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Posts posted by bluespace88
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final lcd font....this was the only one that aligned the characters correctly (the other had the 1 not wide enough). Haven't programmed the time circuits, so thats why the time's off =P
it's called digital readout for those who wanna know.
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pruned topic of some off topic posts. Please stay on topic. If it has nothing to do with what I'm doing, then don't post it here.
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at least no one can uncompile a dll file ^^
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Not interested in any other mods.
Don't need an exe. It comes as a d3d8.dll file that you put into your vc directory and run.
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me like font choice ^^
now to find lcd font ^^
EDIT: Here it is
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you could say so, but not really. Spooky's C++ hook allows me to access the direct X functions, as well as some other basic C++ functions, to add more flexibility to the game.
I can, for example, add textures to the game, like a time circuit display, and use window's font instead of vc font.
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yay, I know how to use Spookie's C++ hook now, though I have to move some stuff over to the C++ area (oh well, that means no one can edit it ^^)
as of now, I can use C++ to get keyboard commands that would make the numpad usable.
EDIT: Actually, I can move all of it over to C++, so you can insert it anywhere without starting a new game O.O
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sometimes....except when the answer is like....
Press 'S'
=P
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huh? Engine hacking?
And who said I would be less serious about it. All I ever wanted was a car that time travels and has working time circuits.
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doesn't mean VC can't do it. SA had KITT replace the BF injection (and when the codes got cracked, even more vehicles). VC's BF injection is the same as well, so thats what that del was.
KITT's only a zebra because turbo boost is a much better gameplay feature then a moving scanner that does nothing will ever be.
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keeping SA missions got a bit harder since the main.scm needs to be edited to allow objects to be defined and used by the code (Something CLEO can't do, since main.scm holds all the info for codable objects). But dunno about that when creating objects in the game doesn't work, even after deleting the unused ide and model files (such as twoplayer.dff from the ps2 version). Still crashes on the fourth object added x.x
For now, it's on hold while I work on VC (after doing other pet projects of mine), especially since theres like no difference (besides bug fixes) between it and the mini mod.
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this one will be fun for th enext planned thing. Programmable time circuits with the keypad ^^
This will take a bit to figure out (weeks to months) since this isn't going to be in the main.scm, and I've never made a program that hacks another program (I usually edit both, not just one, lol)
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gave up on SA for now. It doesn't like new objects being spawned (well, it likes 3 out of 4 of them), and 2dfx effects are tricker to make the coil glows in SA (coupled with the fact that it's an object, so that makes 5) so back to VC:
sparks added (more like a copy and paste job, but i may optimize it)
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replacing old objects doesn't work, which doesn't surprise me actually.......since it's the order in which it comes in the img file that matters (unlike VC)
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me neither.......i know all of them work because i've gotten all of them to spawn at some point or another.
The thing is, the game loads fine. Its just the Object.Create() code causes the crash. Not sure if your CLEO mods does that, or adds it as map objects. And I don't mean fourth object loaded crashes the game. I mean the fourth one I added to the img crashes the game. I can load more if I wanted to.
Need to test with map objects and code to narrow it down
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SA is even more annoying then VC.
4 objects for the flying animation, and only the first 3 work. Whichever object is in the last place crashes the game when it is loaded <.<
and this is with the limit adjuster x.x
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i forget, press home and navigate around. Should be option for new account.
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create an offline account
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there goes compatibility......animations (and glows if they ever work) needs new object lines, and those have to go into the main.scm, since CLEO apparently cannot define new objects, since all definitions are in the main.scm (like the car definitions are in vehicles.ide)
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lol, did you get it?
original as in the one from the movies =P
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....stainless steel construction....reactor and vents on the back...time circuits....flux capacitor.....
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i programmed time circuits on my calculator as well ^^ (and java....and C/C++...)
cept i lost them.....x.x
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I kinda like how evidence of GS cheating is on his photos, lol
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i prefer the original now anyway.
Blue's GTAVC BTTF Mini Mod
in Other GTA Mods
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slow actually, lol. I was having fun playing with fonts and stuff. Much more freedom putting text using C++ then gta ^^;
another file added....time.cfg, which contains all the dates on the time circuits saved, since C++ can't save it's info to vc's save file.