Re: GTA: San Andreas Online
Yes, the advantages of working without compiling:
1) Faster to tweak (no need to compile, just upload the editied)
2) Works best when developing with teams
Disadvantages:
1) Thieves can take a look at the code, but they can only see CLIENT SIDED CODE
Make up:
1) You can delete the not-compiled-script once it is read by the client via script
COMPILING:
1) Faster
2) Safer
3) Cannot be stolen (but can be decompiled, however decompiled outcome is not very good)
Disadvantages:
1) Actual source is hard to manage when working in teams (such as when capy and I are developing, we don't compile. but when we release, we will compile)
Re: GTA: San Andreas Online
Sorry but I really don't think you know what you're talking about. A project that started in 2003? I'm pretty sure San Andreas was released in like 2005. San Andreas Multiplayer isn't really "bugged" and it's completely debatable that Lua is an easier programming language than Pawn. Pawn's syntax is just as basic, if not more basic, than Lua's and doesn't use state-based scripting. Plus, a compiler is helpful because you can see whether you have made any areas before you playtest, and you tend to get more precise reporting of your errors and such. I find that much better than launching the game, reloading the gamemode, finding out something is not working for no apparent reason and then having difficulty finding what it is. However, yes, Lua is a much more powerful programming language. You can do much more with it. I will probably be moving on to MTA over SA:MP soon (I've dabbled in MTA before) though, but this post is just incredibly biased.
Re: GTA: San Andreas Online
Version History - Multi Theft Auto: Wiki
MTA is a project started from 2003.
I know what the hell am I talking about.
Re: GTA: San Andreas Online
Quote:
Originally Posted by
crocapy
Yes, Multi Theft Auto started being developed in 2003. No, Multi Theft Auto: San Andreas was not. Also, you don't know what you're talking about seeing as you completely ignore the rest of my post.
Re: GTA: San Andreas Online
I did read the rest of your post, just I don't have any replies on it.
Re: GTA: San Andreas Online
Quote:
Originally Posted by
crocapy
I did read the rest of your post, just I don't have any replies on it.
Tbh I prefer SAMP over MTA though thats just my personal opinion. If you ask me i think this thread was created just to stir up an argument.
Re: GTA: San Andreas Online
MTA started in 2003... for Vice City. So you're both right, technically. And if Lua doesn't use a compiler, is the language interpreted?
Re: GTA: San Andreas Online
Quote:
Originally Posted by
Cohen110
Tbh I prefer SAMP over MTA though thats just my personal opinion. If you ask me i think this thread was created just to stir up an argument.
No it isn't created for arguing or such, just telling and proving some facts.
Also, I don't remember that I mentioned the SA:MP was created with the MTA code, but the truth is that - it was..
Quote:
Originally Posted by
Junkers
MTA started in 2003... for Vice City. So you're both right, technically. And if Lua doesn't use a compiler, is the language interpreted?
I didn't understand your question that good, so qaisjp will answer on that one.
Re: GTA: San Andreas Online
Quote:
Originally Posted by
Foxtrot
Sorry but I really don't think you know what you're talking about. A project that started in 2003? I'm pretty sure San Andreas was released in like 2005. San Andreas Multiplayer isn't really "bugged" and it's completely debatable that Lua is an easier programming language than Pawn. Pawn's syntax is just as basic, if not more basic, than Lua's and doesn't use state-based scripting. Plus, a compiler is helpful because you can see whether you have made any areas before you playtest, and you tend to get more precise reporting of your errors and such. I find that much better than launching the game, reloading the gamemode, finding out something is not working for no apparent reason and then having difficulty finding what it is. However, yes, Lua is a much more powerful programming language. You can do much more with it. I will probably be moving on to MTA over SA:MP soon (I've dabbled in MTA before) though, but this post is just incredibly biased.
The debugging without the requirement to compile (just to type /restart resource) in the game, helps in these ways:
Provides the specific line.
The warning/error is only given when the code has reached that point, so for example if there is an invalid element passed to a function when you type a command, it will give a debug to it. Much more specifics are given
Quote:
Originally Posted by
crocapy
No it isn't created for arguing or such, just telling and proving some facts.
Also, I don't remember that I mentioned the SA:MP was created with the MTA code, but the truth is that - it was..
I didn't understand your question that good, so qaisjp will answer on that one.
crocapy - you have no proof that SA-MP uses MTA code, and there is no truth behind it. Don't talk about that, nobody mentioned that you mentioned samp uses mta code. that discussion is finished.
MTA started in 2003 as an experimental piece of software, MTA:Race was the first software made by that team for San Andreas. From III to VC to SA.
Lua does have a compiler to compile it (faster, less prone to be stolen for client files), the language is interpreted I guess.
Re: GTA: San Andreas Online
SAMP is the most popular out of the two (or more, I've only ever played SAMP and MTA:SA). I much prefer MTA:SA as there are a lot more features, I mean just go on a server and you'll be amazed at how superior it is compared to SAMP.