bluespace88 Posted September 12, 2009 Posted September 12, 2009 New discussion. Though mainly for sparks, its also for any bug fixes and small features.
Fishy-Fish Posted September 12, 2009 Posted September 12, 2009 (edited) Is it just me or does it never run for me? Like, I double click on the icon, but sometimes, it never shows up or it does show up but quits right before the main menu... Or is that because of SA Limit Adjuster? EDIT: Okay, I fixed it. I had to remove d3d9.dll... But now I face another problem. Halfway through the loading bar, the game would crash. I tried running the game as an administrator but it didn't work. Edited September 12, 2009 by Fishy-Fish
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 you need d3d9.dll for limit adjuster.....
Fishy-Fish Posted September 12, 2009 Posted September 12, 2009 (edited) I just realized that. I put it back in and FINALLY got the game to the menu and it works now. But what can I do to make it load every time? It's really annoying to load the game like... 20 times just to get it up. Edited September 12, 2009 by Fishy-Fish
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 I dunno. Never had that problem. Of course, we only tested with V1, and not downgraded V2. Also seems to be a wanted level bug when going across other islands causing crashes.
Fishy-Fish Posted September 12, 2009 Posted September 12, 2009 (edited) Yeah, I keep crashing with that too... EDIT: Oh, and it kept doing that glitch for me on V1 AND downgraded V2... Edited September 12, 2009 by Fishy-Fish
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 yeah, has to do with global variables again. Stripped scm works perfectly. I'll split the time travel script.
Fishy-Fish Posted September 12, 2009 Posted September 12, 2009 Okay, I'll assume that'll be for 0.1.3.1?
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 yep. Sparks will be 0.1.3.2 i guess, or higher depending on the bugs.
Fishy-Fish Posted September 12, 2009 Posted September 12, 2009 Okay, I can live with that. The less buggy, the better. Oh by the way, I notice that the islands that will cause crashes have like.. signs on the highways telling you not to head in the direction... Did you put those there?
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 Umm....no.... If you ever played the real game, they'd be blocked until you unlock them
Fishy-Fish Posted September 12, 2009 Posted September 12, 2009 Oh, I guess I haven't played the REAL GTA SA in a long time I had forgotten those were there... Maybe that's why the game crashes xD A stripped Main.scm would be nice
Dragon King Posted September 12, 2009 Posted September 12, 2009 one small thing I find annoying with 1.3 is unlike VC you can't stop a flying BTTF2 delorean after thrusting quickly. It takes too long to stop in my opinion. Anyway to fix? If the answer to my problem already exists in GTASA, i am unaware of it because it is not in the Readme.
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 For you that is, thats your opinion. Realistically, its better then VC. SA's handling of heli physics is more accurate in this case. Helicopters do not automatically slow down drastically when they are level. They have to lean back to do that. I have no plans to change it especially when I have no problems with it. And I always felt the delorean decelerated too quickly in VC.
