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		<title>RSS Feed</title>
		<link>http://mtavc.com/rss.html</link>
		<description></description>
		<generator>Ditto 1.0.2 powered by MODx CMS</generator>
		<language>en</language>
		<copyright>Multi Theft Auto 2006</copyright>
		<ttl>120</ttl>
		<item>
			<title>Hardware upgrade</title>
			<link>http://mtavc.com/104.html</link>
			<description><![CDATA[ We are currently in the process of upgrading our server hardware that is currently serving this website as well as various other Multi Theft Auto related websites. Short downtime is expected to occur as we make the transition from a Texas, United States based server to o ]]></description>
			<pubDate>Wed, 16 Jul 2008 15:27:19 -0500</pubDate>
			<guid>http://mtavc.com/104.html</guid>
			<author>IJs &lt;ijsf@gmx.net&gt;</author>
			</item>
		<item>
			<title>DP3 public beta testing</title>
			<link>http://mtavc.com/103.html</link>
			<description><![CDATA[ <p>
Our next release, DP3 is almost ready! As this is a fairly large release we have decided to run a few public tests. We want you to help by participating in a mass test to determine how the sync and stability of DP3 holds up, as these are obviously critical areas for players. This public testing will be done with the &quot;light&quot; version of the client, which does not include the server, server module SDK, or the map editor.<br />
<br />
For our initial test, we will ONLY test general gameplay, using a gamemode called &quot;fmjdm&quot;. This gamemode was chosen for 3 reasons:<br />
1) It has the same city-wide style of the most popular servers <br />
2) It is the only gamemode of this style that is currently DP3 compatiable, due to scripting changes<br />
3) Gamemodes of this type brought out some of the worst bugs in DP2.<br />
<br />
The timeframe of this testing is not set in stone. The start and length of the testing depends on how quickly people show up and how well the testing goes.<br />
<br />
The testing will be run on IRC at #mta-pubtest. See <a href="irc.html">our section about IRC</a>  for information on how to use IRC. <br />
<br />
Additionally, we have a mailing list to let you know when we are about to begin releasing files for testing on IRC. To join this list, sign up here: <a href="http://beta.mtasa.com">beta.mtasa.com</a> . However, it will be required that you join #mta-pubtest during testing if you wish to participate.
</p> ]]></description>
			<pubDate>Mon, 26 May 2008 14:22:25 -0500</pubDate>
			<guid>http://mtavc.com/103.html</guid>
			<author>eAi &lt;eai@opencoding.net&gt;</author>
			</item>
		<item>
			<title>Multi Theft Auto: San Andreas Deathmatch DP2.1 released </title>
			<link>http://mtavc.com/97.html</link>
			<description><![CDATA[ <p>
A small update for Multi Theft Auto: Deathmatch DP2 has been released that incorporates a new server browser provided by <a href="http://www.game-monitor.com" target="_blank">game-monitor.com</a>  and some minor tweaks to the account system and the installer. This upgrade has no other changes from DP2 except for these fixes. We strongly recommend all Deathmatch players download this update to restore the server browser to working order.
</p> ]]></description>
			<pubDate>Fri, 23 May 2008 10:11:44 -0500</pubDate>
			<guid>http://mtavc.com/97.html</guid>
			<author>eAi &lt;eai@opencoding.net&gt;</author>
			</item>
		<item>
			<title>Multi Theft Auto: San Andreas Race v1.1.2 released</title>
			<link>http://mtavc.com/96.html</link>
			<description><![CDATA[ <p>
Following the recent imminent shutdown of the All-Seeing Eye server browser, and the ongoing popularity of the Multi Theft Auto: San Andreas Race, we
have decided to release an update to allow its players to continue playing,
although we strongly recommend anyone to upgrade to the more recent <a href="deathmatch.html">Deathmatch</a>
releases due to their significantly extended functionality and active
development. 
</p> ]]></description>
			<pubDate>Sun, 18 May 2008 10:17:49 -0500</pubDate>
			<guid>http://mtavc.com/96.html</guid>
			<author>IJs &lt;ijsf@gmx.net&gt;</author>
			</item>
		<item>
			<title>All-Seeing Eye and server-browser termination</title>
			<link>http://mtavc.com/93.html</link>
			<description><![CDATA[ <p>
As you may know, all our Multi Theft Auto versions up until now have relied on UDPSoft&#39;s All-Seeing Eye system to list game servers you can play on. UDPSoft were bought out by Yahoo! back in September 2004.
