GTA: San Andreas Online

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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.
 
Evil Scottish Overlord
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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?
 
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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..

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.
 
Initiate Mage
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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


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.
 
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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.