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  3. SIISTI

    [WFF ( who finish first ) clanwar] INT vs B#

    Our clan is currently not interested in wff. Please try again later, or feel free to request a dm cw.
  4. Clan Website; https://ddc.community/index.php?action=forum Contact; discord: Joulex9 Clan War Information: Clan War Type: WFF; who finish first Date: TBD Time: 19:00 german , 21:00 moscow , 15:00 arg, 12:00 mexico Server: TBD Players: Number of Players; 5 vs 5 Maps: Number of Maps; 5 per team ( 10 maps twiced ) Rounds: Number of Rounds. 20 rounds B# ( Project Beast ) Players: - - - - - - (reserve) - (reserve) - (reserve) [INT] (International Team) Players: - - - - - - (reserve) - (reserve) - (reserve) Maps: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. General Rules: -Both teams can choose a referee. -Every member of team can participate. -Both teams need to agree a day to lock the roster. That means if a player joins after that set day he cannot play in the cw. -Both teams can only pick 2 HDM maps, but if both teams agree that limit can be changed. -Any kind of insulting, begging or flaming will result in a mute. -If a play starts changing names with the objective of insulting players he will get banned. -If someone times outs before the map starts, we will restart the round. -if someone times outs after the first 10 seconds of every map, we will continue playing. -The cw players need to be warned in case of them getting punished. WFF: Who Finish First rules - We play with antidelay. - If someone is lagging too much, a reserve player replaces him. - If after all the main rounds, both teams has an equal amount of points (draw), we play the one and only additional round for the very last point (map that started the cw). - First player to reach hunter got the point - In case of two or more people failing on the same part, the player that die first in same place get the point - We do not count with antidelay while the map is running, only when it's obvious. - Shortcutting is not allowed. That means skipping full parts of the track is not allowed. - Skipping vehicle pickups is not allowed. - Cutting is allowed. Everything that saves time without skipping full parts or vehicle pickups is considered a cut. - Skipping nitro, repair pickups is allowed. - Avoiding sliding is allowed. - Doing backward parts forward is allowed. - Saving up nitro is allowed.
  5. The SCM Interpreter Filled with excitement I am here to announce a project that I have been working on together with @GTX named Sphene. In this development blog I will be talking about SCM, what Sphene has to do with it, our current development and what we plan for the future. A revelation video will accompany this development blog a few weeks from now. Before I tell you what Sphene is I first need to give you some background on what SCM is as this plays an important factor in this project. I will not keep you waiting so let's get starting! What is SCM? Many of you may have heard, seen or even tampered with a well known file "main.scm" in your GTA: San Andreas installation. This file (notice the '.scm' extension) contains all the mission scripts that are available in singleplayer. Essentially the whole story-line and its side-missions are stored in here. The reality for side-missions is a bit more complicated but for the sake of this explanation we'll keep that aside as to keep it simple. SCM is the name of the language this file has been written in by Rockstar Games. Since it was made by them and the file is compiled (converted into a format that can be easily read by the game but not easily by a human) we unfortunately do not know what the original code looked like. Modders all across the world use a tool named SannyBuilder to write SCM themselves but this is very unlikely to look anywhere near the original format created by Rockstar Games. But, this does not matter much to us as it still compiles into the same format readable by the game. Essentially a compiled SCM file contains a big variety of "instructions" which tell the game what to do. For example there is an instruction that makes the game spawn a car on specific coordinates, tell a ped to drive or that tells the game to jump to a different location in the script and execute the instructions on this new position. For those wanting more in-depth information I highly recommend to read the SCM section in the "GTA SA modding book" by fastman92 which can be found here. So, what does Sphene have to do with this? Sphene is a SCM Interpreter, as in, it can run files created in the SCM language and which are compiled, including the "main.scm" file from the singleplayer game. This means that we can recreate all of singleplayer within Multi Theft Auto and further extend it with a big variety of features and improvements. Sounds great, doesn't it? It sounds easier than it is in reality however. The reality is that, as explained in the SCM section, these scripts tell the game what steps to perform, but the game still has to perform them. What does this mean? Well, it means we have to implement each instruction ourselves and make sure we stick as close to the actual game while doing so. Some instructions are fairly easy and quick to implement while others are a lot more complicated. Why? Because on many instructions the game doesn't perform just a single action. Let us take the instruction (or as we commonly refer to an instruction: opcode) to make a car drive as an example: 0704: car $car_pointer drive_to 1250 -75.5 13.25 Taken from 'SASCM.ini' included in SannyBuilder 3. The identifier for this instruction is '0704', through this Sphene knows this is the car_drive_to instruction and how many parameters (information given together with this instruction, in this case what car we want to get driving and to which location) to expect. Seems easy enough, except that there is no simple MTA function to get a car driving to a specific location. No, instead we have to write our own logic to make this possible. This can become very complex very quickly, especially as the exact functionality of many instructions