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daangelo29

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Posts posted by daangelo29


  1. Expect some sh*t posts or flames in your VS thread, DK, especially from Godzilla and Optimus Prime fanboys. :P

    People there would argue if they can and if they want to, even if they have to flame or b*tch the members around to do so (even the mods/admins there do this). In many cases, they would argue for something without knowing the thing they're arguing against at all, which is exactly what's happening here in this thread.


  2. I find it funny how the thread started as this...

    I'll be going offline for a week or more tonight is my last night for a while we are going on a photography trip so i wont be online so if everyone could tell me what i miss when I come back that would be great
    ...to this...
    HA!!! Godzilla took on a huge asteroid in Final Wars and blew it to smithereens. So Optimus Prime would be destroyed before he hit our atmosphere.

    Can you guys continue this somewhere else, like in the SpillOver forums? How about a forum site that has its own VS forum for arguments like these?


  3. I'm just gonna update my previous Disguise Mod to become the Morpher Mod. The mod already allows CJ to "copy", "paste" and "undo", all 3 being separate abilities, so you can copy a ped's appearance, then just morph to him or her any time you want, and even take another form while already in a form of a ped.

    I'm gonna release the Disguise Mod as a beta version of the Morpher Mod soon, so you guys can test it out and have an idea how it would work. At the moment, I can't officially release it on GTAGarage or anywhere else because of a certain "copyright infringement" problem with PatrickW and Dutchy3010's MPACK mod Citizens which works similarly to this.

    Consider it also a "Prototype" mod because of the similarity. :lol:

    Now to find a vial model, anyone here knows where I can find one or knows how to make it for me? (I'll credit you for the latter, of course)


  4. I was working on my Transformers mod, when I came up of something for a mod that's similar to TF and Prototype -- CJ can shape-shift like some sort of stretchable elastic tough material that can copy almost all objects or people around him and shape-shift to them. Now I'm wondering which to work on. Both mods work similarly.

    For you guys, which of the two would you prefer the most?

    Morpher Mod

    • CJ can copy any ped or vehicle (ground or air) that's nearest to him. If it is a ped in a vehicle, either only the vehicle, or both the ped and the vehicle in one will be copied and morphed into. I am yet to know if I can also copy other stuff like wheels/boxes/etc..
    • For each form, you can acquire "special abilities" based on the form, i.e. transforming to a Ballas gang member would allow you to recruit Ballas gang men, or transforming to a police would allow you to lock your wanted level to 0
    • Shape-shifting to another allows you to evade police instantly.
    • Shape-shifting to cars would also give you the ability to "customize the form" like a car "at will". And "car damages" are no big worry for you.
    • Though you can transform to cars, you are still treated as a . Crash to a wall at high speeds, for instance, costs health. However, you can, in a way, use the form itself as a sort of armor to reduce the damage you take.
    • You can "acquire" weapons or tools through shape-shifting.
    • He can shift back to normal anytime.
    • You can change clothes, even those you haven't bought, by simply shape-shifting.
    • I've already experimented with the shape-shifting-to-peds thing when I was working with my Disguise Mod, so it won't take me that long to make this.
    • You can technically turn this mod on or off, but it will be in a form of object -- You'll need to find a vial of experimental goo and drink it to turn to shape-shifting CJ. You can also just throw the vial to the ground, and it will act as a sort of molotov c**ktail that burns people or makes cars explode lol
    • Other than being able to copy forms, I'll also be providing CJ's own special forms, each having special abilities, i.e. CJ can turn his entire body to pure armor that takes less to no damage.

    Transformers Mod

    • As the name suggests, it's basically based from the original TF and the current live-action TF films
    • You can turn on this mod anytime you want, but once activated, you cannot start or do any mission. If you're in a mission, either you can't turn it on at all or the mission will be canceled.
    • There will be 2 types of Transformers: Speed and Power Transformers. Speed TFs move faster, but execute weak (but fast) attacks and have fewer weapons (their special weapons would be melee ones), while Power TFs would be the opposite (their special weapons are all heavy artillery).
    • In vehicle form, you can switch to another vehicle by simply approaching it near enough, scanning it. You can, however, only copy those that belong to the type of TF you chose.
    • You can customize the vehicle form "at will."
    • The weapons that will be used will be based on the type of TF and the form you choose.
    • Ammo is unlimited, of course.
    • The robot forms are only limited to 9 (2 for Air TFs, 2 for Ground TFs and 2 for Water TFs).
    • Though you can just step on the puny humans below, their weapons are still effective against you.
    • Good for multiplayer.
    • It will take me HELL long to make this mod, with the code and models.


