GTA Multiplayer Mods
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New netcode for on-foot synchronization (Multi Theft Auto - News)
We′ve spent the last few days improving the on-foot and shooting sync code a little. Here′s a video showing how it works at the moment:Pick your download of choice below.- version- versionThese videos were captured at a ping of about (over the internet), which is a fairly average ping on good servers. We′re very happy with how it looks and works so far , and as the video shows, the shots are deadly accurate, even on moving players.
Testing progress and the dimensions (MTA devs blog)
It's been a while since my last blog post, so I thought I share some news with you.
We have recently changed the way our testing system works - from a well-known and used strict alpha schedule, to a nightly build system. This means that we'll be receiving a new alpha build every night at a certain hour, updated with the changes made on the previous day.
This greatly improves our testing efficency, since now we can check the newly-added features or bugfixes soon after they're done, instead of waiting several days for a new release. You can find some traces of it on the recently published screenshots at our gallery.
Also, in the last blog post Jon introduced the interiors being implemented into MTA. He also mentioned that the map creator can set it to allow, or disallow players from seeing each other in the interior.
That specific behaviour is possible via the new feature, called 'Dimension'.
To explain it better, dimensions are a way of separating parts of the game world from each other. Each dimension can contain any element, and elements are only visible to players in the same dimension as they are.
For example, there is only one actual Pizza restaurant in San Andreas, with each warp point going to the same place. This works fine in single player games (as you aren't going to be in two places at once), but with multiplayer this can be confusing, as you could enter in one place and see all the players who entered in another. To avoid this, map creator can split the players into dimensions, so they will only see players who entered in the same place.
That's all for today, stay tuned for more updates ![]()
Scripting revealed (MTA devs blog)
As many of you know, we released a video two days ago showcasing many new features in MTA. If you missed it, here it is: Everything you saw in that video was created using MTA's new scripting system. This is the secret feature we alluded to many months ago. It was actually started before MTA:Race, which gives you an idea of how long we have been working on this. This is not the SDK; the SDK is more powerful but scripting still offers a great deal of flexibility. To put things in perspective, we currently have 373 functions available for developers to use for pretty much anything. The video only showed a few of them, such as object movement, hit detection and camera modification. All MTA scripts are written in the Lua scripting language. We chose Lua for several reasons, including its simple syntax, extensibility and the fact that Lua scripts do not need to be pre-compiled. Those of you with experience in other languages should pick things up pretty quickly, but I stress that scripting is not necessary in order to make a map. Existing game mode scripts can be imported into new maps with no scripting necessary (more on this at a later date). However, for those of you that do want to code game modes, the QA team has been working hard on providing extensive documentation to aid in this process. Whilst the video mainly showed tech demos and mini games, the QA team has been working hard on several game modes. Capture the Flag was shown in the video but other modes such as Conquest and Turf Wars are in development. It will be particularly interesting to see what the RPG community will do with the power of the new scripting system. Features useful to RPG programmers include control over time and weather, customisable player stats and clothes, integration with the MTA Center for player authentication (optional), vehicle modifications, 3D sound functions, dimensions, and many more. One thing from the video that I feel should be explained is the shot where players are moving buildings around with the mouse. This is not the map editor; it is just a demo script. The map editor is still in development, but we will be using the scripting language to create it. If you think back to the map editor in Race, you will appreciate just how powerful the scripting language is to be able to recreate and improve upon it. Another important feature in the video is glue, which will play a crucial role in the creation of the map editor. Glue is used to attach two objects together so that they move and rotate in unison. This allows players to "stick" to vehicles in order to fire from them without falling off. Gluing is enabled by the scripter and can be triggered any way he chooses - whether by a hotkey, a menu option or standing close to the vehicle for a certain amount of time. We really want to emphasise the flexibility and number of choices given to scripters when creating game modes for MTA:SA. We will start a new feature on the blog where we show you short videos of scripts and tech demos and explain in detail how the scripter managed to achieve everything in the video. This will give you an idea of what can be achieved with the scripting capabilities, whilst at the same time increasing your familiarity with the language. We would like to hear any suggestions you have for the scripting system on our forum. We hope that the Christmas video sufficiently whet your appetites and gave you an indication of the amount of work that has gone into the mod, and the direction we are taking it. On a side note, we are still accepting Race maps to be converted to DM maps for the release. More details here: http://forum.mtavc.com/viewtopic.php?t=18487
