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Mini-Me

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Posts 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.

    • Like 1

  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. 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:

    sb_settings_general_zpsfptundo6.png

    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:

    sb_settings_formats_zpsm0dwvnha.png

    Then if you do a change, hit Compile&Copy it should be right in the game:

    sb_compile_and_copy_zpszi7cbfbj.png


  4. 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...


  5. On 11/15/2015, 10:12:54, Carlos_McFly said:

    I edited the HillValley.sc file leaving the "in_zone" line commented and replacing it with the line above of it.

    
    00F6:   player $PLAYER_CHAR 0 -1552.781 907.9139 32.1378 radius 50.0 50.0 50.0
    //0121:   player $PLAYER_CHAR in_zone 'Hill_V'  // Hill Valley 

    It worked for me, the game doesn't crash when doing the Lightning Run.

    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.

    • Like 1

  6. 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 :P.

    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 :D .


  7. 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.

    • Like 1

  8. 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'  // ERR

    If 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).


  9. 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
    end

    You 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.

    • Like 1