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bluespace88

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Everything posted by bluespace88

  1. ahem, you can do that outside of gta coding and have any font you want.
  2. Excellent ideas. Sadly, the limitations of the GTA engine show in some of these suggestions. In particular, 1, 2, and 4 are the ones I know that aren't possible with just the GTA engine. #1 can be gotten around, but that involves disabling the ingame radio and building a new radio engine outside of GTA as an external library. #2 yes, but you are limited to 120 cars or so, and you can add only a few cars to the current list, so that isn't quite enough to have enough diversity in all the eras #4 with snow is not possible either because the rain effects are hardcoded, so you can't have separate rain and snow effects. Fireworks might be possible, as long as no other effects are around but if you're expecting it to light up the surroundings, be prepared to be disappointed. And in addition with the limit on colors, you can only have 1 or 2 colors for fireworks, and not multicolors, especially when we're already hijacking most of the other particles for use with the stuff that really matters. The rest of it is possible, but will have to come after the 1.0 release, as many of you know how long 1955 is taking right now, and we haven't moved passed the square yet either.
  3. No, I like it the way it is. Since this is a feature I made up, I'm making it the way I feel like it should be done. A human-homing time machine makes no sense to me.
  4. Sure. Probably a big edit, considering the way it works now isn't the greatest for doing it on multiple flying deloreans.
  5. As long as there are no bugs with the RC mode, then yeah.
  6. Forgot about that. I lost the original after all.
  7. New source code up. Code completely rewritten. RC should work properly now. Autopilot added.
  8. 35,733 downloads

    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. Autopilot added First person driving camera replaces bumper camera (but you won't be able to see effects through the windshield) New controls -Press Z while on foot to enable the autopilot on the Delorean. It must be fueled and have its time circuits on. Press it again to have it land, in case of obstructions for instance. Its been a while, so this release might have some of my debug stuff in there. Let us know about any bugs though the bug tracker. Remember to delete the cleo folder before installing
  9. Please read their page before guessing what they did. http://www.bttf3delorean.com/Where_are_they.html Its mostly complete, but there were a few omissions. To revise, in BTTF2, they used a total of 5 1. The A-Car, which is the one we see most of the time 2. The B-Car, which was the one that did most of the stunts 3. The C-Car, the cut up one where the interior shots were filmed (this is where they used the green screen 4. The first fiberglass model, which was destroyed in an accident 5. The second fiberglass model which was built as a replacement. Those same cars (sans the fiberglass ones) were used again in BTTF3. The B-Car was converted to run on the railroad, and is the Delorean that got destroyed at the end (though just the shell) In addition, 3 new ones were added 1. One sand-delorean, used for most of the desert scenes, and is the one that got restored here. 2. The other sand-delorean, which we see in doc's shop. You can tell this one is different because it has a gas flap. 3. Another railroad delorean, used for the wheelie stunt. In total, 6 real deloreans and 2 fiberglass ones.
  10. The main reason was production reasons. Too much time to freeze the entire car, and too little time of it actually being frozen for them to shoot/reshoot. Currently, the BTTF1 delorean is really "icy" compared to the others. I say, screw the nitpicky movie accuracy stuff, as the movie isn't 100% perfect and there are inconsistencies within the movies (speeds at which effects kick in for example, which vary all over the place)
  11. I don't know what these guys are saying. All I'm saying is that it is wrong of you to suggest VC vehicles look and behave like actual vehicles. I don't care if you like video games for it being real life or not, but if you're comparing to real vehicles, then I'll say something about it.
  12. they were quite fun to read, but I don't think it translates that well into jumps in coding
  13. yeah, he told me, but I haven't had time to go on his server yet.
  14. but you get my point, right? haha
  15. No, I mean, its really really messy, and some of that's transferred over to the SA mod, though I did clean the SA mod a bit. Remember those interactive books where its like Choose to fight...turn to pg 100 Choose to run....turn to pg 69 .....its just like that. And I'm hoping I'm not the only one who's read them when I was a toddler.
  16. Assuming that it impacts me when its not. I'm clarifying things for other forum members. Why does it matter to you if I say it isn't? Even if the world disagrees with you, would that impact your opinion of your own favorite game?
  17. And my point is your statement does not sound like an opinion, especially when you're implying that it is superior to GTA4.
  18. Umm, you're like blowing it past the main point and expanding it to parts that I haven't even touched upon. I'm only talking about vehicles, and I have something to say when you say stuff like Because that is so not true.
  19. But the script is mainly my fault for making it so bad that I'm ashamed of ever making it that way.
  20. The stairs and fences got annoying if I landed on them. I would be stuttering trying to get off. Might make another one at some point if GS is on. I'd like to recreate Fallingwater by Frank Lloyd Wright at some point. Oh well, I still have that big dome and island.