Progress update (MTA devs blog)
Hey all, Just thought I'd post a quick note to say that things are picking up in the team a bit and we're making some good progress. We've changed how we're going to do the editor (not that you knew how we were planning to do it before, thats for another time!) hopefully making the process simpler and also reducing the amount of code we have to write thats specified to the editor. The side effect of this will be that we'll produce a couple of new features at the same time that'll be good fun in deathmatch. Not got much else to say yet - we'll have some big news fairly soon, once we've got the editor into beta I reckon. Until then, have a browse through the image gallery if you haven't already - the QA team put new images on frequently. Ed
New Scoreboard and Feature Update (MTA devs blog)
Well, the last few weeks I've been very busy in real life, however, I have been working on a new scoreboard system. Its not totally complete quite yet, but hopefully it should be in a few days. This new system has support for teams and supports more players that will fit on the screen. Here is a basic overview of its features:
- Support for infinite teams
- Support for more players
- Team colours are shown on the scoreboard (as the background colour for the speecific team section)
Basically, the scoreboard will display all the teams, and the players who are not in a team. If there are too many teams to fit on the screen, then you can scroll down the teams. In each team section there are players with their details, if there are too many players for a team section, then you can also scroll the players in the team sections. This works by basically "selecting" a team section, and then you can scroll it.
I havn't managed to get a screenshot of this with lots of teams and players yet, but i'll show you one with just me in the server and you'll get the idea:
This is still a work in progress mind you, but it should be completed in the coming days.
On another note, I have now added some more functionality to the radar system. You can now zoom in/out, move around the radar, and attach it to your local player, so you are always in the centre of the radar map. These all have controls which are keybinds, and you can customise them in the key control options box.
MrJax has been a busy boy too, he has just done some work on players clothes, so now players can have different clothes. He and eAi have also added support for jetpacks, which is a nice fun feature
Player streaming has been overhauled and now is far more effective. Players are now streamed out when a far way away, which allows us to support more players in the server.
The global accounts system has also been rewritten, so now it uses the XML system in the server, and player registering is also possible. This has some other benefits which I won't go into at this time, but you'll find out soon enough
Thats about all I have to update you on tonight, stay tuned for some more exciting info coming soon!
Oli
Keybinds system (MTA devs blog)
Yesterday I spent some time working on the frontend of our new keybinds system, which was written before as a replacement for GTA's keybinds system.
The advantage of having our own keybinds system is that we can allow a bind from any key to any control, including the controls we (or our users) add for our own functionality, such as the "Enter as Passenger", "Radar ...", etc. keys you can see below.
The frontend now includes a keybinds list in our Settings window, that will allow you to bind a key on your keyboard to a control you select.
Here's what I'm talking about.
In the meanwhile, we have, of course, also been working on various other things we will tell you about soon.. and the usual stuff under the hood ![]()
Hey everyone (MTA devs blog)
Well, its really quite busy at the moment here, we're still working hard on the editor too! We had a quiet period a for a couple of weeks, but over the last few days we've really got a load of good work done. As anyone who has worked on a mod will know, people's spare time (and motivation) can change a lot, without warning, so its really great when everyone is around and doing something. Sadly, we're not going to make a Christmas release, the editor is taking a bit longer than expected (what doesn't!), but the outcome is a new feature that has a huge amount of potential, so I think its worth it. The QA team have been working hard on some stuff to give you all as a Christmas present. You'll find out about a whole raft of features we've not yet announced or shown off. Hopefully it'll be done by Christmas day - watch this space!
Happy Holidays! (MTA devs blog)
Well, we promised you all a Christmas present and we haven't let you down. It's been almost a year since Race was released, so you're probably wondering what we've been doing for all this time. I can assure you that we have not been idle. Customised license plates have been introduced, and the GUI is now semi-transparent. For the past couple of months, we have been working on this card to show you guys.
We think you'll be very impressed with what the card shows, and it really does indicate the direction that the MTA team have been taking the mod. We're very excited about it and you should be too.
We'd like to take this opportunity to wish you a Merry Christmas and a Happy New Year.
Custom license plates and player stats (MTA devs blog)
As many eagle-eyed fans noticed from some recent pictures in the Picture Gallery, customisable synced license plates are now possible, and map creators can change player stats to suit the gameplay of the map. This allows for many possibilities such as fat CJ's, dual weapon wielding and faster movement, for example.
