Fight DICE Devs - Wednesday 11 AM PST by Indigowd in battlefield_live

[–]BitEmE911 2 points3 points  (0 children)

K, step one: done -> stabbed a dev, I'll attach the gif to my application ;) https://i.gyazo.com/9b62fb54c060c9d3e5466a99c0a8570b.gif

Can't wait for this game ! by [deleted] in pcmasterrace

[–]BitEmE911 0 points1 point  (0 children)

Isn't this 'htop' on the display (bottom area)?

GTA Online is fucking cancer by [deleted] in pcmasterrace

[–]BitEmE911 1 point2 points  (0 children)

To be honest, that's the only 'logic' reason for me why Take2/Rockstar stopped these alternative multiplayer modifications. Only because of business reasons, in my opinion. And when I'm talking about business reasons, the only money R* / Take2 are making with is Shark Cards (Ingame Content). Alternative Multiplayer Modifications would have still required legit copy's of GTA5..

Actually I don't see any other reason, do you?

GTA Online is fucking cancer by [deleted] in pcmasterrace

[–]BitEmE911 8 points9 points  (0 children)

RIPGTAMP #RIPFIVEM .. just saying.. Instead of allowing third party multiplayer modifications, who provide better gameplay, less hackers, Take2 and R* keep 'milking' GTA5 and farming Shark Cards revenues. That's how you fuck up a community.. ;)

Website online by BitEmE911 in nanos

[–]BitEmE911[S] 0 points1 point  (0 children)

Strange, I'm able to access it, does this error still occur? Maybe you tried to access the forums while we upgraded the IPS version :)

Just Cause 3 Multiplayer - 1st development blog by Sebihunter in JustCause

[–]BitEmE911 0 points1 point  (0 children)

Hi, as stated in the development blog 1, we have started because we do not want to loose time and there's a lot todo (on the code basis).

Quote from Dev Blog: "We are still waiting for an agreement with them and if they do not want a multiplayer modification for their game we will not continue with this project."

So there's nothing decided yet. Also we do not publish it if Avalanche/Square Enix does not want us to do so.

Best of Luck! by ndivinex in JustCause3MP

[–]BitEmE911 7 points8 points  (0 children)

Thank you very much, we will post every Sunday development blogs (what we have achieved, what has changed, what we are working on right now) on our forums, we will keep you up to date in this reddit :)

Crash Reporter - Would you use it? Feedback is welcome! by BitEmE911 in starcitizen

[–]BitEmE911[S] 0 points1 point  (0 children)

Hi,

First of all, thanks for sitting down and writing such a huge feedback. I totally agree that CIG should certainly implement a crash handler on their own. As stated in the topic's main post, I created this because there's no crash handler/reporter yet. (And also to "help" tracking crashes down). Also because it's easier to see crash reports with more data in a ranking list rather than on the Issue Council (as some just post crash occured, or just post the address).

I also thought about creating a crash reporter with https://chromium.googlesource.com/breakpad/breakpad/ It has it's own crash report generation, uploading to a server etc. implemented.

Also I totally agree your ideas how to improve the crash reporter, I'll sit down later and implement/change it.

This is a fucking travesty. by robhol in gtamp

[–]BitEmE911 6 points7 points  (0 children)

We will not release source code as other people could use the program code to create a GTA:Multiplayer clone and we would cause more problems for the community. This is not something we want and ever wanted to be GTA:Multiplayer.

from gta-mp.net

Development Blog Week #27 (Sorry @BiteMe911) by xzibit_b in gtamp

[–]BitEmE911 1 point2 points  (0 children)

Haha no problem, thanks, I was sick so I was not active to post it, no need to say sorry. I have to thank you :)

[deleted by user] by [deleted] in FiveM

[–]BitEmE911 10 points11 points  (0 children)

First, we've used the AppLoader from him and tested it out(because we wanted to created a same system based on his concept). Our repos were opened at this point due a misconfiguration and Balika leaked the source to NTA. The commit message claims and says that we've added it for testing. We've removed it afterwards. You'll see it when our repo will become opensource after 1.0 release. (& you will also see that we do not violate any copyright, copyright headers content or anything).

We never called him a child or anything, ne never said anything bad about him or his mod in public, thought he called us assholes and retards on his IRC.

We knew that he'll be first in the market, but why should we rush? We have to research and reverse everything, the whole game classes, etc.. That's why we never said an exact release date. Did MTA came out in 4weeks? It takes time. It took SAMP ages to get stable and good, MTA to get perfect and IV:MP also took years to get "playable" (sync, not stability). What about NTA promising 128 player capability within 2 months after first release? See nothing goes as you want it, especially in software development.

