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MTA: SA 1.0 Beta Test #2


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Wegens succes van de vorige test, gaat er komende de zaterdag een nieuwe beta test plaatsvinden, het begint om 17:00 nederlandse tijd, en duurt ongeveer 4/5 uur, dus je zal vast wel een plekje te pakken krijgen. Dit keer gaat de Valhalla Gaming de test organiseren, dit betekent dat ze de Valhalla Gaming RPG mode gaan gebruiken en hun eigen server. Er zullen 128 slots zijn, of zelfs meer om de MTA server op de proef te stellen.

Voor meer info kijk hier:

http://www.gtaforum.nl/index.php?showtopic=95703

Wil je meedoen met de betatest, of een keer mta proberen dan kan je aanmelden voor het mta beta test team, als je hier lid van word, dan word met je met een mail op de hoogte gehouden van elke de nieuwe beta test die er komt.

Hier kan je je aanmelden:

http://www.gtaforum.nl/index.php?showtopic=95703

En het voledige nieuwspost:

As some of you might have noticed, we hosted a small-scale public beta test last Friday. Even though we didn't want to give it that much of an attention, the outcome was more than satisfying. The server (40 slots) was filled literally within a single minute after going live, with dozens of people still trying to join. With your help, we have found some previously unnoticed bugs which we certainly want to fix before the release. Additionally, there have been some new crashes discovered as well, which were investigated and fixed shortly after the test.

We have tried several gamemodes on the test, some of which have shown that they need some attention before we can mark them as releasable. Gamemodes which we have tested are: capture the orb (cto), capture the vehicle (ctv), team deathmatch arena (tdma), capture the flag (ctf), race gamemode (race) and classic deathmatch (cdm).

Now, about the progress summary for June/July:

* Mabako has made a neat looking chatbox customisation tab for the settings menu, along with some presets available. It's now really easy to customise your chatbox the way you want it to be! See pic.

* Several other UI changes: updated gui icons, improved alt-tabbing and fixed most of the problems related with it, added new configuration options to settings window and fixed ones in sound volume tab, resolution changing tweaks, rewritten and improved code for taking screenshots, added filters for server browser

* Added opacity customisation for the ingame full screen map

* Added setVehicleGravity function - see pics: 1 , 2 , 3 , 4.

* Fixed killer and weapon detection for flame kills

* Jax has added a possibility to set custom headlights colour for vehicles

* Further bandwidth optimisations and crashfixes

* Tweaks for unoccupied vehicles synchronisation

* Configuration variables for server have been cleaned up a bit, and had their explanations tweaked where needed

Rest of changes can be found here (up to r1296).

There is of course a fair amount of changes made to resources (and map editor) as well, you can see them here (starting from r211).

Here are some eye-candies for those of you who weren't lucky enough to join the public test (or had a nasty accident involving Fraps and Steam just at the beginning of the test.. oh wait, that's me :puh:):

Speaking of Steam, if you are using it, you might want to check out our newly reopened Steam Community group there. We will use it as an additional form of communication with you from now on. We will also utilise the events system available in there to mark some MTA-related events, once they're planned.

We would like to thank those who participated in the Friday's test and we would like to invite you to our next public test, which will be held on Saturday 18th July. This will attempt to see how 1.0 will cope with high loads and try and push the playerlimit.

Unlike our previous tests we'll be holding this alongside our friends at Valhalla Gaming. This means the test will be entirely RPG based - and we encourage any fans of RPG to participate. Of course, anyone is welcome to join, but it should be noted that Valhalla is strictly an RPG server and therefore there are specific role-playing rules to abide by. We feel that by running a beta test in an RPG environment, we can truly test high player limits while still making it managable.

Estimated time of test start is at 1500 GMT. Please click here to find out what time this is in your time zone

Unlike usual, the test will be running for several hours, so you should be able to get a slot.

As with our previous tests, join our email list by visiting beta.mtasa.com or join follow us on our twitter page to be told when and where the test is happening.

We will post the details for the Beta client download and the server address through our various contact feeds closer to the time. Feel free to join us at irc in our #mta irc channel, though all playing details will be posted on this newspost, twitter, or the above mentioned Steam community group, so you wont miss out if you're not there!

Depending on the results of the test, and of course your feedback, we can determine how far we are away from release. Judging by the current state of the mod, we would like to think release can happen very soon after this test.

That's it for now.

http://forum.multitheftauto.com/viewtopic....=31&t=24872

Credits:

Het MTA Dev Team, voor deze fantastische mod.

Zadara/CoolieJoolie, voor deze post. ^_^

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