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daangelo29

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Everything posted by daangelo29

  1. Windows 7 should have a working .NET Framework without even updating.
  2. Windows 7 should reduce the problems you encounter in Vista, not the other way around. Did you run the installers with administrator privileges (Run as Administrator)?
  3. Oh ok. I remember having a conflict in the code I was working on before when I used the $PLAYER_ACTOR in an actor-based opcode, and I had to replace it with $PLAYER_CHAR to fix it, so that's how I got confused. Can't remember which opcode, though, but I think I understand now.
  4. lol, I was expecting for an answer like "No, it's $PLAYER_CHAR", but thanks anyway. I'm still a bit confused about the difference between $PLAYER_CHAR and $PLAYER_ACTOR. I might not be able to release the Morpher Mod beta soon. Still have other stuff to do.
  5. I'll try the 0665 opcode. Can I replace 29@ with $PLAYER_ACTOR?
  6. Speaking of which, I think I just found out what the problem of my Morpher Mod is...I used the wrong check/condition code. Forgot about the code to check if the player model loaded is the default or not, I put in "not Actor.Model($PLAYER_ACTOR) == 0" at the moment while I'm doing the rest of the code. Forgot to change it to the appropriate one, but I completely forgot the code so I don't know Am I using the wrong code, or does my mod have a different problem that I missed?
  7. Uh...time machine? Plutonium? Plutonium costs a lot of cash. He already spent much on building the DeLorean. Other than cash, he needs to have a license to possess it, which will be from hard to accomplish to impossible. Since he learned the terrorists stole plutonium, he took the chance. And what EWJ said.
  8. When Blue said delete the CLEO folder, he meant by deleting the scripts of the previous version of the mod. Installing the source code in top of a previous version of the mod will result to crashes.
  9. lol CTRL+ALT+DEL comics. It's been long I haven't read their comics. One of my favorite online comics. Speaking of which, I remember a friend of mine showing me the c**ktail Party he bought from CTRL+ALT+DEL. It looks like this (bigger view of the logo here). I'm thinking of buying one myself. I know it's steampunk. This was one of the best examples of steampunk that I can find, which is the reason why I was asking if any of you guys can think of a motivational/de-motivational poster for it.
  10. lol I was wrong about the timer. Will be using the timer. I'll add a timer in the HUD (something I've never thought of before lol) that will tell you how many seconds you have left to stay in the form to evade the police. Also, I just learned that I CAN make it so the wanted level wouldn't disappear at all but you won't be chased around by the police in ped form. They'll completely ignore you in the form.
  11. Anyways, the Disguise Mod (or Morpher Mod beta) will up soon...hopefully. Here are its features so far: The mod has three functions: "Copy", "Paste" and "Undo". All there work separately, so you can copy a ped's appearance/form and shift to that form anytime you want. You can undo the shift anytime you want, or shift to another form while already in ped form. You can evade police instantly by shape-shifting, but to evade them completely you'll have to remain in the form for 40 seconds. Shape-shift back to CJ in less than 30 seconds and you'll get your wanted level back. Shape-shifting back after 30-39 seconds would give you back your wanted level, but it's suspended (the stars are flashing), so as long as you don't commit another crime, you're safe. Suspended wanted stars should disappear if you wait long enough. Shape-shifting to a police, SWAT trooper or soldier will give you the ability to commit crime without getting any wanted stars. Your wanted level will be locked at 0 until you shift to another form or you undo the shape-shift. You'll still keep your possessions and stuff while in another form, of course. I'm not sure if I should make the #2 feature rely on its own built-in invisible timer, or the game's clock to know how many seconds you remained in ped form, because if I make it game clock-reliant and you guys have a Real Time mod installed, you'll wait for more than 40 MINUTES to evade the police. If I use a timer, it wouldn't be accurate and it would be buggy.