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Also, MTA can now load interiors when a player goes into a building. The map creator can choose whether or not to allow players to see each other, allowing you to create a "safe house" if you wish.
The team has very few features left to implement before going into beta, although some of these will take longer than others. It's impossible to give a timeframe, but rest assured that we are close.
The beta will be an invitation-only affair, with invitees chosen at the discretion of the MTA and QA teams. Please do not ask to be included, and do not be offended if you are not chosen.
The bugs found in the beta will be fixed by the team. When they feel happy with the quality of the mod, they will release a Release Candidate to the QA team. We will then test this and if it has no noticeable bugs, it will be released publicly. If not, the team will fix the bugs and release another RC and the process will begin again.
We cannot give a timeframe for these events as we simply do not know. You'll be glad to know that the extensive testing of Race helped a lot in reducing the bugs in the Blue core but we do not know how many we will find when we start testing with more players.
-- QA Team
Car mods (MTA devs blog)
The team have been hard at work fixing bugs lately and there isn't any interesting information to give you, so I thought I'd reveal a feature that was implemented a while ago.
MTA:SA Deathmatch now supports the in-game car mods such as exhausts, spoilers, nitrous, hydraulics, etc. (third party mods are still unsupported). You can set these attributes upon spawning the car or allow players to upgrade their vehicles mid-game. With license plate customisation and the ability to change the colour as well, players can really make vehicles their own, which offers interesting possibilities for RPG.
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Picture by BrophY
We'll keep you updated as the mod progresses.
Note: The team are looking for another developer to speed things along. If you're a competent C++ programmer with a keen interest in GTA and some time to spare, contact eAi at eAi [at] opencoding [dot] net.
An Update! (MTA devs blog)
Hi everyone, I thought I'd just write a quick update so that you know what we're up to and answer a number of questions. The first question on everyone's mind is: Why the hell is it taking so long? The answer is a number of things: - Firstly, a few team members have had other things more important to do in Real Life. Its a sad fact of this kind of mod development that people come and go often with little warning. This has had quite a big impact on the development, but we've brought in some new people over the last few months and hopefully this will help things along faster. - Secondly, we have, in a way, bitten off more than we expected with this release. We could have done a quick and dirty release, but we decided (perhaps mistakenly) to go full out on our first release. With a more active team this was reasonable, but with hindsight, perhaps a Bad Thing. Either way, we're here now and we're doing our best to get things out. - Thirdly, we've encountered a couple of major bugs that affect shooting, these are hard to solve, although certainly possible - we've not put a huge amount of time into looking for fixes yet, but they're annoying. What are we doing now then? Well, we've pretty much finished DM apart from a number of known issues. We're now working on making the editor for DM. Why not release without an editor? Part of what made MTA:Race so popular was the editor, and we feel that it'd be very hard to make even a beta release without some form of an editor. We've discussed this in team and with our QA team and we've agreed that we need an editor of some form. As such we are making an editor as fast as we can as I write this. Obviously, we can't give any estimates for when this will be done, but be sure it will be as fast as is possible. What about doing public beta before with the major bugs in? We're unsure about this. We've always tried to get rid of any know bugs in our releases and we feel major bugs (e.g. some weapons not working correctly) should be removed before we make any form of release. Even though we call every release a beta release, we still get much criticism about bugs that exist in the releases. We're open to your views on this, of course - would you mind playing a beta version that had a number of major bugs? We want to get this out ASAP too! How will we release? We intend to do a limited public beta of some sort as soon as the editor has been through some basic alpha testing in the QA team. Please do not ask to join our testing team or the public beta - we'll post here if we're looking for testers. How about cutting some features/corners? Well, we've cut quite a number of fairly minor features that would have taken a long time to implement already, and can't really cut any more. We've got a very close eye on "feature creep" to make sure no time is spent on new features. As to cutting corners, we'd rather not. Every time we cut a corner we'll have to come back to it later and hence delay any future versions. This release has been designed from the ground up with extendability in mind, so, hopefully future releases will be considerably closer together (I know we've said this before). We are very sorry that it is taking us so long to get this release out, we've put years of work into MTA so the extended development time annoys us as much as it does the community. Finally, we do still have a number of features to show off - so watch this space! We'd like to thank everyone for their support and patience.
