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GTAV:MP - New Multiplayer mod for GTA V [Safe from Take2 this time]


WertyRO
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  • 2 weeks later...

More updates incoming, especially API and sync updates.

Will post a video soon made by the GTAVMP team.

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  • 3 weeks later...

FEBRUARY CHANGELOGS:

+ Callbacks now work outside the main class
+ You can now return false to OnChatMessage to not show a message.
+ Changed OnPlayerDeath to WhilePlayerDead
+ Added working OnPlayerDeath
+ Added OnPlayerConnected, which is called after the loadingscreen/player fully loaded
+ You have OnPlayerConnecting (Used to do checks regarding details etc), OnPlayerConnect (Called when the player is connected but on the loading screen) and OnPlayerConnected (Called when the player is in game and no longer on the loading screen)
+ Added ShowConnectionMessage & ShowDisconnectionMessages, just return false to not show it.
+ Added property Heading to User
+ Removed downloading the welcome text from the v-mp master server
+ Changed interpolator values
+ Changed animation blending
+ Removed weapon holding animations for now, which fixes player weapon accuracy (You can shoot people, aiming and shooting doesn't work though, yet. only directly shooting with no aiming)
+ New menu
+ Better menu exception handling
+ Server list no longer shows duplicates
+ Pressing backspace no longer closes the serverlist gui
+ Fixed controlling other vehicles of the same type?* (Need feedback)
+ Changed rcon.announce text
+ Added ShowAnnounceTextForPlayer & ShowAnnounceTextForAll, with 1 overload
+ Added ShowUserInputForPlayer & OnUserInputReply (returns "null" if reply is empty, no unique id yet)
+ Blips now get removed on disconnect
+ API menus are now unable to be closed with the backspace or escape key, this will be optional in the near future.
+ Added OnPlayerSpawn, called when the player spawns after being dead/or connects
+ Fixed "WASTED" scaleform being stuck on screen
+ Added unfiltered list to the menu, this is a temporary fix for servers that can't be seen on the master sevrer due to discover errors/no server replies
+ Added basic versioning
+ Added ReturnPlayerNative
Example:
ReturnPlayerNative(sender, 23232, Hash.IS_PLAYER_WANTED_LEVEL_GREATER, new int(),
delegate (object o)
{
int test = (int)o;
Console.WriteLine(test.ToString());

 

Raknet implementation
Anti-Cheat (On/Off via CFG) - Deletes any vehicles that are not server vehicles, teleports player back to a position if they move a big distance in such a small time period, i.e teleporting from the beach to sandy shores
Automatic Updater (Updates V-MP on every launch if a update is avaliable)
Client Version Checker (You must have one of the newest versions of GTA 5 to be able to play, honestly old version/pirated versions cause so much problems for me and servers due to lack of content).
Synchronized positions for both on foot and vehicle
API (C# & LUA API) - all your current scripts will be compatible with the new version (C#)).
Clientside Scripts (LUA)
Multi-Language support (file in directory which can be edited/translated)
Distance based voice (voip using RakVoice with Opus)
A actual custom GTA launcher
CEF
NativeUI for C++/VGUI
Stableness


Raknet will allow up to 1000 connections (I doubt you'll be able to handle 10000 people, you might get low fps if you had that many, due to having to render them...)

Basically, that's the reason we've been inactive for the last week/2. Please don't ask when it'll be ready, it's ready when it's ready clear.png. But we will keep you updated, and post occasional videos + public testing (later on).

Edited by WertyRO
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  • 2 weeks later...

Its still alive ? I think I might test it now.

 

Yes it is!

Their forums is the best way to interact with the rest of the community and the staff too. Just register, so you can see the forums.

 

http://gtavmp.org/forums/index.php

 

They just hit 3000 members on the forums.

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  • 2 weeks later...

Why are they saying NPC's will never be added 'because it takes too much network bandwidth'? if it works fine on the regular gtaOnline, why can't it work fine on this one? /:
in all honesty, I just to play with a buddy in a server and spawn cars with a mod menu and fool around! too bad you can't make custom servers in normal GTAOnline :(

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Why are they saying NPC's will never be added 'because it takes too much network bandwidth'? if it works fine on the regular gtaOnline, why can't it work fine on this one? /:

in all honesty, I just to play with a buddy in a server and spawn cars with a mod menu and fool around! too bad you can't make custom servers in normal GTAOnline :(

GTA Online uses P2P. This mod uses some poorly made custom networking. This mod also doesn't utilize the netgame framework used by GTA Online.

 

In order for peds to work in this, the netgame framework would need be loaded and the server would either have to A: Sync everything or B: Sync very little, leading to issues.

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GTA Online uses P2P. This mod uses some poorly made custom networking. This mod also doesn't utilize the netgame framework used by GTA Online.

 

In order for peds to work in this, the netgame framework would need be loaded and the server would either have to A: Sync everything or B: Sync very little, leading to issues.

I think they are in the process of transitioning to RakNet, which is quite flexible and very powerful when used correctly. It's perfectly capable of handling NPC's but would require a lot of work because as you said they are not using any of the multiplayer framework that is provided in GTA, If they did start using it then Take-Two would probably get it closed ASAP.