isn't even known. Reverse engineering Because of this complexity and the need to make Sphene work as close to the actual game as possible we have started to reverse engineer GTA SA. Reverse engineering means that we try to make sense of the compiled code of the actual game and try to turn it into human readable code. This is easier said than done though, it's a lot more complex than reverse engineering a SCM file is. Luckily the big modding community (including MTA devs/contributors) have managed to reverse engineer big chunks of the game already, we just have to fill in the gaps that hasn't been reverse engineered yet but that contains chunks of code we require to make Sphene as accurate as possible. Contributing to Multi Theft Auto Using this knowledge and to make development easier for us (and simultaneously contributing to the MTA community as a whole) we have started contributing to the Multi Theft Auto codebase. There already is a work in progress pull request (a request for code to be added to MTA) to make it possible for players to drive client-side vehicles, damage them and other improvements. This is not only useful for us but many other servers as well. Okay, what is the purpose then? Why don't we just play singleplayer? Good question. Sphene will introduce many new options to make the game behave differently. This can be a setting to have much smarter ped AI's (making the game more difficult) to other settings to enhance the gameplay or raise its difficulty. We're not just interpreting the SCM but can actively improve it. There surely must be more to it? Oh, you bet. Did you ever want to play the storyline together with a friend (or multiple friends)? We are introducing Co-Op which allows exactly this. Naturally this version of the game will contain small changes to accommodate for the existence of multiple players and will be a lot harder. Although extra settings can raise that difficulty even more (1 HP limit anyone?). (Click to enlarge) This is a concept design of the Co-Op lobby designed by @AnarchY. Anything else? Did I forget to mention that we are also planning support for GTA III and GTA Vice City (data files will have to be provided by yourself in order to load these in, to make sure you do own these games legitimately) into Sphene? I did? Well, I am happy to announce that we have already start adding basic support for these games and are hoping to make them available not long after we complete the support for GTA: San Andreas. The difficulty of implementing support for these games is of course greater as we have to import their full maps, recreate their controls, etc... That's nice, but how is the current development going? I am glad that you are asking. Sphene started out as a personal experiment but has quickly grown into a big and stable project. We started with implementing support for basic instructions and basic game logic that allowed us to fully get a tiny, custom, SCM file with a small mission working. This mission consisted of the following steps: Step in the nearly exploding car marked by the arrow. Drive the car to a checkpoint without further damaging it. Get out of the car and kill the NPC with the arrow above its head. Mission passed Very simple, but great for initially testing the interpreter. Screenshots were taken from an internal video at the time of said development. A small debug panel (improved in later stages) is seen on the right showing the instructions being executed by the interpreter. (Click to enlarge) This worked great, so now it was time to start implementing the instructions for the actual game. This proved to be challenging very quickly due to the high amount of instructions the game calls before even visually showing anything to you. But, eventually we did implement the instructions and proper text drawing support for the well known start of the game. That was a great start. Although it didn't go as well as planned as this text kept disappearing and re-appearing in a loop. Great. Now I had to figure out why this was the case. In order words, I had to start reverse engineering all the instructions Sphene was going through and manually going through the compiled SCM file instruction by instruction to make sure Sphene was interpreting everything correctly. Eventually I managed to find the issue and resolved it. A larger version of the debug panel was then being developed (for more in-depth information) and later on improved multiple times. It didn't take too long before everything was implemented to allow us to get to the famous "Grove Street -Home." sequence. Complete with audio! (Click to enlarge) We then proceeded to improve performance further and mostly do bug fixing. Currently the interpreter can handle instructions up to the sequence in the first mission where you need to get on a bike after a Ballas drive-by occurs. Although due to the amount and type of instructions implemented we did already make it possible for Sphene to run the Kickstart and Bloodring (partially) minigames as well. This truly shows that when we implement more and more instructions a lot more of the game will automatically start becoming available. (Click to enlarge) Future development We are of course still implementing a lot of instructions, improving our overall code (fixing bugs and improving performance), adding more game logic, etc. Not only that, we actually have attempted (and will continue working on it in the future) to implement cutscenes. This did not go well at first as it caused a lot of crashes, misaligned objects, etc. But we got it reasonably working, aside from the NPC's that are not animated whatsoever and float weirdly in the air. We hope to get cutscenes up and running soon. The lobby (for Co-Op) will also be implemented soon and similarly we will start develop on the Co-Op portion of Sphene. After we launch a first version (with GTA: San Andreas support) we will continue development on the GTA: Vice City and GTA III portions. We also plan (and slowly started) to develop a decompiler and compiler for SCM straight into Sphene and build our own language around it that compiles to SCM. This will allow for user created storyline's, missions, etc that also work in singleplayer if you so desire. The reason we'll be building our own language rather than using the SannyBuilder syntax is simply the fact that there is no standard SCM coding syntax out there and the SannyBuilder one is often too complex and not intuitive for most people. We want our implementation of it to be closer to what people expect from modern programming languages. (Click to enlarge) That's it for this development blog. Please leave any questions and/or remarks in the comments and we'll have a new development blog coming for you soon! Sincerely, Megadreams
