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[REL] Multi Theft Auto: San Andreas


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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.

Edited by JonChappell
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Compared to all the previous releases of MTA that we've seen, I can safely say that this one looks like it's going to be a major league improvement. From what I know through following your progress etc for a long period of time now it's essentially using similar/the same methods as VC:MP does, a proper game expansion this time around rather than a trainer capable of only memory editing. I'll definitely be giving it a shot when the first release comes around, I would of course like to be able to shoot people, but that's going to take some time, pretty understandable.

 

The editor looks impressive, it's a great idea to start off the whole 'modding' thing with the 'blue' core that's proposed.

wow.gif

 

 

 

Just...

 

 

wow.gif

 

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.

 

I'm kinda surprised this hasn't gotten more replies.

 

/me votes good.

 

 

Hehehe GTA-Tournament, pack you bags. Can't wait till release, I've seen all the vids, excellant!

If only we knew howlong till release, but I'm not asking, that would be impolite tounge.gif

Keep up the good work, cya

 

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.

 

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.

 

cool.gif

Kent

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.

 

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.

 

cool.gif

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 whatsthat.gif .

 

and to end it, id like to say that the race mod thats gonna be released looks f*ckING GREAT! cookies 2 u guys cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif - Dri'z Up.

Just for once stop promising and give us something solid (mta orange?) instead of the regular fluff dozingoff.gif

Yeah, tho it looks good, your comment is true, Delfi.

 

I think MTA Team should post their mod here when they've RELEASED it.

 

Bah, they just like to tease us... - Dri'z Up.

 

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.

 

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.

 

cool.gif

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 whatsthat.gif .

 

and to end it, id like to say that the race mod thats gonna be released looks f*ckING GREAT! cookies 2 u guys cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif - 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 wink.gif. 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 smile.gif.

Edited by ChrML
  • 2 weeks later...

It amazes me how little attention this project is getting blink.gif Don't you guys all know how cool SA multi player can be? Try GTATournament for starters, It's sync is sheit and stability even worst but it gives a feeling how multiplayer GTA can offer fun no single player game could ever offer. rahkstar2.gif

Just a quick question, what sort of specs does your machine need to run this with stability, my own PC may be a bit lacking and find itself or major parts replaced.

 

I have read this topic everytime it is updated but have not made any posts so far due to SA being the first time I have used a PC for gaming, previously a PS2 veteran, and have no real experience of multiplayer PC games.

The editing possabilities seem like an excellent feature, if the users can impliment their mods relativley hassle free this will be a sure fire winner.

I am looking forward to this being released and my first time foray into multiplayer GTA.

Maybe steal some mission ideas from the up and coming PSP Liberty City Stories multiplayer efforts, some seem quite interesting.

Ideally a free roam havoc fest would be nice but I understand that would require some major effort if possible at all.

 

Keep up the good work, just because we don't reply deosn't mean we are not interested.

adam schiller

wow.gif

 

 

 

will we be able to

Swim

Fly

Use trains

use jet packs

 

 

 

 

I have an Idea

 

Airport control

2 team have too keep hold of there airport like Ctf where the planes are the flag? people could maybe fly into the airport with a helicopter and use that car next to the enety trick box to get in or something.

 

 

when are you expecting to realse by ! tell us or die.gif no not really just please tell us!!!!!!!

Pinky: Stability doesn't depend on your system specifications. If you can run single player, you can run multiplayer.

 

Everen: Skills are set at maximum. Skills may possibly be a server option in later releases, or there may be a skill powerup.

 

Adam Schiller: This release is racing only which means that you are locked inside your car. Footsync will be implemented in future releases.

Adam Schiller: This release is racing only which means that you are locked inside your car. Footsync will be implemented in future releases.

locked in your car? shiiiiit.... then whats NFSU and NFSU2 for? or all the other racing games

GTA is special cuz u have Max Payne, Sims and NFSU in one game, cutting down Max Payne and Sims is like cutting down its value by 2 thirds... and what good is that?

it still is a good mod, but not how I expected

props & good luck with future progress

we provide several features most racing games don't have.. for example, the ingame map editor, where you can easily create your own tracks... Also we implemented a 'pickup' system for things like vehicle changes and nitro, etc...

 

as we've noticed in testing, this really adds a new dynamic to gameplay and we think everyone will like it.

 

 

regarding just driving: this is our initial release, which we are focusing on developing as much as we can regarding vehicle syncing, and vehicle related SDK functions. After Race is done, we will work on a deathmatch mod ( most likely ), at which point we can finalize player syncing, and player related SDK functions.

 

Once this is done, the SDK will be completed and released.

 

 

(NOTE: the map editor is not the SDK, the map editor will be released with the race mod ,the SDK is a software package that allows people to create things like the race gamemode itself or the map editor itself, or any other gamemodes people dream up)

 

 

 

we provide several features most racing games don't have.. for example, the ingame map editor, where you can easily create your own tracks... Also we implemented a 'pickup' system for things like vehicle changes and nitro, etc...

 

ever played "Revolt" ? it did the same things

props, though, it sounds promising (the deathmatch thing...)

we provide several features most racing games don't have.. for example, the ingame map editor, where you can easily create your own tracks... Also we implemented a 'pickup' system for things like vehicle changes and nitro, etc...

so your saying you can place a pickup wich will add say a new spoiler and a tank of nos to your car?

yes, that is the general idea behind the pickups, Nitro and vehicle changing, and repair pickups are the only 3 we have implemented this far. But we plan on eventually adding ( after the first release ) pickups for things like spoilers etc. we have a list of potential pickups that we really _want_ to implement, but we are focusing at tying up the last bit of bugs for release at this point.

 

 

Kent

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