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DMC88ELB

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Everything posted by DMC88ELB

  1. In 0.2e R2, you guys have added Motion Blur back to Vice City. Will this be kept for later versions? Also, is there a way to keep the trails setting in the options, stay turned on? Another question: Will there be any new or changed effects regarding time travel, like- will the explosions stay as explosions, or be turned into accurate implosions? One last question. The newspapers and leaves (on the ground) were removed from 0.2e. Will they be added again? I think they should be added- as they add a bit more of that 'Vice City feeling' to those who have played Vice City for a long time. It also plays a part in the Mr Fusion refuelling.
  2. Yes, these HD models look out-of-place in GTA SA. I agree with Daniel. These would look amazing in GTA IV. Especially the ghost!
  3. Haven't tried them all yet, I only tried compiling the Liftoff script, and it says that 0AC1 is an unknown opcode. The only thing I changed, was all the "WHEEL_____" stuff to "VENTGLOW"- but that shouldn't cause a problem. With the second and fourth script, the audio opcodes were unknown again. When I got rid of those opcode lines in both the scripts it compiled successfully. (I figured they only loaded audio). The Liftoff script worked, but as soon as I loaded the HOVANIM one, main.scm kept crashing the game. DMC_BST script didn't work at all. Also, secondary fire activates hover mode. As uokka said, anyone with coding knowledge: try this out. Please don't take my word for these scripts- as I'm a complete coding n00b. Try it out for yourself. A suggestion to uokka: How about a script for scared pedestrians in years before 2015? I'm sure it'll be easy enough for you to code.
  4. That's not a waste of time! It looks excellent! Awesome work, Trance. I wonder why R* couldn't model like this, (excluding GTA IV).
  5. ***Sorry about this Double Post*** Nevermind the above. I figured I'd compile the cold.txt into a cold.s file and use that. After making the modifications, I think the car.Defined(0@) needs to be changed to something, as it comes up with an error. I tried changing the 0@ to #SUPERGT, or 506@ (the code of the SUPERGT) but nothing seems to be working. I'm going to call it a day...
  6. Added the .txd's and .dff. This is what I get when I open a cold.s file: That's right, it didn't let me copy, so I had to take a screenshot. But this is what I get from the cold.txt file:
  7. Okay, thanks for the help so far. I am away from my laptop now, but I will try again later. I was able to download LoadGamePL's "All DeLorean Mod" before he took away all the download links. It had all the BTTF DeLoreans, including the Crysis DeLorean which had replaced the Super GT. I'll rename it to that, and replace the original SUPERGT.DFF and SUPERGT.TXD, but add the SUPERGT.TXD paintjob in. Do I have to have more than one paintjob? That's all about the .IMG stuff. I guess I was also a bit unclear here: I do have all the other stuff in the Cleo folder needed to run the mod, I said the only "cold" things I had in the Cleo was cold.s and cold.txt, no cold.cs- but I know now that I need to replace stuff in the cold.s script. I think the cold.s script was modified by the "All DeLorean Mod", as it required me to reinstall the BTTF mod with a whole new Cleo folder which was LoadGamePL's. I'll try to open the original cold.s script with Sanny Builder soon. Thanks for the help, uokka!
  8. Okay, I've completed making a new paintjob for the Crysis DeLorean. I have car.txd (actual car textures), car1.txd (paintjob) and the car.dff file. Where do I put them now, do I rename them to the car names, (Super GT), and add them into the gta3.img (replacing the original files)? Also, after that, I am unable to open cold.s in Sanny Builder which means I can't add in the code . I am able to, but it comes up with a whole lot of gibberish (NOT codes). Should I make a new script with the codes above? All I've got in my cleo folder is cold.s, and cold.txt. I know I look like a complete n00b now, but I need some help with this, uokka. I'm a beginner at this.
