We have tried several gamemodes on the test, some of which have shown that they need some attention before we can mark them as releasable. Gamemodes which we have tested are: capture the orb (cto), capture the vehicle (ctv), team deathmatch arena (tdma), capture the flag (ctf), race gamemode (race) and classic deathmatch (cdm).
Now, about the progress summary for June/July:
- Mabako has made a neat looking chatbox customisation tab for the settings menu, along with some presets available. It's now really easy to customise your chatbox the way you want it to be! See pic.
- Several other UI changes: updated gui icons, improved alt-tabbing and fixed most of the problems related with it, added new configuration options to settings window and fixed ones in sound volume tab, resolution changing tweaks, rewritten and improved code for taking screenshots, added filters for server browser
- Added opacity customisation for the ingame full screen map
- Added setVehicleGravity function - see pics: 1 , 2 , 3 , 4.
- Fixed killer and weapon detection for flame kills
- Jax has added a possibility to set custom headlights colour for vehicles
- Further bandwidth optimisations and crashfixes
- Tweaks for unoccupied vehicles synchronisation
- Configuration variables for server have been cleaned up a bit, and had their explanations tweaked where needed
Rest of changes can be found here (up to r1296).
There is of course a fair amount of changes made to resources (and map editor) as well, you can see them here (starting from r211).
Here are some eye-candies for those of you who weren't lucky enough to join the public test (or had a nasty accident involving Fraps and Steam just at the beginning of the test.. oh wait, that's me
):



Speaking of Steam, if you are using it, you might want to check out our newly reopened Steam Community group
there. We will use it as an additional form of communication with you
from now on. We will also utilise the events system available in there
to mark some MTA-related events, once they're planned.
We would
like to thank those who participated in the Friday's test and we would
like to invite you to our next public test, which will be held on Saturday 18th July. This will attempt to see how 1.0 will cope with high loads and try and push the playerlimit.
Unlike our previous tests we'll be holding this alongside our friends at Valhalla Gaming .
This means the test will be entirely RPG based - and we encourage any
fans of RPG to participate. Of course, anyone is welcome to join, but
it should be noted that Valhalla is strictly an RPG server and
therefore there are specific role-playing rules to abide by. We feel
that by running a beta test in an RPG environment, we can truly test
high player limits while still making it managable.
Estimated time of test start is at 1500 GMT. Please click here to find out what time this is in your time zone
Unlike usual, the test will be running for several hours, so you should be able to get a slot.
As with our previous tests, join our email list by visiting beta.mtasa.com or join follow us on our twitter page to be told when and where the test is happening.
We
will post the details for the Beta client download and the server
address through our various contact feeds closer to the time. Feel free
to join us at irc
in our #mta irc channel, though all playing details will be posted on
this newspost, twitter, and the above mentioned Steam community group,
so you wont miss out if you're not there!
Depending on the
results of the test, and of course your feedback, we can determine how
far we are away from release. Judging by the current state of the mod,
we would like to think release can happen very soon after this test.
That's it for now.