</p>
<p>
Today, the acquisition by Yahoo! has resulted in the unfortunate shutdown of the entire All-Seeing Eye network. As a result, the server browser functionality in all released Multi Theft Auto versions will no longer work.
</p> ]]></description>
			<pubDate>Thu, 15 May 2008 15:38:19 -0500</pubDate>
			<guid>http://mtavc.com/93.html</guid>
			<author>IJs &lt;ijsf@gmx.net&gt;</author>
			</item>
		<item>
			<title>Update on Developer Preview 3 Progress</title>
			<link>http://mtavc.com/article-1206823916.html</link>
			<description><![CDATA[ Hello, its been a while since the last update. You may have seen some
of the bug fixes (a big thank you to those who reported them) or some
small tidbits about dp3 by reading the forums. You may have also seen
some of the changes and additions if you have been reading ]]></description>
			<pubDate>Sat, 29 Mar 2008 15:51:56 -0500</pubDate>
			<guid>http://mtavc.com/article-1206823916.html</guid>
			<author>Ransom &lt;lakecityransom@yahoo.com&gt;</author>
			</item>
		<item>
			<title>mtabeta.com difficulties</title>
			<link>http://mtavc.com/90.html</link>
			<description><![CDATA[ <p>
We are currently in the process of switching servers for our mtabeta.com community system. This will be causing some downtime for the entire system, but we expect this to be fixed later on today.
</p>
<p>
<span class="Apple-style-span" style="font-weight: bold">Update 5/2/2008</span>
</p>
<p>
For all of our new users trying to install the <span class="Apple-style-span" style="font-style: italic">Multi Theft Auto: San Andreas Developer Preview 2 </span>release: the installer relies on the above system, which is currently not online. A result of this is that the installer will fail to provide you with a serial which is needed to launch the application.
</p>
<p>
We kindly ask you to hold on a little longer for our next <span class="Apple-style-span" style="font-style: italic">Develo</span></p> ]]></description>
			<pubDate>Mon, 04 Feb 2008 09:10:16 -0600</pubDate>
			<guid>http://mtavc.com/90.html</guid>
			<author>IJs &lt;ijsf@gmx.net&gt;</author>
			</item>
		<item>
			<title>Query protocols</title>
			<link>http://mtavc.com/88.html</link>
			<description><![CDATA[ <p>
We have noticed some stability problems with the All-Seeing Eye master query servers, leading to issues with the in-game server browser for some Multi Theft Auto users.<br />
<br />
We are currently in the process of developing our own server/master query protocol to replace </p> ]]></description>
			<pubDate>Sat, 26 Jan 2008 18:17:39 -0600</pubDate>
			<guid>http://mtavc.com/88.html</guid>
			<author>IJs &lt;ijsf@gmx.net&gt;</author>
			</item>
		<item>
			<title>MTA: SA Deathmatch 1.0 Development Preview 2</title>
			<link>http://mtavc.com/87.html</link>
			<description><![CDATA[ <p>
We&#39;ve been very pleased with the reaction to our first developer preview we released last week. We&#39;ve had fun playing with some of the community and it&#39;s be great to see what people have got up to with our powerful scripting/mapping system!
</p>
<p>
We&#39;ve s</p> ]]></description>
			<pubDate>Wed, 09 Jan 2008 18:06:03 -0600</pubDate>
			<guid>http://mtavc.com/87.html</guid>
			<author>eAi &lt;eai@opencoding.net&gt;</author>
			</item>
		<item>
			<title>MTA: SA Deathmatch 1.0 Development Preview 1</title>
			<link>http://mtavc.com/85.html</link>
			<description><![CDATA[ <div class="downloadbutton" style="float: right">
<a href="dp.html" style="overflow: auto; text-align: center; position: relative; top: 168px; left: 105px; width: 210px">
v1.0-dp1 (2 Jan 2008, 24MiB) <img alt="Auto mirror location" src="/dllib/images/ext2/numeric.png" />
</a>
</div>
<p>
It&#39;s the moment you&#39;ve been waiting for! It&#39;s the moment we&#39;ve been waiting for!<br />
<br />
We&#39;re happy to announce a <strong>preview release</strong> of MTA: SA Deathmatch as a good start to the new year. As a new years resolution, we&#39;ve decided to try much more frequent releases. We&#39;ve said this before, but we&#39;ve finally got a solid base to work from and a we&#39;re in a good position where you - the community - can give us valuable input. 
