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The Weekly Write Up - November, Week 3
This week has proven to be one of the most intense weeks of development for a long time. I'm sure you will have noticed your changelog monitors flooding with fixes and tweaks. We've had numerous small fixes, alongside some major advancements for long term MTA bugs.

IJs has spent some time working on GUI, as well as fixing some custom model bugs. A decent number of crashes related to GUI were fixed, while loading textures for custom models were optimized to be more reliable. He also finished up DM's screenshot code, which was optimized from race.

Following on from this, it was demonstrated that some of MTA's essential resources had the need for the ability to create scrollbars. Therefore, the ability to create scrollbars and scrollbar panes via script was added. This should allow for more flexible GUI without design having to be clunky. As well as this, we've had the addition of scriptable Memo widgets. This basically involved exporting already existing code into scripting functions - an obvious example of the Memo widget can be seen within MTA's console.

eAi and ChrML have been working on a wide range of tasks. Generally we've seen fixes to the resource system, XML file loading system, trains and other vehicle related bugs.

One thing that's been thoroughly fixed is radio. They work properly for all people inside the vehicle, without remote players affecting the status of it. This is something that was patched up for race, but had cropped again during DM. Now the radio works smoothly. Don't expect radio to be synced between players though - because it's not ;).

Most notably, however, we've seen major work on MTA's streamer. Just incase you don't know what the streamer is - it basically "streams in" elements when a player gets close to it. This way, you can increase the number of elements that can be created. It is now much more reliable, and has pushed the maximum number of elements. Unfortunately, this does not necessarily mean an object limit increase. Nevertheless, we successfully loaded a resource containing thousands of vehicles placed across San Andreas, with no noticeable problems.

Jax and Kevuwk have also been working on general areas. Recently Kevuwk added the ability to start a resource with restricted access. This means that you can start a resource and disable it scripts, or its XML files etc. This should provide extra security for admins when starting untrustworthy resources. He also enhanced the general structure of scripting by adding more "hidden variables" (this will be clearer when documentation is released). Jax in the meantime added some extra protection against outdated packets, and vehicle entering and exiting packets. He's also fixed a number of crashes, while also ensuring scripted vehicle warping functions properly.

I'd also like to use this opportunity to clarify what's going on with gamepads. We understand that many people use gamepads, and that disabling gamepad input will be a problem for them. The problem, however, is not that we disabled gamepads. The fact that "Mouse + Keyboard" is forced does not mean gamepads are disabled; this merely tells GTA to forcefully turn off the joypad style controls system that is carried forward from the PS2/XBOX versions (if you've ever played PC GTA3 or VC, this is referred to as "Classic Controls") - joypad still works in this mode. The problem lies in the fact that MTA has completely overhauled the GTA controls system by providing its own: this means scripting is much more "tapped in" to the GTA controls, and gives resources much more power over what players can and can't do.

The drawback of this is, that joypad support for MTA's own control system has not been implemented yet - it's something that the team endeavour to resolve. We apologise in advance for the problems this may cause, but at this time we're aiming to get DM out the door, then sort out issues with gamepads. I can reassure all of you that it is a top priority for the team aside from bugs.

Its been a great week, and I hope that explains to you some of the stuff that's going on.

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Showing comments 1 to 10 of 61 | Next | Last
Heyaxe
Comment
Cool
Reply #61 on : Sat November 17, 2007, 01:39:14
More updates, fantastic!

We now understand the weakness of this so called 'Sheeple', and that is updates.
samson
Comment
sweet
Reply #60 on : Sat November 17, 2007, 01:51:03
nice work
take your time ^^
and a proper mta dm will release
Solidk9
Comment
Awsome !
Reply #59 on : Sat November 17, 2007, 01:56:29
Too bad for those who use gamepad
But i still cannot wait for the release of MTA DM, please dont stress about making it, because it would be nice to be as little bugs as possible ;)
Hax
Comment
Cool
Reply #58 on : Sat November 17, 2007, 02:31:23
Very nice x)

Like someone said:
"We are fucking close to a release"
Orale
Comment
Nicee
Reply #57 on : Sat November 17, 2007, 03:33:18
Alotof new stuff,good workkeep it up mta team. :)
alwSmokE
Comment
gamepads
Reply #56 on : Sat November 17, 2007, 03:55:02
What about gamepads for driving only?

That makes a lot of sense.
[DRuG]NikT
Comment
Updating weekly is so pro, you guys rock.
Reply #55 on : Sat November 17, 2007, 04:17:47
Keeping us all in the loop when everyone's so eager for realease has been such a great move.

Nice one guys, I wish u smooth code n easy debugs.
Xirtam
Comment
Nice
Reply #54 on : Sat November 17, 2007, 06:29:56
Great to see another update, I cannot wait until the next release! It'll keep us all nice and busy until GTA IV finally comes out haha.
Saiyaman
Comment
Nice
Reply #53 on : Sat November 17, 2007, 06:50:13
Nice nice dont just forget to make it playable for vista ^^
MD_Reptile
Comment
awesome
Reply #52 on : Sat November 17, 2007, 07:35:33
keep up the good work :D
Showing comments 1 to 10 of 61 | Next | Last