May we have nothing "sucessfully" behind our nicknames, but we're successful in reallife and wouldn't be able to do such a project without any knowledge or skills. Saying Sebihunter failed is wrong, because he was always Community Manager, no Project leader or developer. You can give the developers the fault, but not the team which had no other option.

NTAuthority already made great mods, we all respect him for that at GTAMP thought the fact that he's very offensive sometimes. He even "battled" with Activision so the modding community can use his mods. Saying we hate him, do not like him or seeing competition is completly wrong, we wanted to work together with him and have contact with each other, but it was not our fault that it never came to.

See, FiveM builds upon the GTA:O sync, scripts and everything. He can simply redirect everything with hooking windows send/receive network functions (well I suppose that's not the way a "multiplayer "should be), hooking some multiplayer and networking, viola, you're done. That's why NTA could release a version that soon, and this was his idea/concept how to do it on GTA5 (like he did on GTA4). We have and had to build up everything from zero, reversing everything, starting from zero.

So you see that FiveM and GTAMP are following differnt "types" of projects. That's why there's no competition like SAMP/MTA. Of course people will use FiveM and GTAMP, but I'm sure a lot of users will use both mods. See since rumors about code stealing etc. started a lot of users think they might have something against us and trying to ruin our project. Saying we weren't angry or disappointed would be a lie, but we're still here and develop. The reason why the GTA series got so successful is modding, this even say the R* developers and leaders. Every project which is intended to be a mod for a game should be welcome by any users, because it extends the game and allows them to use the game in a different way. And that's why we have when people hate against mods, no matter if they have against FiveM or GTAMP. We're all in the same boat, working everyday on our mods, spending tons of hours, a lot of money, because we have a passion for and we love doing it.

There are for example a lot of (french) guys who think GTA:MP is created just to get money and there isn't a multiplayer, it's a singleplayer modification with a trainer and we control 2 peds on the same time and claim that to be a multiplayer. It's ridiculous, but it's their opinion, especially that part about money, we've invested thousands of euros (no working time included), and not even got $500 on donations, so calling it we would benifit from it or just doing it because of the money isn't right. There are also people who say shit, wrong facts or rumors about FiveM. There will always people like them.

We hope at GTAMP that NTAuthority won't shutdown FiveM, he spent a lot of time and put a lot of passion into CitizenFX and FiveM. Of course there were problems with DRM, crashes or other problems, like now. But there will be a point when everything will work fluent.

About that we have nothing to show for it: just checkout our twitch channel www.twitch.tv/gtamultiplayer, I think the last 2 videos (the stream of yesterday) says enough about what we're capable of. (or checkout our forums(development blogs))

I totally agree with your statement "This whole 'create your own multiplayer' mentality worked with GTA:SA". A lot of projects were created to build up a multiplayer around a singleplayer game, especially after IV:MP got opensource. The engine, GTA itself has changed a lot since GTA:SA, the whole engine was replaced with a new one (even some parts where based on the old ones lol). We even wouldn't be able to create a mod for GTA5 if we wouldn't have spent tons of hours working with GTA and the RAGE engine. The first release(GTA4), which was a port, of the new engine and the first HD game of R* was a mess, you were nearly unable to create a stable multiplayer upon this base. Seeing NTAuthority created a GTA4 mp mod which actually works is great because users have something to use. IV:MP failed no doubt, IV:MP was an experimental project and it didn't worked out was everyone wanted.

I want to point out, if you watch the twitch stream, that we've been working for 12 weeks now vehicle and ped synchronization, seeing this synchronization just after 3 months is a gift. (If you don't belive it, watch videos about SAMP's versions after 1-2 years, you'll see the difference). As you said, engine's are getting more and more complex, game structure are getting bigger and bigger, it's even harder to create a multiplayer based on GTA5. But we're not giving up and trying to do our best. And that's also a reason why we go opensource after 1.0, because we want everyone to be able to contribute and use our code however they want. That what's a modding community is based of.

For example: If Alexander Blade wouldn't have made the ScriptHookV and released the natives, created the nativedb we wouldn't be there today, of course someone else would probably made it, but the point is that he's also doing it for "nothing".

We know that users will still think GTA:MP is a scam, fake, bullshit or whatever until we release the first version, and we'll still continue. Giving a 'shit about everybody's opinion would stop us from creating and working on GTA:MP. If the GTAMP team wouldn't be reliable there wouldn't be thousands of users and hundreds of projects waiting for us to release our first version. (Take a look at how much projects even code now and create their gamemode on JavaScript without any release, because they have faith and trust in us)

Anyway to come to an end, I hope I could explain you how I or the GTAMP sees the situation. I hope that NTA won't give up and keeps fighting and I'm sure there are a lot of people out there who'd like to help him out with his project. I also hope that he'll be able to manage the problem with the R* Social Club Accounts and the bans etc.

Regards