 

Just look at SA-MP's NPC's, arguably a lot better than what MTA has, and MTA was directly supported by Rockstar. SA-MP had NPC's back in 2006-7 and removed them because of many issues they had with them, a few years later in 2010 they were re-released and now you can do basically anything you want with them.

 

I'm still hoping the devs of this mod deliver what they have been saying. It's very early days right now, but at least it's something. The only problem I have with it is that there is zero piracy prevention, other mods had RSSC/Steam linking, so you could only play if you legitimately owned GTA V.

 

TL;DR, NPC's could work eventually, but it's nothing to be waiting for this early. It needs to get properly up and running, and much better synced before I will even attempt to start playing it. Give it a year or two and see how it is.

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SAMP uses RAKNet and that project has been around since 2005. It's still basic as all hell. The NPCs never synced correctly and the ones that exist are just static bots that can't be interracted with. Sorry, but .NET (and RAKNet) methods for Multiplayer are a joke l0l. This proejct will be dead soon.

 

Btw, V:MP got shut down even though it didn't use the original Rockstar Multiplayer framework. Don't expect this to exist for very long if it gets too popular.

 

I've been in the community for quite awhile and I've poked around with how the GTA games work, and I can assure you this will never get close to finished, let alone as "fluid" as SAMP or MTA. The oldest GTA total conversion that's closest to completion is GTA:LC and that's over ten years old and STILL has work that needs to be done.

Edited by theNGclan
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Is this dead, the website doesn't work anymore? The last I read was that they were moving their website to a new server (that message was up for days, that's not how long it takes to move stuff around) and their subreddit is now private.

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Is this dead, the website doesn't work anymore? The last I read was that they were moving their website to a new server (that message was up for days, that's not how long it takes to move stuff around) and their subreddit is now private.

I'm also concerned about this: it makes sense that their site would be down, but I can't think of a good reason to make the subreddit private. I can't think where else to get information on V-MP.

9H7Sj34.jpg


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  • 1 month later...
Gourangamania

mod ded?

 

Everyone has moved on to GTA V MUltiplayer Co-op. They aren't sueable so Take2 is botnetting their list server tough to find an ip list and the once 20-30 servers only show 1 server at best a different one every few hours. Sync is horrible :D

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  • 3 weeks later...
Marcus101RR

Honestly,

 

If rockstar had Mutliplayer just like in GTA IV we would not be having this problem, then modders can play GTA V MP, and Legit players can play GTA Online. This whole thing would resolve hackers/modders altogether, but because they got greedy and didn't use GTAIV multiplayer like it originally was, they decided micro transactions. Now its all bs.

 

I hope it comes out, I hate GTA online. Boring as crap. I want to do some Story/Mission Coop from the campaign!

 

Have you look at GTA Online at all. NPCs/Players lag pretty badly. Matter of fact, in Missions I see people teleporting and skipping alot of animations. The car crashes are the most noticeable on how much it leaves off in bandwidth. You need alot of Bandwidth to sync the entire lobby of 32 players and NPcs at the same time.

 

FYI, Lobbies are not P2P, and I strongly believe nor are missions. You are connect to their servers, how else would they keep track of you hacking/cheating.

Why are they saying NPC's will never be added 'because it takes too much network bandwidth'? if it works fine on the regular gtaOnline, why can't it work fine on this one? /:
in all honesty, I just to play with a buddy in a server and spawn cars with a mod menu and fool around! too bad you can't make custom servers in normal GTAOnline :(

Edited by Marcus101RR
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Honestly,

 

If rockstar had Mutliplayer just like in GTA IV we would not be having this problem, then modders can play GTA V MP, and Legit players can play GTA Online. This whole thing would resolve hackers/modders altogether, but because they got greedy and didn't use GTAIV multiplayer like it originally was, they decided micro transactions. Now its all bs.

 

I hope it comes out, I hate GTA online. Boring as crap. I want to do some Story/Mission Coop from the campaign!

 

Have you look at GTA Online at all. NPCs/Players lag pretty badly. Matter of fact, in Missions I see people teleporting and skipping alot of animations. The car crashes are the most noticeable on how much it leaves off in bandwidth. You need alot of Bandwidth to sync the entire lobby of 32 players and NPcs at the same time.

 

FYI, Lobbies are not P2P, and I strongly believe nor are missions. You are connect to their servers, how else would they keep track of you hacking/cheating.

Why are they saying NPC's will never be added 'because it takes too much network bandwidth'? if it works fine on the regular gtaOnline, why can't it work fine on this one? /:

in all honesty, I just to play with a buddy in a server and spawn cars with a mod menu and fool around! too bad you can't make custom servers in normal GTAOnline :(

 

I totally agree with you there. But with the way GTA O works, it would be a little harder to do. The modders pool in GTA IV didn't let you play ranked where as everything in GTA O is considered to be ranked, even Free Mode.

 

So there is three ways to go about it.

1. When in the modders pool, disable saving. Nothing will stick.

2. Make an Online version of Director Mode. Not just allow mods in it, but it will allow people to play with each other and mess around. They would have control over traffic, cops, peds, weather, etc...

3. Identical to number 1, but saving is enabled. However, stat modding is detected and can result in a ban. Its actually difficult to mod stats and not get a ban with the way things are now. The modded accounts are transferred from last gen.

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