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Darth-Sidious

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Darth-Sidious last won the day on June 30 2015

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About Darth-Sidious

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  • Birthday 07/27/1977

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  1. No, I still need the cleo-scripts for KITT and KARR...But what I ment was that I edited all of the vehicles that I did not want in the mod, that is all of the KITT vehicles, the SPM-KITT (I never used it in the game), KARR vehicles, that ugly Goliath and FLAG Trucks and that thing from Knight of the Juggernaut. I only use the BFinject for KITT and the Hotknife for KARR with all of there functions. All of the other KITT and KARR vehicles from the mod are not installed. The cars that where used for these other cars are also back to normal...So when CJ get;s in the Hermes, it's just the Hermes and not the Hermes saying "I'm the voice of Knight Industries Two Thousand microprocessor etc" and it doesn't have the functions from KITT, that's what I did, but of course I still need cleo for the two vehicles that I do use. I do not know anything about a Knightrider mod that doesn't use cleo-scripts. Here's how I did that: - First I installed the mod to another folder then GTA SA - I took the models that I needed (BFINJECT.DFF and HOTKNIFE.DFF) from the GTA3.IMG that came with the installation - Then I took the KNIGHTRIDER.TXD from the KR.IMG - I renamed KNIGHTRIDER.TXD to BFINJECT.TXD and to HOTKNIFE.TXD - I took the handling and colorline from the HANDLING.CFG and the CARCOLS.DAT and put them into a notepad - Then I took the cleo-files I needed for both cars (so I removed the ones for the Knight 3000 along with the sounds) - I removed the cars that I didn't need from the cleo-scripts Then the installation: - I installed the two cars with GGMM and replaced the handling and colourline - I placed the cleo-files in the cleo-folder - I placed the VehicleSpecialAbilities.asi and the VSAConfig in the main GTA SA folder - I started the game ! Now I only have KITT and KARR with working scanners and all of the functions that came with the original mod. If you need a more detailed tutorial on how to change the cleo-scripts please let me know... Otherwise I hope you can find a Knightrider Mod that doesn't use cleo, but as far as I know this is the only way to make use of both KITT and KARR without making changes in the regular main.scm. Greetings, Erik (I know nothing from converting models or scripts from GTA VC to GTA SA, but maybe this forum can help you: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=3622)
  2. I found out about that too...When I installed KITT from the GTA_KnightRider_0.2b_R2_Setup.1 mod KITT's scanner worked. But when I transform (not animated) to SPM the scanner didn't work. This will only work with VehicleSpecialAbilities.asi and VSAConfig...So I install CLEO 4 for it. Because the scanner in SPM worked under CLEO 4. By the way I found out that there was another cleo file that caused the error to, I don't know if anybody of you guys ever heard of a towning script for cleo ? When I have these files in my cleo-folder the game crashed after leaving the barber-shop. So I think this was the bug. Thnxsss guys !
  3. Ok thnxss for this advice Uokka, I'll go and try that if it's needed. I have something strange that happened before I need to try your advice... I installed a new and clean version of GTA SA Then I installed CLEO3 Basics Then I removed the cleo-folder Then I installed the BTTF SA mod from this website Then I installed the latest source-code Played the game, and now the Ryder-mission works ? After the haircut I come out of the barbershop and the game continues. Could the solution be that I now first installed Cleo into my San Andreas folder ? Was that needed to make it work ? If it is, it was my mistake all the time. I just go and see if the rest of the game functions as well... If I need help again I'll let you know b.t.w. just to make sure, I already downloaded the files that you mentioned in your post
  4. First of all sorry for bumping this old topic, but if someone knows where else I can put errors or bugs for the SA bttf mini-mod please let me know.... Here's the situation: I have installed the latest version and my game keeps on freezing...I have the mod installed on a clean GTA San Andreas version. If I install just the mod the game freezes when CJ get's out of the barbershop from old Reese in the mission "Ryder". When I install the mod and the latest source-code the game also freezes or closes down at that moment... In the error report it says most of the time that the last file loaded before the game closes down is in the audiostream, the door.s or the spark.s. It also said a few times that the error lies within the player.img, but I don't see anything in the player.img overwritten when the mod is installed... Please help, and I hope that a new version gets released together or before the release of 0.2f... Thnxsss in advance guys !
  5. Sorry for that Uokka I know it's off-topic but I can't report bugs and errors in the topic for it...So I don't know where to ask questions about bugs and error for the official bttfhillvalley mod....but thnxsss anyway mate !