</p> ]]></description>
			<pubDate>Wed, 02 Jan 2008 17:17:07 -0600</pubDate>
			<guid>http://mtavc.com/85.html</guid>
			<author>eAi &lt;eai@opencoding.net&gt;</author>
			</item>
		<item>
			<title>Happy Christmas!</title>
			<link>http://mtavc.com/83.html</link>
			<description><![CDATA[ <p>
We&#39;d like to wish everyone a very Happy Christmas! We&#39;d love to be giving you a release as a gift, but unfortunately we&#39;re not quite there yet - almost - but not quite. Watch this space!
</p>
<p>
In the meantime, as is now traditional, here&#39;s our Christmas video. We&#39;ve not had time to give it a Christmas theme - like <a href="http://youtube.com/watch?v=-9oiH3YD2NI" title="last year&#39;s video on YouTube" target="_blank">last years</a> - but it gives you a glimpse of footage from a few of the &#39;mass tests&#39; we&#39;ve been having over the last week and a half.
</p> ]]></description>
			<pubDate>Tue, 25 Dec 2007 08:55:57 -0600</pubDate>
			<guid>http://mtavc.com/83.html</guid>
			<author>eAi &lt;eai@opencoding.net&gt;</author>
			</item>
		<item>
			<title>The Weekly Write-Up - December, Week 4</title>
			<link>http://mtavc.com/article-1198258127.html</link>
			<description><![CDATA[ <p>
It&#39;s the last week before the Christmas holidays. Everyone can feel the vibes of the upcoming celebrations in your homes, But how was it going with MTA during this week, you may ask?<br />
<br />
Well, it certainly was a busy week, possibly the most busy week ever. ChrML has worked on the bandwidth usage optimisation recently. By doing so he quite drastically decreased the amount of traffic going from the server to clients. <br />
He also fixed some smaller and recently discovered bugs, like Quick Connect dialog not remembering the last used password, an issue with compressed resources having some directories inside them, armor not being reset on spawn, or further bugfixes to the player sliding problem.<br />
<br />
IJs has put lots of work into reviving MTASA DM server&#39;s support for
*nix systems lately, and additionally he has worked on polishing the
presentation of the mod, ready for release. Results are very promising
so far, and we hope you&#39;ll agree come release time.<br />
<br />
Kevuwk and Jax have fixed some crashes in both client and server. Also QA has worked hard this week, providing fixes to some gamemode- or resource-specific bugs apart from their usual commitments. Overall - 45 bugtracker reports were marked as resolved over these past 7 days.<br />
<br />
We also have been making progress with our internal tests lately, trying to determine the mods stability and bandwidth usage under higher player counts. We ran into some problems with them recently, however they didnt seem to be caused directly or indirectly by MTA itself. We intend to continue with stress-testing though, to make sure all goes well so far.
</p> ]]></description>
			<pubDate>Fri, 21 Dec 2007 11:28:47 -0600</pubDate>
			<guid>http://mtavc.com/article-1198258127.html</guid>
			<author>JHXP &lt;jhxp@poczta.onet.pl&gt;</author>
			</item>
		<item>
			<title>The Weekly Write-Up - December, Week 3</title>
			<link>http://mtavc.com/81.html</link>
			<description><![CDATA[ <p>
This is going to be a lazy update, so bare with me.&nbsp;&nbsp; 
</p>
<p>
The Development Team has been hard at work nailing down small issues and
introducing some tweaks throughout the entire code base.&nbsp; I actually can&#39;t
think of a project within the Client or Server that hasn&#39;t been touched this
week.
