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Mini-Me

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Everything posted by Mini-Me

  1. I mixed it up I think, the language switch was for the playstation version probably. So I tried it with some other .exe that I had lying around in some folder named "unmodded". With it I can shoot people's heads off with the sniper and see the blood fountain in the vanilla game. Using VC Limit Adjuster 2.0 b6 and copying over the numbers from the 0.2f exe I could use it with the mod. With the options provided in 1.0 it also crashed loading collisions. Still, heads pop off, but no fountains: headshot_zpscv3gydku.mp4 It's still possible we reused the particle effects.
  2. 03B6 - GTAModding Note that it says there that the game only supports up to 25 models for this opcode. This is likely because the game always holds the swap in memory (or in English, remembers it) and the relevant data structure is only 25 items large. FYI, our or delorean88us's original idea for the map change was different. He wanted to have multiple copies of the map side by side and on time travel move the player over to the relevant area. I'm not sure though if he would've sticked with the idea and if he knew 03B6 at the time.
  3. Then it's a good question why Delorean88us used 6 instead . Likely he just remembered it wrong.
  4. In the general settings, make sure the GTA VC folder points to the folder where you have the mod installed, for me that is C:\Program files (x86)\Back to the Future Hill Valley 0.2f: Though I think this shouldn't affect the copy function, under formats, make sure the target path and name fit. The default setting is $dir\$name.scm: Then if you do a change, hit Compile&Copy it should be right in the game:
  5. It does what its name says: it compiles and copies into the data folder of the game you defined in the settings.
  6. The road isn't defined in code. If you want to take over the road from 0.2e here's a few things you need to know: It consists of a model/mesh that contains information about it's shape, a .dff file. It has a file with graphics that'll be attached to its surface, a texture file in txd format. There is a physical model that defines how you can walk around on it or collide with it, the collision model in .col format. To make a model known to the game, it needs to be described in item definition files, short .ide files. To control where a model appears in the game, it's instanced in item placement lists, short .ipl files. The first 2 sit in a collective file archive, gta3.img I the models folder. The remaining are in subfolders under the data\maps folder. If you want to find all these information to put them into the 0.2f map you can best start by loading up 0.2e in a mapping tool like MooMapper and looking at the properties of the road you want. If you're lucky you might find out that we left the road still in the game in 0.2f, just didn't place it anywhere do that it might be easily addable. I'll move your topic to a fitting section...
  7. The original release bundled Evilraptor's map mod IIRC. In later updates we removed it because we suspected it to be the reason for many crashes in the Hill Valley area.
  8. That's not it. Dragon King actually commented out 00F6 and added 0121 in because he believed it fixed the lightning run crash. But as you know it didn't. So it crashed with the old method as well as the new. That it seems to work on few attempts is just luck, as the crash seems to be caused by a combination of unlucky chances which you don't always get.
  9. Moved the topic to a more fitting location. The bug section is for tracking specific bugs.
  10. Thanks for the report, but please use the search before posting . This has already been reported here: You'll also find a fix there.
  11. Well, then you don't use the button labled compile&copy
  12. As I just responded in another topic (before seeing this), I agree with Mike and think it might be that we used the blood particles for something else... Regarding the picture, I don't see much point for it, so we can surely remove it in the next update for our prude American friends . Just typing this out reminds me of this stupid discussion that apparently glorification of violence (gore) is ok while sexuality is a no-go. You brought the perfect example, timetrain .
  13. As far as modifications to the exe go, VC Limit Adjuster was used and all limits available for change were set to their maximum. If you want, you can try to modify any other exe to your likings, note however that we won't support you though if you have any issues. Also, I'm actually not perfectly sure about my statement in the bug tracker at the moment. Normally I recall that to meet requirements for Germany, the game decided based on the language settings decides whether blood, kill frenzy and headshots removing heads should be enabled. By simply switching language settings on a German PC one could get the game uncensored. With that in mind it might also be that we replaced the blood particles with the timetravel effects.
  14. Did you replace gta-vc.exe with your own or do you use the one we supply?
  15. Does the main.scm actually land in the game's data folder? Or, do you use the compile&copy function as I suggested?
  16. Did you take the DeLorean there with Doc's truck or by itself straight from the garage?
  17. Did you take the DeLorean there with Doc's truck or by itself straight from the garage?
  18. The auto installer also allows to choose the GTAVC folder. It'll even output into the log if the installation and GTAVC foldders are the same
  19. Don't use the function keys. Read why here:
  20. Well, I was unable to start a new game when one was already rolling (restart the script basically) and everytime I quit the game it froze with it. Using the older exe I didn't have these issues.
  21. Here's code with a proper coordinate to fix this mispositioned light: 033E: text_draw 538.0 60.0 'PLIGHT' // & 1@ = 255 // integer values 2@ = 255 // integer values 3@ = 255 // integer values gosub @TextDraw 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_width_height 0.25 1.0 033E: text_draw 485.0 176.0 'ERROR' // ERRIf you search for 'ERROR' (with the quotes) in main.sc you'll find it. If you prefer a precompiled main.scm to put into the data folder of the game, find it here: https://www.dropbox.com/s/me0oopzxum0qit7/main.scm?dl=0 This includes a fix for time train reenters at low speed (after update).
  22. Alright, a sensible fix should be the following: if and 0@ > 100.0 $CAMERA_CONTROL == 1 80DC: not player $PLAYER_CHAR driving $TRAIN then 0519: lock_vehicle $TRAIN in_current_position 1 else 0519: lock_vehicle $TRAIN in_current_position 0 endYou can find the relevant lines in Train.sc if you search for "0519:" (without the quotes). The camera control variable is actually for something else, but it does well as bounding when the position lock needs to be stopped. If you prefer a precompiled main.scm to place into the data folder of the game, find it here: https://www.dropbox.com/s/me0oopzxum0qit7/main.scm?dl=0 This includes a fix for Error light bug.
  23. The picture has been taken on Vice Beach on the east coast of Vice City.
  24. Now that I think of it, I might have temporarily used the position of the orange light for the green light when changing the character and then forgotten to update it.