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=== Content delivery and development ===
=== Content delivery and development ===
[[Image:mtasaresource.png|right|thumb|250px|Web based server management.]]
The initial "Deathmatch" version and it's underlying engine presented a series of relevant changes to the functionality of the modification as well as the introduction of an on-line community [[content delivery]] system. Through the use of this on-line website, registered users (such as players, server administrators or developers) can accumulate in-game statistics whilst playing on servers or share custom created content with other users.
The initial "Deathmatch" version and it's underlying engine presented a series of relevant changes to the functionality of the modification as well as the introduction of an on-line community [[content delivery]] system. Through the use of this on-line website, registered users (such as players, server administrators or developers) can accumulate in-game statistics whilst playing on servers or share custom created content with other users.



Revision as of 22:53, 9 May 2008

Multi Theft Auto
Mtalogo.png
Developer(s)MTA Team
Platform(s)PC
ReleaseMTA 0.5 (GTA3 and VC) : January 31 2005
MTA:SA R1.1.1 : March 18 2006
MTA:SA DM 1.0dp2 : January 9 2008
Genre(s)Third party Add-on
Mode(s)Multiplayer

Multi Theft Auto (MTA) is a mod ("modification") for the PC version of Rockstar North games Grand Theft Auto III, Grand Theft Auto: Vice City and Grand Theft Auto: San Andreas that adds an otherwise absent online multi-player component.

Summary

A screenshot of one of the earlier closed MTA:SA Deathmatch (alpha version).

Although often referred to as a modification, Multi Theft Auto is based on the trainer and code injection methods of manipulating the game through its own memory, and does not alter any original files supplied with the game itself.

Multi Theft Auto was once ranked as one of CSports.net's top online games, with statistics showing peaks of roughly one thousand players playing different versions of the mod on-line simultaneously.


The project has also been the subject in multiple articles in different media.[1] The most prominent being a coverage on G4TV[2] and an exclusive release for Fileplanet with coverage on its frontpage.[3]

MTA: San Andreas

The newest release of Multi Theft Auto is for Grand Theft Auto: San Andreas and is built upon a new engine which has been in development for several years. The engine represents a major shift in the modification's focus, as it provides users with all the tools they need to create their own game modes and leaving much of the game mode creation to third parties.

The initial "Race" version of MTA: San Andreas was unveiled on 22 January 2006, when the first playable content was released[4]. This version featured a vehicle racing-only gamemode and a map editor that allowed users to create custom environments and races. The advanced nature of the underlying engine allowed the developers to place this sophisticated WYSIWYG editor for adding checkpoints, spawn points and power-ups. It also allows users to place extra models into the game such as ramps, roads, trees and exploding barrels.

The production of the "Deathmatch" version began shortly after the initial release of the "Race" version. Many attribute the delay to a lack of focus by the development team. Many new features were constantly being introduced, but the continuous introduction of new features delayed a stable, releasable version. This was acknowledged by the development team itself as a factor preventing release of the modification[5].

During the development phase of the "Deathmatch" version there have been various blog posts, including videos. However, the blog posts have become less frequent over time, leading many to believe that the progress of "Deathmatch" was slow or had ceased. Due to this mounting pressure, several on-line facilities were introduced to allow users to monitor the changes to the code repository. It illustrated any notable updates to the progress of the modification.

The initial version of MTA: San Andreas Deathmatch was introduced as a fully playable "Developer Preview" on the 2nd of January 2008 to promote the third-party development of custom content such as gamemodes and utilities, and was followed by a second "Developer Preview" introducing several new fixes and features.

Content delivery and development

Web based server management.

The initial "Deathmatch" version and it's underlying engine presented a series of relevant changes to the functionality of the modification as well as the introduction of an on-line community content delivery system. Through the use of this on-line website, registered users (such as players, server administrators or developers) can accumulate in-game statistics whilst playing on servers or share custom created content with other users.

Third party content is made possible through the addition of Lua virtual machines in both the server hosting the game (e.g. providing functionality for a specific game mode), as well as the client playing the game (e.g. providing a graphical frontend or user-specific local content to the game mode). Different scripts can then be run in parallel on either of these, communicating to each other through the use of events.

The custom created content is grouped into "resources" that are hosted server-side. This is a package based system that packs all script files, content (e.g. images or custom models and textures) and metadata files inside a single archive or directory. Specific content can then be marked to be uploaded to every connected player, to enable client-side execution of Lua code. This system allows for package dependency and inheritance of functions between different packages, easy management and distribution.[6]

Feature summary

File:Mtasamenu.png
Multi Theft Auto's custom in-game main menu.
  • Uses the freeware CEGUI system, replacing the original Grand Theft Auto GUI, allowing Multi Theft Auto to draw it's own windows and widgets for any in-game user interaction such as the server-browser and allows scripting from any third-party resource.
  • Multi Theft Auto uses a modular platform to separate several facilities such as the GUI, network, game and scripting code and loads these into the game instead of injecting code into it's memory process. This improves stability, speed and allows a better file management.
  • A versatile set of scripting functions. By building upon Grand Theft Auto's own class-based design, implementing this into the client and server and synchronizing between these two, a third-party developer can control almost any aspect of every player's game through the Lua virtual machine: native elements such as animations, explosions, particles, skins, weapons, vehicles, objects, players, etc. as well as new elements such as custom 3d models are controllable.
  • Shared library loading support through C++, allowing complex functionality to be added. This may include any tools needed in the process.[7]

Gang formation

Since the release of the very first version of Multi Theft Auto, gangs (commonly referred to as clans) have emerged to become the best in playing specific gamemodes. They operate very similarly to clans in other games, usually having their own servers and websites, advanced leadership and recruitment systems, and gang wars, or clan matches, with other gangs.

See also

References


External links