  6. Good luck both teams
  7. Clanwar Information Date & Time: 13.10.2018, 18:00 CEST Server: Seventh Miracle Clanwar Server Amount of Players: 5 vs. 5 Maps: 10 Rounds: 20 Referees: TBA --------------------------------------------------------------------------------------- Seventh Miracle Players: ● sYKu ● Wanz ● Cykz ● TK ● JARI Reserves: ● Everyone from the clan Maps: ● Gus v7 - Needed Skill ● SoniX - Fortress ● ThisGuy v4 - No JuJu ● MayckeL ft. Seexy ft. Naval - Rasta Courage II ● NitroN ft. FakeDeath - Phenomenal --------------------------------------------------------------------------------------- Project Beast Players: ● LonneX ● SIISTI ● Carmy ● VISHAL ● Scurr Reserves: ● Everyone from the clan Maps: ● Andro v6 - The Solution ● PeiN ft. Drake - Collateral Damage III ● Snake v9 - Detrimental Depth ● KnowN v15 - Dark Nature ● PolakMaly ft. Flame - Neglected Perfection
  8. Clan name: Small Hustlers Crew Clan tag: SHC// Website: shc-clan.com Contact (Skype or Discord): kevin1000101 Players: 5v5 Maps: 10 Rounds: 20 Date and time: - Project Beast (B#) Maps: Players: (reserve) (reserve) (reserve) Small Hustlers Crew SHC// Maps: Players: (reserve) (reserve) (reserve) Rules: General rules: We will only play on Project Beast's Clanwar Server. Everyone from each clan is able to participate, except the members that got recruited after the clan war was accepted. Only referees and maximum of 2 appointed persons from each team have the right to use the main chat during the clan war. If someone times out before the map starts, we will redo the round. If someone times out while the map is running, we will continue. Ping limit: 320. In case the ping limit has been exceeded during a hunter fight, the player will be blown without a possibility of replacing him/her. The minimum, constant fps of a player is 40. In case of draw after the 20 rounds, CW managers will discuss about it and decide if they want to play additional round(s). In case both teams can't come to an agreement, the clan war will end as a draw. Deathmatch rules: The clan with last surviving player gets the point. If no one from both teams reached hunter, the player who has reached farthest wins the point. If both of each team reached the same place, we redo the round. Skipping nitro and repair pickups is allowed. Skipping vehicle pickups is not allowed. Waiting for nitro is allowed. In case of camping or shortcutting, the player will be blown. Hunter rules: 1. Spraying is not allowed (Max 3 shots per 5 seconds). 2. Player can only get 1 warn for spraying. If a player sprays again, the player will be blown (the warn remains for the whole clan war). 3. Shooting hunters before the countdown has finished isn't allowed --> the point will go to the damaged team. - The countdown will be started 5 seconds after 1 player from each team has reached the hunter. 4. Shooting and spraying vehicles before countdown is allowed. 5. If a player has been killed by an enemy while getting hunter and the rocket got released when the player still was in a car, the fight keeps going. 6. Killing hunters which are stuck by decorations is not allowed. - Stuck means the part of participant's hunter is inside the hunter part decorations and it's not possible for the player to move. 7. Incase of a map limit, we will continue the fight on a hunter map. Closed map will be set on limit, if both teams have 2 or less player(s) alive. 8. Referee is allowed to set a closed map at any time (except for pressure situations), if the referee finds it necessary to make the fights more active.
  9. Clan war has ended 13-7 in favor of Project Beast. Thanks to @Apollo, Mitsuki, and Seeky for refereeing the clan war, and @Infern_0for streaming.
  10. ryder the university power incoming
  11. Hello everyone! We're finally back from long break from playing clan wars. This time we're going to play against Unlimited Power, which has gained a lot of strong players, and has shown huge potential lately. Don't miss out on this cw, it will surely be intense! Spectators will be allowed, so don't forget to join our Discord Channel to stay up to date! Date: 08.09.2018 Time: 18:00 CET Players: 5v5 (Unlimited reserves) Server: Project Beast Clan War Server Unlimited Power: Players: - BLTZ - Every - CarlosG7 - GanzoA9 - Temptation - Epo - Azooz - GameX - Spacy - Dissaster - Natze - Css Maps: ▶ Rizom V5 - Downcast ▶ Cookie V7 - Era of Skills ▶ Cookie V10 - Canyons of Glory ▶ Symon V8 - Deep Power Paradise II ▶ SebaS ft. FakeDeath - Guided Rhythm Project Beast Players: - LonneX - V1SH4L - STRAKER - iBoSs - Rhypz - RyDeR - Siisti - Scurr Maps: ▶ Sonix - Fortess ▶ CooN ft. V1sh4L - Coosh4L Project ▶ KnOwN V15 - Dark Nature ▶ Andershell V4 - Pure Skills Paradise ▶ Andro V6 - Solution Rules:
  12. Hello there It's been a while since i posted something here and now i'm gonna do. This map was totally made just for fun but we get finished and we decided to publish it. At the beginning, Bc and I was talking about our friendship and about that we never made any map together so.. after several weeks we get new partners for it that were interested about the way that the map was oriented. We finished the project almost two months ago. Rapid Sensations comes to show us that the oldschool style still alive in some mappers also it should be noted that this is my 4th official map released till nowdays and my first speed one i hope you like it 🙂 Also i'd like to say that 1044p is suggested to be used.
  13. cherry

