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Posts posted by bluespace88
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make marty actually short....
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no, i'm not sure if we're going to release 0.1.3 with the sparks, rendering 0.1.3.1 obsolete, or just release it as it is now and have 0.1.3.1 with sparks instead.
If you paid attention to the discussion, you'd be seeing that we're planning to release it as it is since I'm busy.
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yeah, don't worry about that here. We remade the cols for VC anyway.
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Ok, I ran it also on a pent 4 2.0 ghz laptop with a 64mb nvidia go 6000 card.
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Ok, game plan is, up to Doc's truck and before the trains:
0.1.3: Delorean Time Travel Effects
0.1.3.1(?): Delorean Sparks
0.1.4: Delorean Reentry Effects
0.1.5: Cutscene
0.2.0: Final BTTF2
0.2.1: BTTF1 and BTTF3 Deloreans Time Travel
0.2.2: BTTF1 Effects
0.2.3: BTTF3 Effects
0.2.4: BTTF3RR Effects
0.3.0: Final Deloreans
0.3.1: Doc's Truck and animations, possibly usable by deloreans
0.3.2(?): usability
0.4.0: Final Doc's Truck
Thank god for the attach_car_to_car opcode of SA. Means the truck doesn't need an extra.
Its not wise to keep a beta to myself since I barely do hardcore testing.
Besides, the bugs I expect are not the crashing type. More like programming errors, like flying delorean loses wheels type, lol.
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Or look at it this way. They can test for bugs while I'm gone
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should be able to. I ran SA fine on my old X1300.
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yeah, 0.1.3 is entirely main.scm free and will not ship with one at all.
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Mike said no, lol.
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why else would i be telling you to go to a gta site
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i dunno, gtaforums might help answer that
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yep, confirms my suspicions.
The loading of the sounds is crashing your game.
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plane.cs might crash you.
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hmm, try the others as well just to make sure its just keypad.cs
If my calculations are correct, timetravel.cs would cause you to crash too.
oh yeah, if you're going to do speed and timecircuits, add textdraw.cs
textdraw is what causes to not blur.
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hmm, ok. Lets do it one at a time.
Make a new cleo folder and dump audio and cleo_text in. Then add gtx_hook.cleo to your cleo directory and run the game. If it works, put in spawn.cs and run again and tell me if it works or not.
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can't. Objects don't play nice in VC to make it look good.
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have you tried moving the cleo folder somewhere to make sure its not a cleo problem?
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Carbon fiber bow to replace my old cracking fiberglass one for my cell
a new fiberglass bow for my violin.
E string to replace rusting one (how the hell does it rust over the summer when its put away?)
Sticky rosin
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ok, lets see here....since I came back
0.1.2 added flying animations...that was about it, lol.
so far in 0.1.3, I've added new coils, new wormhole, vent glows, lights, new keypad, totally cleo, and such.
Wormhole and Coils were the big ones since they are completely new and since I was experimenting with VC's way first.
And yeah, its just the way I like to do things. Post a ton of pictures to document the progress. I'm not that ashamed of early poor work.
Its going to slow down though. I just got tacked with 3 school projects. One to build an os simulator. Two to make a super smash type game. Three to develop an AI program (Its not KITT or HAL).
I was really tempted to release the mod as it is without the sparks, since that was a very time consuming thing in VC and obviously that ways not going to work on SA.
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Didn't you have problems with the other cleo mods?
Anyway, it ain't avg-free because I use that on my computer.
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yeah...
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i don't like it
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i just said you could in sa...
it has the opcode vc doesn't. I'm just saying, instant doesn't need it because the car doesn't get destroyed like it does for cutscene.
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hmm....speed sensitive particles huh.....should come in handy now that i think about it
Delorean Effects
in San Andreas Coding
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the only sound effects changes were the keypad and the 0.2e hover conversion sounds.
I will add the sparks sound before it is released since now we have effects.