  6. I use this Knight Rider mod GTA_KnightRider_0.2b_R2_Setup.1, but only parts of it. Of course it has cleo in it, but after long evenings of trying I got the things that I want. KITT, KARR and SPM for KITT. I have edited all other vehicles (along with the cleo-scripts for those vehicles, I mean a regular Hermes Karr with all of KITT's functions isn't that great either) out of this mod because it was just too much. After installation of this one you start the game on the abanded airstrip with 8 KITT vehicles, 2 KARR vehicles, Goliath, FLAG Mobile unit and a few more things and you can't play the regular story mode anymore... Now I can play the storymode with KITT (and all of his functions and spm) and KARR (and all of his functions) and for autodrive (only when CJ is in the vehicle) I just use Zeti's Advanced Car Controls part 3. Via this way I have a nice knightrider mod and I'm able to play the regular story modes. If you need to know how to do that all I can leave a tutorial here...
  7. Well I see you guys have a lot of work with that script...I already told that I have bug after bug after bug with the installation of Delorean88MP's mod. But now I have trouble with the official mod for GTA SA as well. Does anybody knows what source codes I need to make it work ? At this moment I have the standard game installed, the official mod from bttfhillvalley and source-code gtasa_20101105 which is the latest source-code. I also installed the new models and the new animation.ide. Do I need to install other source-codes before I install this one ? The most common error I get is this one: GTA:SA Crashed, Debug Info Follows: GTA Info: Version: US 1.0 Last File Loaded: cleo\DOOR.S Last Library Loaded: C:\Program Files\VistaCodecPack\filters\bass_wv.dll Error: Unknown Assembly Info: Exception At Address: 0x01565110 Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION) Registers: EAX: 0x00000000 EBX: 0x00000001 ECX: 0x00000000 EDX: 0x00002906 ESI: 0x0226C044 EDI: 0x00000000 EBP: 0x000007C5 ESP: 0x0022FB78 All the time that door.s file from the cleo-map, and this error happens whenever CJ is in the time-machine and when I go from normal mode to hover mode. The moment the wheel animation is playing...what could this be ?
  8. Well, that's the point...I have tried to install it via different ways. The only time I don't get errors is when I only install: - The game - The Original Mod - Delorean88MP mod If I install all of your updates the game is crashed, if I install some of your updates (without the teleport script) my game crashed, and with or without the crysis deloreans the game crashed... The only thing I haven't tried is to install just the above and the (optional) crysis deloreans...So that's what I'm gonna try. Maybe there are still some bugs in these updates, but I have been trying for three days now and now I'm going to play around with the game a bit hehehe... b.t.w. why is delokit changed into bananas in my last post ?
  9. Hehehehe, but it's still worth the download...The best knight rider mod I have ever seen, but also the most diffecult one to turn into a normal story mode because the code for the animations is placed into the main.scm and I have tried and screwed up my game multiple times to make it work in the regular story mode. But I haven't got enough knowledge to work on codes not for the main.scm and not with cleo-codes. Maybe you know something about it BTTFModMachine ?
  10. I found out that the BTTF2 (Bullet) and BTTF2 Hover (Buffalo) are both using the bttf2.txd in the vehicles.ide. The bttf2.txd from the original mod is made out of 45 files. The bttf2.txd (bttf2 normal delorean) and the bttf2L.txd (bttf2 hover-delorean) from the Crysis Delorean is made out of 19 files. Via that way I can't replace them. So is there another way to use the crysis-delorean textures and make it in to a hovering delorean when I use DeLorean88MP's mod ? I really want those crysis delorean get to work, but I don't want to screw up my game everytime... I guess DeLorean88MP should know because the mod is his and the crysis delorean models are his as well... Or maybe BTTFModMachine knows...I'm also trying to turn the D.E.L.O.K.I.T.T. in to a hovering model...that is something I go and try tonight. Thank you kindly for the helping hand !
  11. Hey Reclaimer, Maybe this is what you are lookin for, I tried it a couple of times and it's really Knight Rider style completly with animations for t-top roofs, convertible-mode and super pursuit mode. You can even turn the moving scanner on and off and K.I.T.T. has weapons as well. I tried to use just the model(s) so I could use them in the story mode but I failed because everything is coded in the main.scm script. Here's the video: http://www.youtube.com/watch?v=W8pnkNbfAnE And here's the download: http://www.moddb.com/mods/knight-rider-old-school1/downloads/knight-rider-old-school-mod-04b Enjoy, it's worth the download !!
  12. I'm loving it too, but since the teleport script is still in Beta I chose not to install it anymore until the finished version is completed and uploaded here...I had a few problems with it as well, and the time-circuits didn't show up at all. I also didn't install Uokka's hover script (sorry for that Uokka), but I found out that it is still too complicated for me and it doesn't work together with some of my other cleo-mods that I have installed... I think I leave it now as it is, and install new things when the new Crysis Deloreans are released and when BTTFModMachine has released his other updates
  13. Ok, I have used it as well but those controls are a lot more diffecult...Also, is it possible to fly with the bananas ? I'll probably have more questions, but I'm off to bed now, it's already 2 am here and I'm really tired. Alarm goes off in 6 hours and my two daughters won't wait for daddy to get out of bed hahaha. So good night and thnxss for helping me out so far
  14. Yeah, but if it replaces another car, I still can't see why this would solve my problem with the textures for the hovering Delorean. Could you please be a little more specific about how you did it ? Thnxsss man