</p> ]]></description>
			<pubDate>Sat, 15 Dec 2007 05:38:45 -0600</pubDate>
			<guid>http://mtavc.com/81.html</guid>
			<author>Cray &lt;craymail34@rogers.com&gt;</author>
			</item>
		<item>
			<title>The Weekly Write-Up - December, Week 2</title>
			<link>http://mtavc.com/80.html</link>
			<description><![CDATA[ <p>
And so another week comes to a close.&nbsp; The driving force of the mod has been exceptional.&nbsp; This has been reflected with changelogs, which are being filled at a decent pace every day.<br />
<br />
First, I&#39;ll start off by being completely honest: shortly after last week&#39;s write up, we ran into somewhat of a crisis.&nbsp; Suddenly, DM&#39;s stability went down the drain over the period of 24 hours.&nbsp; Obviously, this led to huge worries all round.<br />
<br />
It took around two days of hard work from the MTA team, and thorough testing from QA to get anywhere.&nbsp; The issue was traced back to vehicles, and I can thankfully say that it was eliminated entirely.&nbsp; On top of this, we&#39;ve seen fixes in terms of vehicle sync, and general issues surrounding vehicles - including those to do with drivebys, explosions and potential crashes.<br />
<br />
Once this issue was finally gone, everyone could start progressing again.&nbsp; We&#39;ve had fixes in model loading, plus tweaks in MTA&#39;s &quot;Access Control List (ACL)&quot;.&nbsp; The ACL controls all permissions of resources and players, ensuring security - you wouldn&#39;t want a small map trying to take control of admin, would you?&nbsp; <br />
<br />
There have also been various fixes in terms of scripting consistency, including event cancelling (which will be a lot more clearer come release), and event handlers (see scripting tutorials).&nbsp; <br />
<br />
On top of this, there have been numerous &ldquo;on-connect&rdquo; issues that have been patched up.&nbsp; These generally are to do with loaded resources causing issues for players that join the server midway (if you&rsquo;ve been watching changelogs, this issue has been referred to as &ldquo;PE6&rdquo;).<br />
<br />
Lastly, we&rsquo;ve seen a tweak in some already existing code.&nbsp; Some of GTA&rsquo;s internal stunt code was exported to script &ndash; with events onClientPlayerStuntStart and onClientPlayerStuntFinish, which are triggered when a player performs stunts such as a two wheel bonus, wheelie or a stoppie.&nbsp; This should allow for flexibility, and it is up to gamemode writers to decide how they want to reward stunters.&nbsp; <br />
<br />
I can say it has been a very hectic week.&nbsp; Despite this, enthusiasm has remained high and I expect this to continue.<br />
<br />
Keep the comments coming, but we&#39;d encourage you to avoid discussing MTA&#39;s merits compared to other mods - thanks.&nbsp;
</p> ]]></description>
			<pubDate>Fri, 07 Dec 2007 18:25:56 -0600</pubDate>
			<guid>http://mtavc.com/80.html</guid>
			<author>Talidan &lt;danthetaliban@gmail.com&gt;</author>
			</item>
		<item>
			<title>The Weekly Write-Up - December, Week 1</title>
			<link>http://mtavc.com/79.html</link>
			<description><![CDATA[ <p>
Another strong week means another weekly write-up, yeah!
</p>
<p>
The streamer received another fix which could cause objects not to appear
when they should be streamed in, or disappear if they were already streamed
in.&nbsp; This would occasionally lead to a crash after a period of time, and
obviously a general desync between players.&nbsp; This was caused by large
objects being close to one another in the streamer, and the streamer not being
aware of some of GTA&#39;s limits.&nbsp; A few other streamer fixes made there way
in, including some changes to pickup streaming.<br />
<br />
Some additional GUI changes were introduced, including some fixes around using
scrollable panes and the memo fields.&nbsp; A lot of safety code was also added
to help prevent scripts from referencing invalid GUI objects if they failed to
create, or if they were created with an invalid parent GUI object.&nbsp; A few
scripting functions were also added, such as GetFont and SetFont, which can be
used to swap between the useable GUI fonts.<br />
<br />
Vehicles received a few more updates, including a fix to a fairly substantial
bug where placed vehicles could fall through the map if the custom map object
was not loaded at that time.&nbsp; When the custom map object was eventually
loaded, the vehicles would be in the wrong location or not on the map at
all.&nbsp; Exploding vehicles also received a fix where a crash could occur if
the vehicle was deleted while the vehicle was in the middle of exploding.&nbsp;
A vehicle would be deleted if the script removed it or was unloaded, the
streamer forced it to stream out, and various other scenarios.