  9. Where can we put this? Somewhere after the Time Travel code?
  10. So, would it work if you configure a CLEO script that says after you time travel, simply change the paint job from the normal Delorean to the iced paintjob (instantly after the Del disappears- so it's already loaded before you actually see the Del)? This sounds so basic and simple that I'm willing to try it, but then again- I don't know how to actually tell the game to find the paintjob, then load it onto the car after time travel, as well as remove it after 1 minute, 21 seconds.
  11. It'll be the mod of the year again! (whatever that year may be)
  12. I think he means different pictures. This is awesome! Will you ever release the CLEO script? Because with this, (I think) all we're doing is having the paintjob act as the frost on the DeLorean- without actually having to see the effects when you time travel. Also, why couldn't you release your mods again? I'm really keen to have the ACTUAL frost effects on the DeLorean, as well as a model-less flying DeLorean!
  13. Good idea! Although I'm not so sure the developers would do it though, as I believe 0.2f truly has no final destination point- the developers are constantly adding stuff in, changing stuff and improving the content. They themselves don't even know when it'll be ready. Good contribution, Almanac- unlike others who just ask for it.
  14. As I've said above, all I did was swap around the lines of code- I didn't adapt anything whatsoever. Do you mean where the actual particle image is? It is found in the particle.txd- you obviously need TXD Workshop to open that. I think it's called either smoke2.png or smoke3.
  15. Awesome. For simplicity's sake, just focus on the bottom 3 lines of each :COLD codes. Find: :COLD_465 You should see this: :COLD_465 0208: 1@ = random_float -1.5 1.5 0208: 2@ = random_float -8.5 8.0 0208: 3@ = random_float -0.75 2.75 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 30 0.1 at 4@ 5@ 6@ 0 0 0 return :COLD_559 0208: 1@ = random_float -1.2 1.2 0208: 2@ = random_float -2.5 2.5 0208: 3@ = random_float 0.0 0.65 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 22 0.5 at 4@ 5@ 6@ 0 0 0 return All you do is swap the text underneath :COLD_465 with the text underneath :COLD_559, so it looks like this: :COLD_465 0208: 1@ = random_float -1.2 1.2 0208: 2@ = random_float -2.5 2.5 0208: 3@ = random_float 0.0 0.65 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 22 0.5 at 4@ 5@ 6@ 0 0 0 return :COLD_559 0208: 1@ = random_float -1.5 1.5 0208: 2@ = random_float -8.5 8.0 0208: 3@ = random_float -0.75 2.75 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 30 0.1 at 4@ 5@ 6@ 0 0 0 return[/codebox] I certainly hope this makes good sense!
  16. That would be awesome! Yup. It's purely coded into the main.scm in 0.2e R2. Thanks for your quick response! New video added above!
  17. Okay, I created this topic about some changed "Cold DeLorean" effects. I think it is an improvement from the ones in 0.2e, and looks slightly realistic. A video showcasing the effects is below. Please excuse the steam that shoots out of the vents! That is from my customized wormhole texture.
  18. I'm sure most of us do, it's just that we're lazy to go change stuff in the .scm. I know I am. Or maybe I just can't code?
  19. @okta: I also tried using that sound earlier this year. It sounded really good in the San Andreas mod, since the sounds afterwards don't get cut off, but wouldn't work in 0.2e unless you edit the main.scm. @DragonKing: Sorry DragonKing, but isn't the Instant Time Travel sound from when Doc travels to 2015- at the end of BTTF 1? The one where Marty travels to 1955 is different.
  20. Tried it out, still doesn't work for me. Perhaps you have a different version than mine? I'm going to try this one out, and see how it goes: EDIT:...Sorry guys. I shoulda mentioned I had a cracked .exe. That's probably why it doesn't work. I think the .asi loader is trying to detect game version, and since my GTA IV is cracked, it can't find the correct version. If there is a cracked LaunchGTAIV.exe (no cd needed), that .asi loaders would work with, it'd be perfect. But until I find one (probably not), I'll have to stick to normal GTA IV. Aha! Here's an idea. Would it be possible to stop the asi loader from detecting the game version, or is it essential for the mod to run? Again, any help will be appreciated.