spawnpoints, pickups, and even in-game models. The editor allows you to pretty much design your own map as you can place land masses, roads, buildings, trees, and more. Other interesting things you can add are ramps, exploding barrels, and smoke generators. We released a movie clip that shows it better than I could ever explain: http://www.mtasa.com/videos/ (video 2) The plan is that Blue will eventually be fully moddable when the team releases the SDK. This will allow mod developers to modify every aspect of GTA via C++. The team will also release the source code for the editor to enable other developers to include it in their Blue mods. These mods don't necessarily need to be multiplayer. Blue can easily work as a mod platform for single player mods. More details about MTA:SA can be found on our blog and forum. UPDATE: MTA:SA R1 has been released. Get it here: http://light.mtavc.com . Deathmatch is currently in development, along with a patch for race. This post has been edited by JonChappell on Feb 13 2006, 06:52
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Drizz  |
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Satan.

Group: Members
Joined: Dec 31, 2004


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| QUOTE (Kent767 @ Oct 15 2005, 14:27) | | QUOTE (anuj @ Oct 15 2005, 05:52) | I'm not too keen on the initial release being racing-modes only (I suck at driving), but it's still pretty goddamn impressive. I'll definitely download once you guys get a release out.
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Yeah, we can understand the frustration there, the goal for this release is to finalize all of our vehicle related code ( Sync-wise and SDK wise ). After we do this, we can focus on DM. And finally after that most of our SDK will be completed and hopefully nearly bug free. We figured this way we can actually finalize large section of our codebase, and we have a logical path to completion of our mod.
Kent | Well, if you guys are doing something new and better (MTA:Blue r0xxorz), you should change DM too i think. You have been doing DM since ages, why not change? To an RPG/MMO? Or what I liked - is what you did with GTA3 on Shoreside Vale map, half-dm with some missions to do. You should add more features to DM, as mini-missions. An exemple would be a cop chase. Like, to begin the mini-mission all players that want to play it - step in the red circle to start the mission. If i.e its a cop chase, 4 guys that wanna play it step in the marker and get teleported to a certain location and a player could choose if he will be cop or criminal. 2 cops with 1 car each and 2 criminals with one driving - one shooting in same car... and the mini-mission begins. u understand what i mean? Cuz just going around doing the same killing killing and killing is wack... Or if you do the simple n plain DM mode, atleast try to balance all the weapons so people will have to be CREATIVE in their killings. Dont make a big weapon like the stubby shotgun, that everyone will use to kill .
and to end it, id like to say that the race mod thats gonna be released looks f*ckING GREAT! cookies 2 u guys - Dri'z Up.
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ChrML  |
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MTA Developer

Group: Members
Joined: Jul 2, 2005


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| QUOTE (Drizz @ Oct 15 2005, 23:50) | | QUOTE (Kent767 @ Oct 15 2005, 14:27) | | QUOTE (anuj @ Oct 15 2005, 05:52) | I'm not too keen on the initial release being racing-modes only (I suck at driving), but it's still pretty goddamn impressive. I'll definitely download once you guys get a release out.
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Yeah, we can understand the frustration there, the goal for this release is to finalize all of our vehicle related code ( Sync-wise and SDK wise ). After we do this, we can focus on DM. And finally after that most of our SDK will be completed and hopefully nearly bug free. We figured this way we can actually finalize large section of our codebase, and we have a logical path to completion of our mod.
Kent |
Well, if you guys are doing something new and better (MTA:Blue r0xxorz), you should change DM too i think. You have been doing DM since ages, why not change? To an RPG/MMO? Or what I liked - is what you did with GTA3 on Shoreside Vale map, half-dm with some missions to do. You should add more features to DM, as mini-missions. An exemple would be a cop chase. Like, to begin the mini-mission all players that want to play it - step in the red circle to start the mission. If i.e its a cop chase, 4 guys that wanna play it step in the marker and get teleported to a certain location and a player could choose if he will be cop or criminal. 2 cops with 1 car each and 2 criminals with one driving - one shooting in same car... and the mini-mission begins. u understand what i mean? Cuz just going around doing the same killing killing and killing is wack... Or if you do the simple n plain DM mode, atleast try to balance all the weapons so people will have to be CREATIVE in their killings. Dont make a big weapon like the stubby shotgun, that everyone will use to kill .
and to end it, id like to say that the race mod thats gonna be released looks f*ckING GREAT! cookies 2 u guys - Dri'z Up. |
Thanks for all nice replies guys! About your ideas, that's why we're developing an SDK so people can make DM variants, coop or whatever they want themselves  . Our first release is also buildt on that SDK. Interesting thing is that when we made our editor, it didn't require many changes to the SDK at all. It already had what we needed, including raycasting. About the weapons, you got a good point, which is why all weapon pickups, cars placed around, nitro etc... will be placable in the serverside .map files with our editor, just like spawnpoints, checkpoints, map objects and pickups are placable now in our first release. Note that our first release is a "race" only though, and we'll gradually add weapon and foot support in later, and more frequent, releases  . This post has been edited by ChrML on Oct 16 2005, 09:54
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