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 easy fix. It's an SA Limit Adjuster bug. http://www.mediafire.com/?muzmtvjmhzy Just replace the one in your GTASA folder. The cause was due to some model loading stuff that the limit adjuster left in for some reason (?) Anyway, If you open it up in txt, the 0.1.3 would have a section looking like this. # Models the game uses internally ; New models need to be loaded via the SCM before use CopCar 1=599 CopCar 2=596 CopCar 3=597 CopCar 4=598 CopCar 5=523 CopPed 1=283 CopPed 2=280 CopPed 3=281 CopPed 4=282 CopPed 5=284 Ambulance 1=416 Ambulance 2=416 Ambulance 3=416 Medic 1=274 Medic 2=276 Medic 3=275 Firetruck 1=407 Firetruck 2=407 Firetruck 3=407 Fireman 1=277 Fireman 2=279 Fireman 3=278 TaxiDriver 1=262 TaxiDriver 2=261 TaxiDriver 3=220 TaxiDriver 4=234 TaxiDriver 5=182 TaxiDriver 6=206 Enforcer Replacement=427 SWAT Ped Replacement=285 FBI Rancher Replacement=427 FBI Ped Replacement=286 Rhino Replacement=432 Barracks Replacement=433 Army Ped Replacement=287 Police Maverick Replacement=497 SAN Maverick Replacement=488 Police Weapon 1=3 Police Weapon 2=22 SWAT Weapon=28 FBI Weapon=29 Just add a # in front of each one so it looks like this # Models the game uses internally ; New models need to be loaded via the SCM before use #CopCar 1=599 #CopCar 2=596 #CopCar 3=597 #CopCar 4=598 #CopCar 5=523 #CopPed 1=283 #CopPed 2=280 #CopPed 3=281 #CopPed 4=282 #CopPed 5=284 #Ambulance 1=416 #Ambulance 2=416 #Ambulance 3=416 #Medic 1=274 #Medic 2=276 #Medic 3=275 #Firetruck 1=407 #Firetruck 2=407 #Firetruck 3=407 #Fireman 1=277 #Fireman 2=279 #Fireman 3=278 #TaxiDriver 1=262 #TaxiDriver 2=261 #TaxiDriver 3=220 #TaxiDriver 4=234 #TaxiDriver 5=182 #TaxiDriver 6=206 #Enforcer Replacement=427 #SWAT Ped Replacement=285 #FBI Rancher Replacement=427 #FBI Ped Replacement=286 #Rhino Replacement=432 #Barracks Replacement=433 #Army Ped Replacement=287 #Police Maverick Replacement=497 #SAN Maverick Replacement=488 #Police Weapon 1=3 #Police Weapon 2=22 #SWAT Weapon=28 #FBI Weapon=29 Also, I need someone to actually do the missions up to where you get a haircut and see if theres any crashes. I already changed my script to not use global variables, but if its not a problem, then theres no need to release it.
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 looking at it now, the wormhole looked more impressive in the side shots xD
Knight Industries Posted September 12, 2009 Posted September 12, 2009 sorry if i was to post this somewhere else but i get an error when the loading bar is at about 90%, i have taken out everything from the cleo folder to test if that's that problem, i get this error:
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 sounds like your main.scm is bugged. Is this a fresh SA install? And what version?
Knight Industries Posted September 12, 2009 Posted September 12, 2009 it's a copy of my backup, i installed the mod on it and my version is US 1.00
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 post your install_log and sala.log 90% huh. Weird, I know 50% is when you don't have limit adjuster configured correctly.
Knight Industries Posted September 12, 2009 Posted September 12, 2009 here's the install_log: SPOILER: Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas Extract: IMGTool.exe Extract: vorbishooked.dll Extract: vorbisFile.dll Extract: gta_sa.exe... 100% Extract: cleo.asi Extract: d3d9.dll Extract: salimits.ini Extract: saloader.ini Extract: saweapons.txt Extract: stream.ini Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\BTTF_ReadMe Extract: english-readme.rtf Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\cleo\audio Extract: 0.mp3 Extract: 1.mp3 Extract: 2.mp3 Extract: 3.mp3 Extract: 4.mp3 Extract: 5.mp3 Extract: 6.mp3 Extract: 7.mp3 Extract: 8.mp3 Extract: 9.mp3 Extract: boost.mp3 Extract: hover_off.mp3 Extract: hover_on.mp3 Extract: input_enter.mp3 Extract: input_off.mp3 Extract: input_on.mp3 Extract: sparks.mp3 Extract: time_travel.mp3 Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\cleo\cleo_text Extract: bttf.fxt Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\cleo Extract: date.cs Extract: draw.cs Extract: flying.cs Extract: GxtHook.cleo Extract: keypad.cs Extract: plane.cs Extract: spawn.cs Extract: speed.cs Extract: timecircuits.cs Extract: timetravel.cs Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\data Extract: carcols.dat Extract: gta.dat Extract: handling.cfg Extract: vehicles.ide Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\data\maps\animation Extract: animation.IDE Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models Extract: effects.fxp Extract: fonts.txd Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\generic Extract: