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> Multi Theft Auto: San Andreas
Guest_Nãnøök_*
post Oct 11 2005, 02:25 PM
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Lots of groups are making add-ons to GTA: San Andreas which enable multiplayer, however MTA:SA have raised the bar in terms of innovation.

A brand new feature to come to the mod is: map editing! This means you can now change the layout of the game! Develop race courses with custom vehicles, jumps and obstacles, checkpoints and more.

The group have also released videos on their website showing off the features you can see.

External Links:
MTA: SA Videos
MTA: SA Blog
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The_Prospecter
post Oct 11 2005, 05:39 PM
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sounds awsome!


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Guest_Ender™_*
post Oct 11 2005, 06:05 PM
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I suppose I'll have to get it for PC now to keep up with you meddling kids.
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golo
post Oct 11 2005, 06:07 PM
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Sounds good, but wont the lag of everyone constantly changing the map your playing at the time cause major playing difficultys? just my opinion, but i probably should read into this more.
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Nanook
post Oct 11 2005, 06:39 PM
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I think it's changed, then saved, then everyone loads it, and plays on it. Not changed during play


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.Seb
post Oct 11 2005, 06:44 PM
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QUOTE(Ender™ @ Oct 11 2005, 08:33 PM) [snapback]951685[/snapback]

I suppose I'll have to get it for PC now to keep up with you meddling kids.


Same, how I wish I could play those games... sad.gif


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golo
post Oct 11 2005, 06:45 PM
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oh right, okay sounds cool then.
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Neon™
post Oct 11 2005, 07:50 PM
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Umm ... playing it online + being able to screw the map up = .... the other person or people having to have your version of the map to play with you on the internet, right? I mean if not, then you're gonna need some high speed transferring to rewrite the map as you get to the weird spots, which would be constantly changing and moving as the people with custom maps came to or left the server. So the only other conclusion, the only logical one, would be Counter-Strike-esque, where you edit the map, give it a new name, and then people can download it from you and play with you there. Hello, big ass downloads.


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ENVi3
post Oct 11 2005, 08:02 PM
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MY PC wouldnt be able to handle any of this. sad.gif
it barely worked right for GTA3


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eAi
post Oct 12 2005, 12:00 AM
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The map info is downloaded when a race starts. This is very fast (currently we limit the map to having 350 added objects). Clients do not require any extra files to play custom maps as all them models must be ones used in GTA (currently, in the future we'll look at supporting custom models).
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DAMIAN91
post Oct 12 2005, 12:11 AM
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QUOTE(eAi @ Oct 11 2005, 09:28 PM) [snapback]952327[/snapback]

The map info is downloaded when a race starts. This is very fast (currently we limit the map to having 350 added objects). Clients do not require any extra files to play custom maps as all them models must be ones used in GTA (currently, in the future we'll look at supporting custom models).

Are we gonna be able to free roam around SA with others on mta:sa?


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jayzamann
post Oct 12 2005, 03:51 AM
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*kills PC*

If I had the money, I would spend hundreds of dollars on a new PC.
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eAi
post Oct 12 2005, 01:37 PM
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QUOTE(DAMIAN91 @ Oct 12 2005, 02:39 AM) [snapback]952335[/snapback]

QUOTE(eAi @ Oct 11 2005, 09:28 PM) [snapback]952327[/snapback]

The map info is downloaded when a race starts. This is very fast (currently we limit the map to having 350 added objects). Clients do not require any extra files to play custom maps as all them models must be ones used in GTA (currently, in the future we'll look at supporting custom models).

Are we gonna be able to free roam around SA with others on mta:sa?
First release you'll be able to freeroam, in any vehicle etc, future releases will support on-foot movement as well.
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Guest_Zackø_*
post Oct 12 2005, 01:42 PM
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QUOTE(eAi @ Oct 12 2005, 04:05 PM) [snapback]952964[/snapback]

QUOTE(DAMIAN91 @ Oct 12 2005, 02:39 AM) [snapback]952335[/snapback]

QUOTE(eAi @ Oct 11 2005, 09:28 PM) [snapback]952327[/snapback]

The map info is downloaded when a race starts. This is very fast (currently we limit the map to having 350 added objects). Clients do not require any extra files to play custom maps as all them models must be ones used in GTA (currently, in the future we'll look at supporting custom models).

Are we gonna be able to free roam around SA with others on mta:sa?
First release you'll be able to freeroam, in any vehicle etc, future releases will support on-foot movement as well.


Are you an MTA guy? If so nice work happy.gif

Anyway my new comp should be able to play San An a lot smoother than what it does currently so it should be a fun experiance
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Nanook
post Oct 12 2005, 01:42 PM
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Thanks eAi for joining and letting us know about what is happening and filling us in on the details smile.gif


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Guest_Zackø_*
post Oct 12 2005, 01:49 PM
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QUOTE(Nanook @ Oct 12 2005, 04:10 PM) [snapback]952969[/snapback]

Thanks eAi for joining and letting us know about what is happening and filling us in on the details smile.gif


Thats my question answered then happy.gif
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Weeeeeeeener
post Oct 12 2005, 07:26 PM
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Great game MTA:SA love it!


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Neon™
post Oct 12 2005, 08:15 PM
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Well what i was referring to is, I dont imagine you can do this on anything under 128k broadband, if even that, i have 256 so I am fine right? Ok new question. When you go to screw the map up, is it like Half Life map editing, where you place things and have to patch holes, or will the editor let you intentionally f the map up so people fall thru the ground?


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eAi
post Oct 13 2005, 10:08 AM
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Initially, our aim will to be to provide a way to _add_ to the existing maps, hence creating holes will be hard. In the future, we _may_ add support for new maps from scratch, though there clearly would be bandwidth issues with our current 'download on demand' system. The GTA engine isn't like half-life (2) in that it doesn't use BSP for creating its maps (BSP is more suited for enclosed enviroments like the original half-life was), BSP works by creating the map out of blocks, outside the map is 'the void', because BSP optimised the map using VIS so that it only loads surfaces that can be seen, if you can see out of the map through a hole, its confuses the engine and the game ends up rendering the outside of the map as well as the inside. Because GTA uses a kind of 'virtual' world, with sky all around it and the ability to go on forever outside the world, this isn't a problem for it. Currently adding objects to GTA using our editor is much easier than using 'Hammer' for Half-life (for example), because theres no compiling and you can test the map instantly at the press of a button, creating maps from scratch is possible - just do it miles out at sea, theres lots of space far away from the main map, but the editor engine isn't really designed for that, but its entirely possible.

I think people will have a lot of fun with the editor, I certainly have in the small ammount of time I've spent playing around with jumps etc. I actually find making races more fun than racing them, but thats probably my "creative" side wink.gif

As far as bandwidth is concerned, we've designed the mod (race) to be perfectly playable on 56k, we haven't tested it though, as far as I'm aware, thougn some of the QA team may have. We haven't really looked at the implication the streaming objects might have on a 56k user, its somthing we'll look into.

This post has been edited by eAi: Oct 13 2005, 10:09 AM
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Nanook
post Oct 13 2005, 11:23 AM
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Wow, thanks for the info. Anytime you want to release an exclusive gta-sanandreas.com is here for you wink.gif

It does sound great though.


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