</p> ]]></description>
			<pubDate>Fri, 30 Nov 2007 15:41:59 -0600</pubDate>
			<guid>http://mtavc.com/79.html</guid>
			<author>Cray &lt;craymail34@rogers.com&gt;</author>
			</item>
		<item>
			<title>The Weekly Write Up - November, Week 4</title>
			<link>http://mtavc.com/article-1195937177.html</link>
			<description><![CDATA[ <p>
Another week, so another write-up. Since the last newspost, 35 bug reports were marked as resolved.<br />
<br />
Within
these, one issue was where players could be found choking on your
screen (eg. by the result of smoke grenade), but werent actually on
theirs. ChrML put some effort into synchronising it, which also allowed
to implement scripting function <span style="font-style: italic">isPlayerChoking</span>
that can detect this. He also fixed an odd and recently discovered
synchronisation issue, which was causing vehicle desync (if you had a
passenger in your vehicle who timed out, vehicle would warp back to the
last location you were before he lost the connection with the server
locally).<br />
<br />
Some GTASA weapon and player synchronisation glitches
were also fixed this week. One example is where you could get desynced
if you were near a car with a weapon, allowing you to run around
locally (even faster than usual) while staying still for remote
players. In some cases it could also lead to shooting a weapon without
losing the ammo locally. This bug was discovered quite long ago -
during the first dm alphas, however its finally fixed now. <br />
Another glitch was related with increased firing rate for some weapons. Both were fixed by ChrML as well.<br />
<br />
eAi
has also put some effort into getting the mod by fixing issues like
improper animations when entering a Vortex, radio music appearing when
being glued to a car, or problems with automatic resource updating upon
their reupload.<br />
<br />
Other developers like MrJax and kevuwk did some
fixes to broken scripting functions and functions/</p> ]]></description>
			<pubDate>Sat, 24 Nov 2007 14:46:17 -0600</pubDate>
			<guid>http://mtavc.com/article-1195937177.html</guid>
			<author>JHXP &lt;jhxp@poczta.onet.pl&gt;</author>
			</item>
		<item>
			<title>The Weekly Write Up - November, Week 3</title>
			<link>http://mtavc.com/77.html</link>
			<description><![CDATA[ This week has proven to be one of the most intense weeks of development
for a long time. I&#39;m sure you will have noticed your changelog monitors
flooding with fixes and tweaks. We&#39;ve had numerous small fixes,
alongside some major advancements for long term MTA  ]]></description>
			<pubDate>Fri, 16 Nov 2007 18:03:31 -0600</pubDate>
			<guid>http://mtavc.com/77.html</guid>
			<author>Talidan &lt;danthetaliban@gmail.com&gt;</author>
			</item>
		<item>
			<title>The Weekly Write-Up - November, Week 2</title>
			<link>http://mtavc.com/75.html</link>
			<description><![CDATA[ <p>
Another successful week has come to an end.&nbsp; This week has seen a lot of changes made throughout all areas of the code base.
</p>
<p>
A lot of time this week was spent tidying up the GUI functions, and getting a lot of annoying bugs ironed out.&nbsp; The destroy code will now also destroy all child elements as expected on resource end, and child elements will be called correctly when parent events occurs.&nbsp; This relates to MTA&#39;s element system in which every game entity represents a place in an &quot;element tree&quot;.
</p> ]]></description>
			<pubDate>Fri, 09 Nov 2007 15:48:42 -0600</pubDate>
			<guid>http://mtavc.com/75.html</guid>
			<author>Cray &lt;craymail34@rogers.com&gt;</author>
			</item>
		<item>
			<title>The Weekly Write-Up - November, Week 1</title>
			<link>http://mtavc.com/74.html</link>
			<description><![CDATA[ <p>
The last week has seen an increasing number of show-stopper bugs fixed, and
a strong focus on tidying up the mod to make it ready for beta.
</p>
<p>
Thanks to everyone who added comments to the last news posting.&nbsp; The
general consensus seems to be that you just want to be kept more informed on
the status of the mod, and for us to elaborate on what the changes on the change
log actually mean.&nbsp; Going forward, the MTA /</p> ]]></description>
			<pubDate>Fri, 02 Nov 2007 18:46:18 -0500</pubDate>
			<guid>http://mtavc.com/74.html</guid>
			<author>Cray &lt;craymail34@rogers.com&gt;</author>
			</item>
		<item>
			<title>General Update</title>
			<link>http://mtavc.com/73.html</link>
			<description><![CDATA[ <p>
Things have been progressing well within the mod on the road to beta.&nbsp; As you may have noticed in the change log, there has been a lot of activity coming from a number of developers.&nbsp; This has seen a lot of long standing bugs squashed, and a bit of a morale boost which every team needs now and then.
</p> ]]></description>
			<pubDate>Sat, 27 Oct 2007 18:20:29 -0500</pubDate>
			<guid>http://mtavc.com/73.html</guid>
			<author>Cray &lt;craymail34@rogers.com&gt;</author>
			</item>
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