vehicle.txd Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\text Extract: american.gxt Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img Extract: animation.col Extract: blue_wormhole.dff Extract: blue_wormhole_core.dff Extract: bttf2.txd Extract: bullet.dff Extract: d_coil_lit.dff Extract: d_green.dff Extract: d_strut_b.dff Extract: d_strut_l.dff Extract: d_strut_r.dff Extract: d_wheel_g.dff Extract: d_wheel_l.dff Extract: d_wheel_r.dff Extract: sparrow.dff Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models Extract: img.exe Extract: script.bat Output folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models Spark Console (1.0.0) by Arushan (oneforaru@gmail.com) Opened gta3.img successfully. Imported new file: animation.col Imported new file: blue_wormhole.dff Imported new file: blue_wormhole_core.dff Imported new file: bttf2.txd Warning: File bullet.dff already exists in archive, overwriting it. Imported new file: bullet.dff Imported new file: d_coil_lit.dff Imported new file: d_green.dff Imported new file: d_strut_b.dff Imported new file: d_strut_l.dff Imported new file: d_strut_r.dff Imported new file: d_wheel_l.dff Imported new file: d_wheel_g.dff Imported new file: d_wheel_r.dff Warning: File sparrow.dff already exists in archive, overwriting it. Imported new file: sparrow.dff Removed file: bullet.txd Removed file: sparrow.txd Archive saved Archive closed Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\img.exe Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\script.bat Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\animation.col Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\blue_wormhole.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\blue_wormhole_core.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\bttf2.txd Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\bullet.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_coil_lit.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_green.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_strut_b.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_strut_l.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_strut_r.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_wheel_g.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_wheel_l.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\d_wheel_r.dff Delete file: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\sparrow.dff Remove folder: C:\Users\Alex\Guitar Tabs\GTA San Andreas\models\addtogta3img\ and here's the sala_log SPOILER: [sat Sep 12 16:48:53 2009.] Starting SA Limit Adjuster... [sat Sep 12 16:48:54 2009.] ColModels: 18000 [sat Sep 12 16:48:54 2009.] Collision Files: 500 [sat Sep 12 16:48:54 2009.] QuadTreeNodes: 4000 [sat Sep 12 16:48:54 2009.] QuadTreeNodes2: 4000 [sat Sep 12 16:48:54 2009.] MatDataPool: 5000 [sat Sep 12 16:48:54 2009.] AtmDataPool: 2000 [sat Sep 12 16:48:54 2009.] Polygons: 15000 [sat Sep 12 16:48:54 2009.] Objects: 1000 [sat Sep 12 16:48:54 2009.] Streaming Memory: 100
Mini-Me Posted September 12, 2009 Posted September 12, 2009 Also, I need someone to actually do the missions up to where you get a haircut and see if theres any crashes. I already changed my script to not use global variables, but if its not a problem, then theres no need to release it. Done, crashed for me when Ryder enters the car at the beginning if the DeLorean was spawned before. Same goes to when I try to spawn the DeLorean when I arrived at the barbers and Ryder still is in his car. And when I leave the barber and Ryder stands leaned at his car it still crashes when spawning. Any more tests required ? EDIT: It now always crashes when I start a game that is waaay further in the story. If it is due to the global variables you use, why don't you use local arrays then? Or isn't that possible?
daangelo29 Posted September 12, 2009 Posted September 12, 2009 Just have the mod disabled during missions, or delete all DeLoreans spawned when a mission starts to avoid this. It's pretty pointless anyway to time travel during missions, especially with that mission. As for the crash-in-starting-the-game thing, uh oh. Also, I have one question in mind I wanna ask about this version of the SA BTTF mod -- is there gonna be a cutscene time travel? lol @ DK. When I go to praise SA more, he goes to do the opposite.
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 I'm just not catering to his demands. Local arrays aren't possible. I just split the stuff up already, so I guess that'll be 0.1.3.1, where everything is local and not global.
bluespace88 Posted September 12, 2009 Author Posted September 12, 2009 @knight just wondering, did you rebuild the archive?
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