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bluespace88

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bluespace88 last won the day on July 27 2014

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About bluespace88

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    Nishinomiya, Hyōgo, Japan

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  1. Version 0.1.4.4

    504 downloads

    Back to the Future SA Mini Mod 0.1.4.4 By the Back to the Future Hill Valley Team We are proud to announce the release of BTTF:SA. Unlike the VC mod, this will NOT be a total conversion, but will serve more as an addon. Because it uses CLEO, you do not need to start a new game, and as such, updates will be much more frequent. Requirements - Please note, you will need Microsoft .NET framework v1.1 or higher installed in order to run this setup file. Features: . BTTF II DeLorean . Flying DeLorean - with hover conversion animation (switch and boost) . RC mode . Refuelling with animated Mr. Fusion . Engine ignition on/off · Instant and cutscene time travel modes · Programmable time circuits using the either the numpad or the numbers on the top of the keyboard · Speedometer · Time Travel and Time Circuit Sounds . Hover conversion now works with velocity in all 3 axes . New coils, wormhole, sparks, plasma effects and fire trails . Post time travel vent steam and cold effects . Time travel sequence sound . New keypad with new sounds . Vent lights . DeLorean lights (headlights, flux, wheel lights, green lights) . Realtime added . Departure Implosion and Re-entry explosion added . Removed heat haze, vertigo, and motion blur Once downloaded, simply run the setup file and install on a clean/fresh copy of GTA San Andreas, once completed you will be able to play the game. Changelog 0.1.4.4 (main release – February 04 2022) Maintenance release to address compatibility issues running the mod under Windows 10. • Added latest source code release to installer • Added Silent’s ASI Loader v1.3 • Added Silent Patch v1.1 for GTA SA • Added Open Limit Adjuster v1.5.8 0.1.4.3 (source code release – November 05 2010) • Complete rewrite of source code, new bugs might be there • DeLorean Handling tweaked some more. Less fishtaily, more performance. • RC Mode should work properly now • First person driving camera replaces bumper camera (but you won't be able to see effects through the windshield) • Autopilot added New controls: -Press Z while on foot to enable the autopilot on the DeLorean. It must be fuelled and have its time circuits on. Press it again to have it land, in case of obstructions for instance. 0.1.4.2 (source code release – February 28 2010) • Adds sparks (beta) • New handling for every single car • Tweaked acceleration for flying DeLorean • Reverted spawn to original spawn in 0.1.3.2 0.1.4.1 (model update/patch – November 24 2009) • Fixes DeLorean lighting issues. Still has mesh errors though. 0.1.3.9 (source code release – November 21 2009) • Fixes the post-time travel effects so they work more then once 0.1.3.8 (source code release – November 16 2009) • Adds two new effects. Vents and cold effect after time travel 0.1.3.7 (source code release – October 26 2009) • New coil glows • Also new key mapping; * on the numpad is the new fly key (alternate fire [left ctrl] is still there for laptop users) - is the time circuit confirmation for both the keyboard and numpad (no more enter problems) 0.1.3.6 (source code release – October 14 2009) • Adds engine ignition off (Key I) • Adds RC mode (Key R) (Acceleration and braking are mapped to w/s and up/down. Handbrake is currently the aim button. Flying RC doesn't work the same. Pressing w/s and up/down tilts the DeLorean. Open to suggestions to any other keys so it doesn't interfere with the tilt keys) • Weather changes on time travel • More under the hood changes 0.1.3.5 (source code release – October 09 2009) • Added multiple time machines • Entire source code rewritten 0.1.3.4 (source code release – October 07 2009) • Adds Outside Time Travel • Partially Rewrote Time Travel Sequence • Refuelling animations • Only destination flashes when date entered • Fixed Cutscene Bug 0.1.3.3 (source code release – October 05 2009) • Added Refuelling. No texture yet for the empty light • Also added ignition sounds from VC • Lots of under the hood changes 0.1.3.2 (main release – October 03 2009) • New wormhole, plasma, and fire trail effects • Cutscene time travel mode added • Realtime added • Updated DeLorean models • Updated effects • Departure Implosion and Re-entry explosion added • Removed heat haze, vertigo, and motion blur 0.1.3.1 (main release – September 12 2009) • Multiple bug fixes 0.1.3 • Hover conversion now works with velocity in all 3 axes • New coils, wormhole, and plasma effects • Time travel sequence sound • New keypad with new sounds • Font fix • Vent lights • DeLorean lights (headlights, flux, wheel lights, green lights) • Removed bullet and sparrow name 0.1.2 (main release – September 03 2009) • Removed all DeLorean’s save the BTTF II DeLorean • Added hover conversion animations 0.1.1 (main release – September 17 2008) • Added more DeLorean’s • Added flying mode commands • Added lights toggle • Bug fixes 0.1 • Initial Release