What's fixed so far for beta #2? (SA:MP Blog)
We've worked very hard over the past two weeks to fix many of the problems found in beta #1. Apart from many updates to the server-side script the following has been fixed:
- Problems related to the EU version of SA should be solved.
- Fixed weapon model not always displaying during passenger driveby.
- Fixed player couldn't do a normal driveby while passengers were drivebying.
- Fixed remote players animation not aiming up/down with certain weapons.
- Weapons are now disabled in some interiors to prevent Ammunation campers and Casino lurkers.
- Cheaters who manage to spawn invalid vehicles will be banned automatically.
- max_players is now checked against MAX_PLAYERS internally to prevent servers from spoofing artificial player limits.
- Radio has mostly been fixed. There are some minor issues with it still. Turn the radio off if it gets too annoying.
We have the following new features:
- Chat now supports extended ASCII, which means Polish and Russian characters will display if you have Polish or Russian selected as the default language for non-Unicode applications in Windows. F6 is the alternate chat key if you don't have 'T'.
- Chat font has been improved and number of chat lines increased to 10 instead of 7.
- Checkpoints now show on the radar.
- Players no longer have arrows floating over them when player markers are enabled.
- Car mod shops are now useable and synced.
When will beta #2 come? The truth is that we don't know. Beta's must pass through a set of smaller tests with 10-20 players before we allow them to be tested publicly. If any serious issues pop up in smaller tests we have to cancel the public beta, which means it can be delayed for upto several weeks.
Some new features and improvements for Beta #3 (SA:MP Blog)
There were many minor bugs and annoying things found in Beta #2. I believe SA:MP Beta #2 was the first time GTA:SA had been played with 90 other players, and there were some things we weren't prepared for.
One of the biggest complaints was with the weapon aiming. After doing some research into the problem, sure enough, I found some of my vector compression code was flawed and resulted in a vector which was not normalised. This problem has now been fixed and the weapon aiming is dramatically improved for Beta #3. The vehicle sync has also been improved.
The second biggest complaint was, with 90 players, the chat could barely be read, as the messages were scrolling too fast. I've attempted to deal with this problem by creating a seperate information window, which displays things like death messages and game join/parts in picture form. See screenshot:
Currently this window can be enabled and disabled with the F9 key and stops the chat being spammed. This new system combined with DracoBlue's ChatSystem filterscript should make for better communication as we try and get the player limit higher.
I've also noted that the Polish or Russian chat was not fixed in Beta #2 and I'll be looking into the problem again. It's hard for me to test since I don't have a Polish or Russian keyboard.
I don't know at this point when Beta #3 will be. It doesn't look like it will be this weekend. I will post more information at a later date. I'm interested on working on SA-MP 0.1 until the player limits are as high as we can get them and that most bugs/annoyances have been squashed.
Small update (SA:MP Blog)
So, what has been happening the past month? We have been fixing crashes and bugs (about 40 in all).
I tried my best to port as many of the Single Player features to SA-MP as possible. They include Pay 'n Sprays, Ammunations, gambling, vending machines, buying food, and car mod shops (Car mod shops will probably make it into the final cake). Some of the aspects are not fully synced, such as the animation of the clerks handing you food, but that's going to be worked on.
Site upgraded (GTA: Rumble News)
The Site has been upgraded, so some features are missing, such as the download feature, ill setup a new dedicated section for downloads soon, proberly combined with a re-done support site
So if u need the downloads, there are here
Mirrors:
http://evolutionvc.myby.co.uk/rumble/rumble.0.2a.rar
http://www.alienxsoftware.co.uk/Downloads/Rumble.0.2a.rar
http://www.alienxservers.co.uk/zpanel/host...Rumble.0.2a.rar
Extra required dlls: Here
Help with game IDs: Here
New download section setup HERE
Scripting Updates (SA:MP Blog)
Objects
You can now create and manipulate objects on the fly through the scripting in SA-MP. This allows for some interesting creations such as the one below:


Since you can create, move and destroy objects dynamically at any time, scripts can be created to allow for multiplayer building as shown in the two small videos below:
Video 1Video 2
Video 3 courtesy of the lovely adamcs
Armour
Scripting commands to check and manipulate a player's armour are now available, and work very similarly to the health commands.