  12. In other words, if it is a 1.1 or 2.0 or any version higher than 1.0, then they wouldn't work unless you replace the main.scm and script.img with ones from version 1.0. But by the looks of it it appears you have 1.0 -- you wouldn't download saved games for a certain version if that version isn't the version of the game you have -- correct? (That's unless you don't know or you're not exactly sure what you're using right now)
  13. Yup, I'm gonna work on it once there's more progress. The DMC-13 is gonna have the features of the VC one plus stuff that I wanted the DMC-13 to have.
  14. Neat. It would still be unrealistic either way, though, especially if you travel back at time periods you've been to before. Since time traveling to the game is considered skipping time (either to the past or to the future), the game randomizes the weather by itself as you time travel. Which code did you use for the random weather, Blue?
  15. ROFLMAO There is such thing as a sector 0, but as far as I can remember the "vital information' that's in it is the file allocation table (FAT) or the partition table. There's also the DOS Boot Record which indeed contains important information. But seriously, a virus or any form of software can't technically "destroy" an HD. It can alter data, yes, and if it were to target "Sector Zero" and overwrite or delete its data or something, a good recovery would do the trick. It's impossible to destroy the HD permanently this way, therefore this can't be a dangerous virus at all (if it were to exist).
  16. I'll try that fix later, after getting some shut eye.
  17. No. The only side effect of the coil bug is the inability to time travel. The time circuits can still be turned on, you can switch to flight mode just fine (you still won't be able to time travel), Mr. Fusion is re-fuel-able, etc. When the coil bug turns off, everything goes back to normal.
  18. You can't load the saved games at all? Speaking of which, can anyone help me look for a particle or set of particles present in SA that's good as effects for the shape-shifting? Seems like everyone. Note that if I were to work on both, it's likely that I'll finish the Morpher Mod way before the TF mod.
  19. Well it ain't happening on mine. The only bug that occurs so far is the coils bug.
  20. It's probably because of the Stargate mod. Having other mods would make conflicts with the BTTF mod -- the Gravity Gun, for instance, is capable of erasing one of the DeLoreans. I haven't encountered that bug yet.
  21. Both single and multi. And it can happen before or after time travel, which makes it unrelated to this bug. They just turn on by themselves then stay like that until wait another couple of minutes. When you have 2 or more DeLoreans, their coils lit up all at the same time, even though you weren't all spawned at the same time. Try my Sleep Mod, spawn a DeLorean or two, then accelerate time by sleeping. Just spawn them -- time travel or not, they'll lit up anyway. Note that after a few minutes, they'll turn on by themselves then turn off after another few minutes. I hope you'll get my point now.
  22. Everything is good so far. Only one bug is left -- the coils bug. (Had to use CJ's camera to take this pic; for some reason, the DeLorean or some of the parts of it disappear in the screenshot whenever use print screen) Like I've said before, the coils turn on by themselves after a couple of minutes. While in this state, it becomes unable to time travel. You'll have to wait for another couple of minutes so coils can turn off and the DeLorean can time travel again. Also, can you have it so that if the player goes in the same destination time as the DeLorean he sent via RC/autopilot, both the player's DeLorean and the RC one would appear the same time, much like VC? At the moment, the RC DeLorean appears ahead of the player's. Also, speaking of MTMs, are you also planning to do Past/Future DeLoreans, or are we just gonna have the MTM? And I think I know what DK meant by fixing the "calendar system" (he meant the date/time system). When you die or start missions or finish missions, the hours and minutes pass, but the date doesn't. As a result, you time travel to the past at will.
  23. It's hard to test the MTM feature without RC ...so I used the Gravity Gun mod instead. Easier and faster than towing it to 88. Just aim, magnetize, then shoot. Here are the bugs I found so far. I still have piano lessons to take care of, so I only got this far: - Tried the spawn bug, but no crash. The DeLorean can't be spawned at all in the Wasted Screen. - Sending a DeLorean, then spawning a DeLorean then time traveling with it will cause the DeLorean you sent to get erased (same bug as PC's) The DeLoreans you sent, either in ground mode or flying mode, should return just fine (in the same speed apparently) as long as you don't time travel before they return and you don't send them in a past time.