  5. What Mike said. I suggested 2 because it wouldn't result to instability-related problems for those who use slow desktop PCs or laptops, and I wasn't thinking of a mod move.

    If a move was to occur, 5 in total would be too few. 5 for each is good. :P As for the TT, go with 2, that is if you guys are planning to make the concluding scene of BTTF3 re-visit-able via time travel.


  6. I read more of the sanny manual, and i CAN create multiple threads, meaning multiple time machines from VC is in.

    :mellow: I was actually trying this for my Transformers mod, after realizing having only one thread is a pain in the a**. I got the multiple threads idea from Ryosuke's skin mod and the Winter mod, which make use of S files which had me wondering since. Should have suggested this earlier, but it never came to my mind because I thought the MTM feature won't be made soon AND I forgot the MTM make use of multiple threads.

    And I'm very glad the VC keypad is now possible. I'm always bothered by the old input method, which not only bores the player a bit but also sometimes frustrates them and that spoils the fun.


  7. Yup, no more crash sh*t that's related to the mod. The only crashes I experience are those I commonly and normally experience when installing new CLEO scripts.

    I'll still test it again later. I still have the Morpher mod and the Transformers mod to work on. Speaking of which, I need to make a poll whether to make the Morpher or the Transformers mod, since the two things are very alike in function.


  8. I could no longer reenact the #4b bug. I guess it only happens if the game tries to erase it.

    As for the coil glows bug, I learned that the bug "turns on then off then on again" after a few minutes, which makes it fixable.

    Also, I believe cutscene time travel ain't fixed yet. When I tried cutscene time travel once, the DeLorean could no longer be switched back to flight mode nor be destroyed (the thing becomes everything-but-water-proof) after re-entry.


  9. 2. Yes, I have set the destination time right. I'll try testing it again, hoping what I've experienced a while ago was just a memory problem.

    3. lol I'm not really sure how it started, but I'll try to reenact the same thing again. It was funny, seeing this and the other bugs occurring at the same time.

    4. After installing the fixed source code, the bug is now "in two forms". First, go to fly mode with a parachute, filled up Mr. Fusion and turned on time circuits, fly very high in the sky, abandon the DeLorean in mid-air, and let fall and time travel. After re-entry, do either of the following:

    • Enter the DeLorean, and you'll notice that the DeLorean can no longer switch back to driving mode.
    • Let the DeLorean fall, and you'll notice that the engine is still ignited (or turned on, in other words) so it can stay afloat by itself which I find amusing lol, and the coils are still glowing. Wait for a couple of minutes, and the DeLorean will suddenly disappear, leaving only the coil glows and wheels behind. Because they don't have collisions and no DeLorean to attach to, they'll drift away in mid-air, each in a different direction, like bubbles.

    5. Flying DeLorean's still tow-able. :P (I mentioned it because I found it amusing, not because it was a bug; I hope this also works on other planes :lol:)


  10. Just tested the source code. It was a bug-fest

    1. Whenever I do "inside time traveling", and the "paradox bug" occurred after re-entry. It can be fixed by switching to flying or on-ground.
    2. When I first tested the outside time travel, it was able to travel, but it didn't return at the expected time. I entered the make cars explode cheat so I can spawn another DeLorean, then when I set the destination time to the current time, that was the only time the DeLorean I sent came back. This only occurred once -- after this, outside time travel works fine.
    3. I recognized that a Vagos had fire trails coming out of where he stands, and following him around as though he's the DeLorean with the fire trails bug. I wasn't able to take a pic because for some reason the fire trails and other effects don't appear in the screenshot, but it happened when I did all of the things above.[
    4. The flying DeLorean can do outside time travel without problems, but couldn't convert back to ground mode after re-entry.
    5. You guys never told me the flying DeLorean is tow-able. :lol:

    (You may have already known these bugs, just posting them to remind you)

    I've also tried the pushing DeLorean with the train thing. A ped-driven train didn't work -- it barely reaches 50 mph (without a mod). Tried parking the DeLorean on one part of the train track then driving the train myself there at near maximum or "shaking" speed (106 mph), but the DeLorean disappeared when/before I got there.

    Then I came up of carrying the DeLorean to 88 using a freight train, and man it worked. :lol: It was able to time travel before it fell off the train.