SA-MP 0.3.7 RC (now released)

Quote:
Originally Posted by Kalcor
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Actors can't just walk anywhere because the server isn't running the game. There is no way to know how long it takes to get from point A to point B if there are unknown obstructions blocking the path.

That's why NPCs ended up having to use recordings. The only alternative was have players (which are running the game) sync them, and even the players do not have all of the San Andreas map data loaded at any given time.

It didn't seem like a good idea (in a game with 100's of players in the server) to have players responsible for syncing the actors. Players could easily mess with that data and disrupt the game.

So I can't easily add a function to make actors run to a certain point because it would not sync in all cases -- and scripters here would be crying "bug, bug!" even though it's just a limitation of what SA-MP is working with.
What about the syncing the GTASA actor task system?
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Quote:
Originally Posted by Kalcor
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Actors can't just walk anywhere because the server isn't running the game. There is no way to know how long it takes to get from point A to point B if there are unknown obstructions blocking the path.

That's why NPCs ended up having to use recordings. The only alternative was have players (which are running the game) sync them, and even the players do not have all of the San Andreas map data loaded at any given time.

It didn't seem like a good idea (in a game with 100's of players in the server) to have players responsible for syncing the actors. Players could easily mess with that data and disrupt the game.

So I can't easily add a function to make actors run to a certain point because it would not sync in all cases -- and scripters here would be crying "bug, bug!" even though it's just a limitation of what SA-MP is working with.
each client can handle the way for himself on the same algorithm
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If only..

[ame]http://www.youtube.com/watch?v=Pbw0GhWO1a8[/ame]

[ame]http://www.youtube.com/watch?v=u5qm1TgYj8E[/ame]
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@KyleSmith: Thats awesome. I really like to see something like this with the new actor system.
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Quote:
Originally Posted by Kalcor
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It didn't seem like a good idea (in a game with 100's of players in the server) to have players responsible for syncing the actors. Players could easily mess with that data and disrupt the game.
if you make a function to scripter chose the players responsible for the synchronization?
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I think players should be allowed to sync the actors but you're pretty scared of that.

I have a better idea, give us control of WHO syncs the actor.

SetActorSyncer(actorid, playerid);

We will do the rest, checking their network for packet loss and other stuff.. etc.
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That looks so awesome.
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Those videos are actually brilliant.
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Those videos.
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Finaly a word out from Kalcor about why some things about actors an npcs cant be like we want or what he is dealing with.
Alot of people responded at your post Kalcor i hope you have more answers for us..there must be a way to solve the problems.

NPCs be free!
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The 0.2.5 actors were not synced. What you are seeing in those videos is essentially just GTA:SA's single player AI. I could go and add everything from single player to SA-MP including all the street peds, but it wouldn't synced, so what's the point?

We never released anything to do with 0.2.5 actors. What you see in those videos was leaked by someone passwording a beta team member on this forum. That stuff was added for testing only and I figured out quickly it would not work well with the way SA-MP was designed. What those videos aren't showing you is that the actors could only drive for around 200 meters around the player.

I added the actor system in 0.3.7 because I could see someone wanting to complete their server scripted casino but they didn't want to set up a whole bunch of NPCs. I had no intention of extending it beyond that for 0.3.7.

SA-MP will probably never have peds that can roam around freely, or drive cars by AI. It has already been attempted many times by different people, including myself. There have been various hacks to do bots/extended NPCs and they haven't been that popular. There has never been a great enough demand from the servers that hold most of SA-MP's players to focus time and resources on AI.
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Quote:
Originally Posted by Kalcor
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The 0.2.5 actors were not synced. What you are seeing in those videos is essentially just GTA:SA's single player AI. I could go and add everything from single player to SA-MP including all the street peds, but it wouldn't synced, so what's the point?

We never released anything to do with 0.2.5 actors. What you see in those videos was leaked by someone passwording a beta team member on this forum. That stuff was added for testing only and I figured out quickly it would not work well with the way SA-MP was designed. What those videos aren't showing you is that the actors could only drive for around 200 meters around the player.

I added the actor system in 0.3.7 because I could see someone wanting to complete their server scripted casino but they didn't want to set up a whole bunch of NPCs. I had no intention of extending it beyond that for 0.3.7.

SA-MP will probably never have peds that can roam around freely, or drive cars by AI. It has already been attempted many times by different people, including myself. There have been various hacks to do bots/extended NPCs and they haven't been that popular. There has never been a great enough demand from the servers that hold most of SA-MP's players to focus time and resources on AI.
MTA did it.
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Removed
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Quote:
Originally Posted by kurta999
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MTA didn't have any help from Rockstar, and MTA didn't saw GTA source code! MTA is open source, and there are many developers, that's all..

https://github.com/multithe ftauto/mtasa-blue/commits/master

Just check it.
the link does not work
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Quote:
Originally Posted by zeax
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MTA did it.
Who cares? SA-MP isn't MTA.
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Quote:
Originally Posted by zeax
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MTA did it.
If they did it is most likely like SA-MP's 0.2.5 actor system and not properly synced for all players.

Quote:
Originally Posted by kurta999
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MTA didn't have any help from Rockstar, and MTA didn't saw GTA source code! MTA is open source, and there are many developers, that's all..
There are comments from Rockstar North developers in MTA's code. Don't expect me to point out where though because I'm not in to naming names. There are also structures, class names that could not have been obtained from anywhere but the GTA:SA source code.

I know a lot more about this subject than I'm prepared to divulge. I don't like it when people keep posting bullshit here though.

I worked on MTA:VC from 2003 to 2004. I have now been involved in developing MP mods for GTA for 12 years. If you somehow know more than I do, go and write your own multiplayer mod.

That's enough discussion about other mods. This is my RC thread for SA-MP 0.3.7.
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Quote:
Originally Posted by Kalcor
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If they did it is most likely like SA-MP's 0.2.5 actor system and not properly synced for all players.
Nope, they are synced throughout all players. It's nothing like SA-MP's 0.2.5 actor system, the AI in MTA can drive vehicles etc and you can have around 300 synced AI in one area fully synced without any lag. I personally used MTA to complete a gamemode which I first wrote in SA:MP but the NPC was pretty hard to complete. This was a gamemode that needed random AI etc for police simulation. I finished it on MTA using their AI, al though it would be fantastic for SA-MP to have fully synced AI as after all SA-MP is the most popular multiplayer mod for SA.
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Quote:
Originally Posted by zeax
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Nope, they are synced throughout all players.
Quote:

There are comments from Rockstar North developers in MTA's code. Don't expect me to point out where though because I'm not in to naming names. There are also structures, class names that could not have been obtained from anywhere but the GTA:SA source code.

I know a lot more about this subject than I'm prepared to divulge. I don't like it when people keep posting bullshit here though.

That explains everything.

#Edit: Kalcor, there's no ways to improve SA-MP NPC's anyways? Seeing as we can't sync actors, improvements on NPC's AI can be considered for this or future versions?
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Here is MTA synced AI (also shows the possibilities with it)

[ame]http://www.youtube.com/watch?v=STx9v9H_J18[/ame]
Skip to around 0:30

But yeah, that's just a response to your statements. I love SA-MP and let's stick on topic!
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Well, the solution would be to make a special client that would run on windows server (that would also have game installed) which would actually give real server possibility to access game AI and all other game data. Just thoughts.
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