  2. yeah, it was quite unstable, but that was the purpose to have everyone test it. It got pushed to 0.2f, but then features got added and models put in. And since I left, the bugs left in the code seem to have remained.
  3. I've been a bit disappointed tbh by the lack of updates after I left. Up until 0.2e, I tried to give it a release every few months just so the mod wouldn't seem dead, but it seems like the focus now is to have a full Hill Valley in before the next release. Not really saying that the team hasn't done anything. They've done a lot since I left in terms of getting Hill Valley in, but there is a lack of a vision for what 0.2f should really be, and there's nothing really on how the rest of Hill Valley should look like. Hill Valley needs some creativity to fill in the blanks that were not shown, as I had no idea what the layout was supposed to be like back then and still don't know today. If it were up to me again, I would have pushed Hill Valley to a later release and released the new code changes, ex: roger's train, doc's truck, etc, instead of waiting for a Hill Valley to pop up. I think the team should have asked the community whether they wanted to wait for the new map, or just to play with the new features. But as many of you know, I've been out of the loop for a while, so take my words with a grain of salt.
  4. When I play games like FFXIV, Batman, GTAV, its hard to go back to the dated 3d models. 2d is fine for some reason. Probably because it looks cleaner than the muddied textures and lack of shaders during the early 3d days. It's nothing special. Doesn't do the same things as SA that I need.
  5. No doubt about that. I remember checking in last year and seeing new stuff for the games. But its not enough to pull me back in. The graphics engine is pretty dated and ENB can't save it. And the stupid attach object stuff that doesn't lend too well to animations in VC. I'm more for indie games these days rather than modding.
  6. I did consider moving it all to SA once the VC mod was mostly finished, but I left, so those plans were unfinished. Now, I wouldn't really want to come back to GTA modding as its not the friendliest game to mod, and I think the new GTA's with the new engine make it even harder to move the stuff forward. I did poke around unity for a bit, but nothing really came out of it.
  7. Those were the fun days. I think it was more fun to see how much I could push the engine back then. It was great seeing how it started from my little mod with the fire trails to what it is in 0.2e. Though I think my favorite is still 0.2d if I remember correctly. I'm kinda sad to see that it hasn't really gotten that much progress since I left and no releases since I last uploaded 0.2e on the net, but at least there's a lot of other smaller mods out there which is nice to see. Good to see you around ricardo. I'm more of a lurker these days as well.
  8. If college hadn't ended and prevented me from going to work, I would have had some form of 0.2f release with bug fixes (big thing here) and whatever new coding features that don't require models in it. Looking back, the TC mod was a very big endeavour. Modding a time travelling delorean in was a lot easier to do and maintain in retrospect. I think both teams just lacks the manpower and time to finish the game. I would like to continue, but for me, work and money comes first so I can make a living, and I'd rather have free time to do some of things I like to do. Btw....we have a facebook page?!
  9. Any interest in coding helicopter-less hover mode for cars?

  10. Ugh, don't remind me of how ugly the coding was. I didn't have much formalities in coding as I do now, and it was basically all assembly with words to help figure out what each opcode does. Its easier now with the new tools, but back in 0.1, that was the only choice. With SB and CLEO, some high level functionality was added in. If I had a choice, I would have used that to develop.
  11. It was mostly time issues on my end. I couldn't give enough time to support the mod anymore. I was also using a c++ injection made a very long time ago that wasn't really used by much, and as such had bugs in it that had never been tested for. I have no idea what the state of programming is for gta these days, but that was the case back then.
  12. " width="600px" height="361px">" />" width="600px" height="361px" allowFullScreen="true" allowscriptaccess="always" /> source: http://www.autoblog.com/2012/03/13/r-c-fly...snt-need-roads/
  13. I really should have kept those vents lighted and just added the glow effects for forward movement. Oh well. I agree with you about the front coils being too obvious in being made of a bead of lights, but it was the best I could do with the particle limit. SA had a higher limit so I was able to hide it better in that game using more textures. Glad to see someone who noticed and fixed it. The flames should be glowing anyway since they're supposed to be spent plasma, though since I haven't played it in years, it looks the same to me. Good work!
  14. I forget if I put it into gta, but I did the movie error code way back....