    Cherry's Portfolio

    updated Click here
  14. TheDragon

    Cherry's Portfolio

    Looks pretty nice, keep it up!
  15. Rextox

    Cherry's Portfolio

    Looks cool dude. Keep up the work and keep on improving! Some of it sort of lacks some finishing in my opinion, but it's a great start and some of the other stuff is great as it is!
  16. Megadreams

    It's time to start training!

    (... because we know our members have to train) (Server continues development and will improve heavily over a short period of time.) Hey there, I am thrilled to announce that Project Beast now has an up and running training server featuring various of different maps from: DM, DD, Shooter, Race, Fun and Hunter. While we are still heavily developing Zircon we will keep this server in active development which means that over time new functionality will be added and ultimately for the server to be integrated into Zircon itself. But for now let's talk about how this training server came into place, what it offers and what is planned for the future. First of all, why did we decide to create a training server? As you may know we actively play in tournaments and clanwars and wanted our members to have a place to properly train within our own community so that we can accommodate their needs as best as possible. Similarly we also want to offer a decent place to train for tournaments we host ourselves like the Unleash the Beasts tournament (which finally can start now). The training server has been built on top of an old multi-gamemode of GTX and myself that was named "Sapphire" (hence why it appears as Sapphire in the server list), it has been fully reworked into a stable training server. Throughout this time we also applied a lot of fixes and performance upgrades and will continue to do so. As you may imagine this wasn't an easy task. When entering the server you get presented with a map list (f2 brings it back up) with various of different tabs making it easy to filter maps by type or even special occasions like clanwars and the Unleash the Beast tournament. A search bar is also in place to quickly search for the exact map you want. Unfortunately we only have around 730 maps between the various of categories uploaded right now but will continue to upload more maps over time. As the web dashboard is still in development we unfortunately cannot yet offer a map uploader on our website but will do so through a Discord bot as soon as possible (which may even be more convenient for all of you). The server has a pretty decent but tiny UI right now but this will be heavily extended upon later on by including a NOS bar, health bar, time played, etc... but this was not a necessity yet for its public launch. We also offer some other basic functionality like a carhide/carfade (f3) and warps which can be saved by using "x" and loaded back in by pressing "n". We are however working on a rewind system and spawnpoint selection so stay in touch for that! Toptimes will also be added fairly soon to allow for some competitive training inside the server. Together with various of statistics (like kills - together with a UI - for shooter/dd/hunter) once we have established an account system. Currently we are also working on a new, customized scoreboard but until then we'll keep on using the default MTA scoreboard with some alterations which will work just fine for now. Enough reading for now, naturally all of you want to know how to get on this brand-new training server of ours and I am here to tell you exactly that. You can either simply search for "Project Beast" in MTA or connect through mtasa://51.15.13.233:22013. Have fun training! Sincerely, Project Beast administration and development teams
  17. cherry