Vehicles
I will also be overhauling the vehicle commands to allow dynamic creation, movement and destruction of vehicles through the script.
Related: Discuss
Script Database (SA:MP Blog)
When i've had some spare time in the last few weeks, i've been working on a web-based database where people can submit their scripts for release to others.
You can see what it'll look like from the screenshots below:
View SourceView Script
Upload Script
Note: You will only be able to submit source code for scripts, not compiled versions, to allow server admins to check over any scripts they wish to use to make sure that they don't have any malicous code.
SA-MP's first release (SA:MP Blog)
It has now been close to a week since our first SA-MP release. The total player count grew steadily throughout the week and peaked on Sunday with close to 1500 concurrent players. This would make SA-MP 0.1 one of the most successful GTA multiplayer mods ever developed. Thanks to all players for their keen support.
We are aware of several issues with our first release and are currently compiling lists of which to address first in our bugfix releases.
Some known problems:
> Several problems in the server browser are known.
> Car-jacking can sometimes go wrong and leave two people in control.
> There is a crash for some people while entering a car mod-shop.
> There are several other (seemingly random) crashes.
> There are cheaters on some of the bigger servers.
> People are able to team-kill.
Details of SA-MP's LAN mode (server)
Inorder for SA-MP to support 100 players over the internet, we must make many optimisations to the bandwidth usage to ensure the total bandwidth usage is acceptable for all players and server hosters. In internet mode (non-LAN) SA-MP scales the bandwidth usage dependant on the number of players.
Unfortunately, these optimisations may introduce artifacts that look like lag, desync, poor netcode, shot inaccuracy etc. This is not the case.
If you're only hosting a server that has less than 16 players, say, for a clanmatch or something, it is safe to use LAN mode over the internet. You can set: lanmode 1 in the server.cfg and both the SA-MP server and client will not apply all the bandwidth optimisations.
The result of LAN mode is near single player smoothness in the sync, and you can test this for yourself.
Please do note that LAN mode servers will not report to the master server, thus will not show up in the Internet server list in the browser.
In the next post I'll detail some fixes that will be in 0.1b.
No Beta #2 this weekend (SA:MP Blog)
Be it known throughout the SA-MP world that Beta #2 will NOT be happening this weekend. *ahem*. We're still working on fixing problems discovered in Beta #1.
The EU exe problem was fixed shortly after Beta #1. Sound issues are still unresolved.
We've been working with scripters this week to identify what types of new functions they'll need to write their scripts, and to make sure all the scripting functions were working correctly. New gamemode scripts are already being developed and some new ones should appear in Beta #2.
My reply to an email regarding video/screenshot releases (SA:MP Blog)
I got an email yesterday from someone who wanted to know why we've been releasing so much media, yet no versions of SA-MP. There's probably more than one person out there asking themselves the same question so I've decided to blog my reply: Original Email:
Hi Guys
Im sure your all working hard with your projects. However one thing does puzzle me. Why do you guys release so many videos and pictures of you playing what appears to be a quite functional program. Yet we have no betas ourselves to play with. I they may still be buggy, but it's cruel to show us you guys having some fun. Im just can't want im desperate to even try a beat version.
Any time scales date's or pre-release (of betas not videos) would be great.
Keep up the good work you guys (from what we can see).
G
SA-MP is fully functional, but there's still bugs and glitches which, if
we were to release with, would cause alot of people to
complain. I'll give you one example; there was a spawning
issue for a long time where you could not control the player.
You'd have to suicide (/kill) to make the player controllable again. The reason why this occured baffled me for several weeks. To make it worse, the problem only presented itself on a test server with several people playing. It was not possible to reproduce the problem by myself.
The videos/screenshots are meant to show progress. If you went
through all the videos you'd notice that things keep getting
better all the time and there's always more features. There's alot of stuff working in the background which you don't see in the videos, they include the server-side scripting, which is being extended all the time, improved syncing (jetpacks/parachutes/casino games) etc.
There's already other mods like GTA:Rumble and MTA:SA
that have basic SA syncing and basic gameplay.
We're aiming to release something that has many different modes of
gameplay that can be scripted by anyone willing to invest some
time.
kyeman.
Mod shops open for business (SA:MP Blog)
I'm sure these screenshots give a better description than I ever could.

