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Everything posted by BTTFModMachine
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I can wait. Cool screenshots! Also, have you seen this: http://gtaforums.com/topic/528175-improved-vehicle-features/
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Here's where I come in: I've tried to do the exact same thing. I've isolated my problem, but it may not be the same as yours. My problem lies within date.cs in my BTTF mod. With date.cs in the CLEO folder, my SA experiences an extreme lag. However, if date.cs is removed from the CLEO folder, there is no lag. If date.cs is split up in any fashion, the game crashes. I've made 2 GTA Forums topics about this and none have provided me with an alternative (except dual booting Windows 7). Here are the GTAForums topics I made, just for reference, although they will probably be of no help. http://gtaforums.com/topic/815905-sa-windows-1081-lag/ http://gtaforums.com/topic/822152-sa-windows-10-cleo-script-lag/ Its weird that my NFS MW mod works just fine with the same types of opcodes in the init script (audiostream). I just run the exe in Win 7 Compatibility mode. I have not tried the newest CLEO 4, since I've read that it has bugs and has been neglected over the past 6 months. Sorry about this inconclusive response. I thought it would be informative to post my findings so far.
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I also see very less frequently cars out of year on the road. For example, Biff's car in 2015.
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Also to mention, the widescreen fix also disables the corona transparent boxes on the headlights and taillights.
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Back to the future hill valley standalone project
BTTFModMachine commented on ~Leaf~'s blog entry in BTTF Hill Valley - The Standalone Game
Cool. I'll stand alone waiting for the standalone. -
I have the same problem also. Hopefully, there will be a fix for it soon.
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Thanks.
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Sorry for being a nag, but can the team tell me how to correctly decompile and edit the scm? I figure that CLEO probably doesn't work. I would like to add some of my mods for VC into the game. Thanks.
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Torrented VC crashes
BTTFModMachine replied to 87 miles per hour's question in Vice City Bugs/Troubleshooting
First rule of the internet: stay away from torrents. I've looked into torrents in the past and they seem highly suspect for viruses (plus the illegal part). Have you looked into Steam? -
Just to let you know, Mike, I had some problems with the installer. If you change the Vice City game directory by changing the text box, it will tell you that the exe cannot be found. If you change the directory with the browse button, all of the other buttons on the installer stop working. I originally installed VC in C:\Games and had to terminate the installer through task manager twice. I reinstalled VC to the default directory and it worked fine after that.
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Actually, Hill Valley did exist at one point. (It was the back lot of Universal Studios)
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Just throwing this out there, will the 0.2f SCM be fully editable (since there is some C++ source in it)? I've had some problems in the past with Sanny Builder and the "ignore unknown opcode" flag. Also, interesting mod Bullseye.
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Gta vice city BTTF mod for mobile *android or ios*
BTTFModMachine replied to Thelucas7's topic in Vice City Feature Requests
One of our members, Neomatrix, has been working on BTTF: HV Mobile. Here is his topic: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4013 However, he hasn't been on this forum in almost a year, so I don't think you could get a download from him. -
Crysis Deloreans in BTTF: San Andreas
BTTFModMachine replied to BTTFModMachine's topic in Other GTA Mods
ZMod is a complicated program that cannot be explained that easily. It can break a model as easily as it can make it better. Here is a tutorial: http://gtaforums.com/topic/138100-getting-started-in-zmodeler/ More video tutorials: Part 1: http://www.youtube.com/watch?v=FFU9y033gtk Part 2: http://www.youtube.com/watch?v=zcLLEjWLBsA Part 3: http://www.youtube.com/watch?v=A1_ZyWw1L8Y Part 4: http://www.youtube.com/watch?v=6fre0HtAaAA uokka has an iced effects tutorial: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=3646 -
Crysis Deloreans in BTTF: San Andreas
BTTFModMachine replied to BTTFModMachine's topic in Other GTA Mods
Zmodeler is what I use: http://gtaforums.com/topic/505876-import-export-model-with-zmodeler/ -
Crysis Deloreans in BTTF: San Andreas
BTTFModMachine replied to BTTFModMachine's topic in Other GTA Mods
IMVehFT requires manual modding of a DFF model. The only thing that is included is the script hook and the resources needed to run the mod. -
You will need to know extensive knowledge of GUI computer programming. Bluespace88 used C++ to make his simulator: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=2318
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To answer your questions: 1. That is the cheat used flag. The mod does not use this address to begin with. If you mean the opcode 05DF: then that will have to be determined by someone else. 2. Any controls used by the game are on the keyboard. There is a mod to use a gamepad, but that would require more coding. This is a universal mod, made for people who do and don't have gamepads. 3. When using cleo, this might be possible. 4. This is definitely possible. 5. You would have to think about this one. Why have an incomplete mod? 6. Same as above. 7. The time circuits are the core of the BTTF mod. Take those out, and the mod would be unreleaseable. 8. This is not terrible, as you can add new entries to gxt files. 9. INI files are at the heart of cleo mods with customizable settings. They're simple text files. Actually, one reason to use cleo is so you can get ini functionality. 10. If you have cleo installed, you would have to have an asi loader, otherwise CLEO.asi would not function. Vice City is built with an asi loader, so you would not need to add one. The mod you are requesting for will only be found as a fan made mod. The mod team probably would not release a mod this incomplete. Actually, some of the features you are requesting can be made with little coding experience. However, Bluespace88 did release a mod that is more incomplete than 0.2f, but is simpler. It only has a delorean that time travels and flies. You might want to search for it on this forum.
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A while back, DK22Pac released a SDK for making script hook plugins in GTA SA. You will need knowedge of C++ and visual studio, plus there is no tutorial that comes with the sdk. This SDK handles almost anything you can find in SA, though. Link: http://github.com/DK22Pac/plugin-sdk Also, you might want to check out one of my topics, where I mention an Open Source Limit Adjuster for GTA III, VC, & SA made by another great coder, ThirteenAG. http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4255
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I don't think the mod is cancelled. Oh, and the member you are looking for is timetrain.
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New C.P.R.R. Rogers 131 Locomotive for Gta SA
BTTFModMachine replied to Gtasacoder1297's topic in Other GTA Mods
OK. A few things. I got that locomotive from PozitiVBttF. He converted it. You would need to ask him. Just don't go spamming his PM mailbox. Also, please refrain from posting topics that include subjects like needing a download link without doing prior research. Some of these mods can't be released without permission, so if you happen to see something like that, you're pretty much out of luck. Trust me, there are some mods I would like to get my hands on as well. -
Back to the Future: The Next Phase: The Movie
BTTFModMachine replied to StevenLovBttf's topic in GTA: Hill Valley
I'm interested. Let's see how you can interpret and use the speech from the 5 Telltale BTTF episodes to create a whole new story. Oh, and make sure you crop the time circuit simulator so no black bars show up.