    Cherry's Portfolio

    My portfolio is now available,hope you'll like it Click here
  18. Please report any issues to either @GTX or @Megadreams. The website has been transferred to a new server.

  19. Hey there, Registrations are closed and everything has been set-up, so we are ready to go! Although I want to express that I am deeply sorry for the delays, after all each of us does this in our free time and sometimes real-life things gain priority. But rest assured, it's all smooth sailing from her on out. Let's start with the fixtures, these are listed below and will be updated after each match. Do note that on each side 2 teams (4 in total) have to compete with each other to get into the qualification round. This is due to the amount of teams that have signed up to the competition (elimination requires a power of 4 to work). However, we did not want to deny any teams the opportunity to be part of this contest. This is our solution, the 4 teams that have to battle before the qualification round were chosen at random. Maps [QUALIFICATION ROUND ONLY] Maps have been chosen as a throwback to the old shooter days and somewhat more modern ones. We want you to appreciate how shooter used to be before many players tried to alter it. Jumps enabled 1. Tobster - Kamikaze 2. Munk ft. Tobster - China 3. FanTa ft Zebra - Another World III 4. Skotinka - 2x2 5. ExXoTicC ft. Diesulke - The Big Bang Theory -III- Jumps disabled 6. EDOS ft. Ron1 - Shooter 7. EDOS ft. Ron1 - Shooter II 8. BackFlip - Airport 9. Tobster - The Castle 10. Tobster - The Castle III Map list can change. If this happens teams will be notified on time. If any mistakes are made or teams disagree with the choices, feel free to contact @Megadreams or @iBoSs Rules 1. Camping is NOT allowed. The violating player will be removed from the round. Repeating violation will result in full disqualification of that player from the tournament. 2. Maximum allowed ping is 350 (with a maximum difference between the lowest and highest point of a user their ping of 75 per a 10 second interval). Limits can be adjusted at the discretion of the organizers prior to a round. 3. Minimum allowed FPS is 24. Limits can be adjusted at the discretion of the organizers prior to a round. 4. Cheats / hacks are highly prohibited and will lead to disqualification of the whole team. The violator will also be reported to the MTA team to be added to the global MTA blacklist. 5. Screenshots have to be enabled. On random intervals a screenshot of each participant will be taken (without chat - because of privacy) to make sure each participant is playing truthfully. 6. Vehicle modifications are only allowed if they do not alter the collision or any other aspect that may cause sync issues. This will be enforced by information gathered from the admin panel and the screenshots mentioned above. 7. Each round may only take up 10 minutes max. The team with the most alive participants will automatically win then. Upon a draw the winning team will be chosen by random. (Keep the no-camping rule in mind!) 8. Ground-killing is fully allowed. There are no specific rules about how what you can and cannot do to kill an opponent. 9. Friendly fire is enabled. Be cautious and coordinate with your team to not accidentally kill a teammate! 10.Once the first match is played roster changes aren't allowed 11.Only team captains can talk for their team in the chat The team captains of each teams will be contacted individually to discuss match dates and times. Sincerely, The Unleash The Beast organisation team
  20. Dean

    [DM] NoType ft. Dean ft. ??? - ???

    Thanks for the video mate. I'd like to add that my social media for contact me are skype: guirrehs or discord: Dean#9812
  21. ArrowMTASA

    [DM] NoType ft. Dean ft. ??? - ???

    Hey guys! I would like to present you "Dean's feat request". ►Dean's Discord - Dean#9812 ►Music Da Tweekaz & In Phase - Don't Stop ►Credits Lights by NitroNTV Infernus by Micra edited by NitroNTV ►Wanna have a map recorded? Simply contact me on Skype: forfuckshake2 Sincerely, ArrowTV
  22. Wayzee

    MTASpeak

    If that works well, good job, man.
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