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MTA "Resources" explained

The last couple of months we have been developing a new way of distributing content from server to clients. We do this by so called resources, a new way of thinking about your MTA mods. We will try to explain how this benefits you as user, and as potential developer.

Every developer that wants to make scripts or maps, includes his/her files inside a (zip) archive. This archive contains everything needed for the resource to load. For example, someone could develop an "RPG gameplay" resource that could include the following:

  • a server-side script file that runs on the server and provides the server-side gameplay and communicates with a SQL server. Check out the Tutorials section for more information on how to script this way. This is done by the Lua scripting language.
  • a client-side script file that runs on each client, providing a user interface for e.g. logging in or an inventory of items (using the well-known MTA GUI which is now scriptable!). This is done by the Lua scripting language.
  • a webserver file that runs on the server. Our dedicated server contains an embedded webserver which allows access to all currently loaded resources on the server (using Ajax, XML and Lua scripting support, similar to how PHP works). This would allow developers to put settings, status, and gameplay functions on the webserver so anyone can access them (without using the server's console or being in-game).

Our resources are compatible with custom files as well (as it allows downloading all files to each client). This means that in the future you may be able to send your own custom .dff or .x models, textures, images, sounds, etc. through a resource.. thus providing a complete "package" for your gamemode very much like Carmack's .pk3 and .wad formats you may know from Quake III and Doom I/II/III.

Resources are not necessarily bound to gameplay modes. For example, we have a drive-by resource that adds drive-by functionality, a simple tank-aim resource that adds a crosshair for tanks, a spawn manager resource that takes care of player spawning, a logger resource that logs server activity to a MySQL server, a death messages resource that displays all death messages, etc.

See, by moving as much of the functionality to resources (that are open-source) instead of baking everything into our DLL files, we are encouraging you to modify and extend the basic scripts we provide.

Gameplay examples can be found in the Tutorials section, but here's an example of a server-related resource:

MTA's resource browser

This is our resourcebrowser resource. As the name says it provides a frontend for our embedded webserver, allowing access to all other resources. This is an example of what can be done with resources, not just on the gameplay.. but on virtually everything you want.

I hope you found this an interesting read. In any case, thanks for reading. We will be posting some more in-depth info on this in a next post.


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Showing comments 1 to 10 of 58 | Next | Last
Heyaxe
Comment
Nice
Reply #58 on : Sun March 04, 2007, 23:12:45
Woot! First post lol! Nice progress, and nice to see an update that's not relating to a weekly tutorial :)
RA
Comment
version numbers
Reply #57 on : Sun March 04, 2007, 23:22:14
Do resources have version numbers? I'm wondering how a client with an old version of a resource is going to know that they are out of sync with the server, or other clients.
PIRAAT!!!!!!!!!!!!!!!!!!
Comment
RUM
Reply #56 on : Sun March 04, 2007, 23:23:08
Cant wait till its out.
PEACE!
IJs
Posts: 4
Comment
Re: version numbers
Reply #55 on : Sun March 04, 2007, 23:30:18
Resources have version numbers (in a meta.xml file), but like most other games around, the files are checksummed on join. If a file doesn't match with the server version, it will automatically download it.
-]alw[-Azu
Comment
Fucking yes!
Reply #54 on : Sun March 04, 2007, 23:38:02
Fucking yes!
Turshija
Comment
Re:
Reply #53 on : Sun March 04, 2007, 23:56:46
OH YEAH finally some news !
keep going guys !
J
Comment
:D
Reply #52 on : Mon March 05, 2007, 00:02:46
I always get so giddy when I see a new update :)
And this sounds awesome, I'm also suprised it wasn't a script tuturial as well. MTA will be the greatest mod ever! I can't wait!
jonathan
Comment
modding single player
Reply #51 on : Mon March 05, 2007, 02:01:05
if i mod single player can i still plat mta
Catalyst
Comment
Well.
Reply #50 on : Mon March 05, 2007, 02:08:42
You update once in two weeks. Too bad it's nothing I care about/will ever use, as far as I can tell. Doesn't this only pertain to people who want to run a server? Yeah, useless to half of us.

Thaaaaaanks.
eAi
Comment
Catalyst
Reply #49 on : Mon March 05, 2007, 02:27:05
Catalyst: Its important to everyone - it'll give you interesting and varied maps and game modes to play by making it easy for admins to install complex scripts - it'll make it easy for mappers to make maps without writing scripts, it'll make it easy for scripters to write general scripts that anyone can write maps for.

Remember that anything that benefits server admins benefits the players too.
Showing comments 1 to 10 of 58 | Next | Last