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Daniels

MTA Head Administrator
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Daniels last won the day on May 14

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About Daniels

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    Advanced Member

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    Male
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    USA

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    Daniels#0054

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  1. Being strictly voice RP adds in additional barriers for players. What about those without a headset? What if I can't use my headset at home 24/7? What if I want to RP at work on my lunch break? I'd also argue that using voice doesn't necessarily make 'gameplay more fluid' since you throw in a bunch of extra complexities such as language & accents. Aside from that, voice vs text isn't what I meant when I wrote that paragraph - it was referring to the interaction with server objects (e.g. stores) and reducing the dependency on mastering commands. Anti-cheat.
  2. Rage currently supports up to 1000 players. The largest server - a German language voice RP server - currently has 300-350 players on at any one time. Glad to hear you're excited for the project! We don't plan to have heavy things like custom car models etc. Current client download is ~5MB. We are also sticking to the original GTA vehicles.
  3. We're doing internal / staff only testing pre-launch for bugs, RP capabilities and performance. The first public launch will be considered a beta.
  4. We've put a lot of effort into optimizing both server and client code. For example, our script is highly parallel so makes use of multi-core CPU's. Can you provide info on your current spec and what issues you encounter on MTA? The current plan is to use default GTA V vehicles and handling since both the vehicles and the handling mimic real life vehicles. The Owl staff/management teams will serve both V and MTA.
  5. It would need to be a custom model/texture - the ones shown above are part of GTA 5. We are trying to avoid custom models/textures in V because due to the game being HD, they can run into the 100mb range each - we don't want a large download to play Owl.
  6. The shield will be available to non-LE in very limited quantities via illegal arms routes. They will not be super common and you must RP them as if they do not say 'POLICE' on the front if you are not a LEO.
  7. You have no idea how many job runs we had to do to get there...
  8. If you're planning on playing Owl V and don't yet own GTA5... It's 67% off on Steam ($20): https://store.steampowered.com/app/271590/Grand_Theft_Auto_V/
  9. There will be, yes. Not sure if we'll showcase it. Wait and see
  10. We do have a step list internally as well as target dates. We have nothing to share publicly yet. We'll have options for customizing nametags/healthbars in the future. No.
  11. The goal isn't that this becomes an RPG minigame for the FD (perhaps fire missions isn't the perfect name, but things need names and that's what we've been calling them internally). The idea is that these events get players together and drive RP and create stories for certain characters which are outside of their control. For implanting, certain types of these 'missions' occur randomly as natural events (e.g. forest fires) which the FD can respond to and others occur as player initiated events (e.g. my car caught fire, i threw a Molotov cocktail, etc). Of course, for heavily customized RP situations, for example I'm RPing that I spilled gas everywhere whilst filling my tank and dropped a match, admins are still able to kick off the initial fire if required, but the spread etc will all be managed by the script. Players are expected to RP these fires as actual RP events, not an RPG mini-game.
  12. Time for another OwlGaming V Developer Diary! This one is all about fire. Be sure to tick "HD" on the video player settings if you want to watch in high quality. Introducing Fire Missions We have added a variety of missions for the fire department to undertake including forest fires, churches on fire, etc. Each mission requires a unique response and requires the use of different vehicles & techniques. Fires spread and behave differently, some may reignite as you're fighting them, others will spread to trees, foliage and roofs of buildings. Certain missions will require the use of the FD helicopter to attack the fire in hard to reach areas for example the roof or deep in the forest where a fire truck cannot reach. These fires are 100% synchronized, including the spread of the fire and progress made fighting the fire. Creating scenarios is simple and can be done in minutes by a staff member. The creator does not have to specify each fire node, instead they specify basic meta data (a mission name and description), a root starting position and the modelling of the fire (how does the fire spread). We have many models for spreading and many places where a fire can start, or a fire could be started from a dynamic event (e.g. your car caught fire). This means that fire missions should not be repetitive, should create additional roleplay in the server and require no admin involvement (fires ignite, spread, reignite etc all on their own). Fire Department Helicopter To assist with fire fighting, we have added in functionality to the EMS helicopter. While hovering over a fire, the pilot of the helicopter can hit a button to drop extinguishing material on the flames. Media Words are never as cool as pictures & videos. Note that for testing, we've sped up the fire fighting process in the videos below. Fire Fighting: Fire Helicopter: Fire Fighters ready for action: Sadly, we had to ban ThatGuy after this screenshot for famous name. Deploying to the scene: FD Helicopter: Rural Fire Spreading Development Shot: Urban Fire Spreading Development Shot: Early Development Shot: Red = Root / Fire start position Yellow = Fire Spread nodes Green = Latest Fire Spread node Community Input We need your help in designing this feature. We want the communities input on what the reward should be for fighting the above fires? For example, should the faction bank balance get a boost? Should the participating players get a reward? How can we expand this feature and make it more interesting? Let us know what your ideas are! How is the development of Owl V going? Development is going good, making a good, content rich script which relies on nice intuitive user interfaces rather than complex SAMP-like commands is a massive task, similar to that which we undertook back when we made the MTA script. We really only focus on 'cool' things in these developer diaries, but a lot of smaller things go on behind the scenes which aren't as interesting to cover - for example, we recently expanded vehicle auto loans, vehicle rentals, property mortgages, and banking to include factions. Aside from that, the on-going UAT beta is helping us find and resolve bugs before launch rather than at launch. Got skills in GTA V Mapping or Web Development (HTML, CSS & Javascript)? If so, I am very interested to hear from you. Please reach out to me on Discord and show me what you can do. Special Thanks to the UAT As always, the UAT has been awesome in helping us test new features. As always, feel free to reach out to us below or via Discord with any questions, concerns, ideas, etc. Thanks for taking the time to read the developer diary and we look forward to making OwlGaming the number one place to roleplay in both GTA V and MTA.
  13. Daniels

    Developer Diary #4 - Bits & Pieces

    Apologies for taking so long to get back to you on this. I missed the notification. Answers are inline bold above.
  14. Daniels

    Developer Diary #4 - Bits & Pieces

    We'd probably offer them a one time 'pick your brand' UI.
  15. Daniels

    Developer Diary #4 - Bits & Pieces

    They stay spawned where you left them. No despawning. Our current plan is to launch without 'real brands' since V has enough variations (about 600 vehicle models, some with different liveries).
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