Last minute additions (GTA: Rumble News)
Managed to add a few cool features this weekend, such as passenger drive-by's and swimming animations
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..can't wait to try it with a few more players running around causin havoc
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EDIT: MORE SCREENSHOTS BELOW
Pic 1 - Pic 2 - Pic 3 - Pic 4 - Pic 5 - Pic 6 - Pic 7 - Pic 8 - Pic 9 - Pic 10
Forum Re-Opened (GTA: Rumble News)
After small discussion on irc it turns out some people still play GTA: Rumble.
So i decided to re-open the forum for people who still play it or want to talk about it,
Just a reminder: MrJax/Jax is in the MTA (http://mtavc.com/) Team, Progression on GTA: Rumble has stopped
Forum Changes (GTA: Rumble News)
Forum has been changed ready for 0.2, and no we dont know the release date, so dont bother hammering the site or asking, it will only get your ip range banned
End of the road (GTA: Rumble News)
Even though i havn't worked on Rumble for a few weeks, im officially closing the project now i've joined the MTA Team.
I hope i can help achieve a great result working with them.
Rumble has been a great project for learning, hope everyone enjoyed it as much as me
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I have passed the source onto a friend, so it doesn't go to waste, whether or not he uses it to release something is upto him.
Thanks to all the community who has made it worth while and remember to visit me at my new home -- http://www.multitheftauto.com
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Beta #3 got off to a rough start (SA:MP Blog)
Sometimes during the course of fixing bugs we manage to introduce some new ones. That's what happened before Beta #3.
Since Beta #2, we've overhauled a large part of the netcode, trying to reduce bandwidth usage and increase the overall accuracy of the sync. We also tried to extend GTA:SA's internal limits, which I think didn't work out how we'd planned.
Beta #3 will continue once we've resolved the current problems. Be warned though that fixing and testing a multiplayer mod can be a very slow process. So it could take days or even weeks.
Just to clarify some things about release dates; Noone wants to see this mod released more than us. We've worked very hard over the past few months to get SA-MP to the level that it is, and the ultimate goal right now is to see it through to release as quickly as possible.
0.2b Released (GTA: Rumble News)
I've tried my best to fix as many bugs as i can and rewrote an aweful lot to make it more stable and hugely decrease bandwidth usage.
Added a few things all around, client, server and admin, but the main new things are sync'd car mod's/modshops and the (limited) spectator.
Hope you enjoy it
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Links:
MegaUpload
RapidShare
Smartie
Twig
0.2b Progress (GTA: Rumble News)
I managed to reduce the ammount of vehicles used to decrease the likelihood of going over GTA's limits, and fixed alot of bugs around the client and admin too..
Mainly been working on car modding this weekend, nearly finished, few little bugs to fix and its ready to go
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0.2a Released (GTA: Rumble News)
We had a great stress-test yesterday with around 20 players at times.. and it went pretty well except for a few crashes, most of which have been fixed.
It should be alot easier to find any more problems once theres a few servers and alot more players.
Working on the linux server this week.
Anyway, here it is.. have fun.
Mirrors:
http://evolutionvc.myby.co.uk/rumble/rumble.0.2a.rar
http://www.alienxsoftware.co.uk/Downloads/Rumble.0.2a.rar
http://www.alienxservers.co.uk/zpanel/host...Rumble.0.2a.rar
Extra required dlls: Here
Help with game IDs: Here
Servers: Here
Having problems installing or playing or maybe you've found a bug? Go here
UPDATE: I've been trying to figure out what's causing the mass crashing all day, i think its the vehicle model limit, so i guess the best you can do for now is to make up your own server config files, with wider spaced and similar vehicles.
I've also found and fixed a few rare bugs, including the desync.. i'll see what i can do about the model limit
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Remember, this is a beta, its not going to be as good as you want straight away.
0.2 coming this month! (GTA: Rumble News)
After months of work on the several '0.2 cores' that i've gone through, i've finally got something to show
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As i said i would, shortly after the last release, i've improved nearly every aspect of rumble, and learnt alot whilst doing so, it's still not perfect or as good as i'm sure MTA's or SA-MP's will be, but its alot of fun
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You can look forward to things like, never being lost for a vehicle, improved sync and weapon accuracy ( including the dead-on sniper aim
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0.2 Fun (GTA: Rumble News)
Hope to get it out sometime next week, we'll see how it goes..
Clicky for vid






