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BTTFModMachine

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Everything posted by BTTFModMachine

  1. A little off topic here, but to answer your question: I did that once in VC, but I don't know if there is a way to do it in SA. What you'll need: NSIS (Nullsoft Scriptable installer) Some command line image injector (For VC it was IMGEdCmd) HM NIS Edit (To make your NSIS scripting easier) Knowledge of the sytnax of the command line image injector in NSIS I don't believe IMGEdCmd works for SA. I found out how IMGEdCmd worked in this topic: http://forums.winamp.com/showthread.php?t=310377 The topic was created by, you guessed it, Mike! You might want to ask him about it.
  2. Yes, that was me. I also found that ThirteenAG included the light box removal in his latest version of Widescreen Fix for VC. http://thirteenag.github.io/widescreen_fixes_pack#gtavc
  3. Nice job with the mod! I would use a zip file. Better shoot for maximum compatibility. Torrent does not work for a lot of people (like me). RAR is okay.
  4. iPhone 6 is buggy anyway. Nice to see you around, Neomatrix and StevenLovBttf! Glad to see you are still modding HV mobile!
  5. New in game model and vehicle edit updates! See first post!
  6. The PldaULPOL mod has a script that puts peds in the news chopper and police maverick. It has another script that allows the swat tank to join in the pursuit. It is quite interesting.
  7. Yes. That would work. I'll have to find that opcode. Thanks. Also, working on some updated model edit and script functions. I'm planning to adapt them to IMVehFT, but that won't be anytime soon. I have a script in which if the wanted level is greater than #YourNumberHere then the army joins in the pursuit in the car model #PATRIOT. Haven't worked out all the bugs yet. I found the script a long time ago in a mod whose name I can't remember. All I have is this wierd folder name: PldaULPOL (xD) If anyone can tell me what the mod name is, that would be interesting. Model updates with pictures coming soon.
  8. I've got my hands full with college, so I haven't got much time to check here recently. About just enough time to make model and script edits over the weekend. I also started my own music mashup feed on Soundcloud. Those photos are cool, Mike! Great to see you too, ~Leaf~. And peter, I'm waiting to see that release.
  9. The only way I've seen a car not despawn with distance is if you attach an object to it (BTTF). Is there a way I could implement this in my script? Also, experimenting with traffic and finalizing the models. Also, if anyone has experimented with creating custom races, I could use some help with that.
  10. Hello everyone! I've taken a break from modding BTTFSA and started my own custom mod for SA. Due to the lack of NFS mods for GTA on the web, I've started a NFS Most Wanted mod with custom vehicle edits and some scratch-made CLEO mission(s). I had to do my own voiceovers to adapt the NFS missions to SA. Official Need For Speed: Most Wanted: San Andreas Forum: http://s13.zetaboards.com/NFS_Most_Wanted_SA/index/ Here are some of my edits: The mission I am working on currently is the final chase scene. I could use some help with this. Here's my problem: Instead of escaping the police by driving across an incomplete bridge, I've set the player to enter a plane created at the Las Venturas airport. However, I have to create the plane when I am not even in close proximity to its spawn location. Therefore, when I actually get to the airport, the plane is not there. Is there a way to keep the plane from despawning? Here is my code: Here is a screenshot of the start of the mission: UPDATE 11/15/14: Here's my in-game features edits: UPDATE 11/15/14: Here are some of my vehicle updates: UPDATE 12/30/14: Mod Video 1: http://youtu.be/bke8ISZLKiE Mod update which includes: New Loading Screens and Menu Music 2 versions of the BMW M3 GTR (one slow and one fast) fully adapted to Improved Vehicle Features with custom handling, engine sounds taken from NFS Carbon, and a "cutscene accurate" vinyl. Cutscene vinyl: Police Corvettes modified by me (includes Cross' Corvette and the Heat 6 Federal Undercover Corvette) with engine sounds taken from NFS Carbon. Claude Player Model (The only shot of the player in Most Wanted was him in a black motorcycle jacket with black hair). Time Increasing Wanted Level Script scratch made by me. Police radio call when wanted level increases (not fully functional yet). DOWNLOAD: Not yet. Still bugs to be worked out. Wanted levels: 1,2 - Regular Cop Cars 3 - Regular Cop Cars and NFS Helicopter 4 - Cop Cars and Federal Corvette Enforcers 5 - Cop Cars and Federal Undercover Corvette FBI NOTES: Cross comes and chases you (Tenpenny ped) when your wanted level is 4 or higher. The only way to get a heat level 5 is by playing the final chase mission (similarly to heat level 6 in NFS: Most Wanted). The wanted level script will remember your max wanted level. So, if you escaped a wanted level 4, the next time you get a wanted level, it will reset to 4. I am looking for experienced SA coders that can help me make more of this mod a reality. I will need good examples of your proficiency in CLEO and possibly C++ and ASM. If you are interested, please message me on Youtube, GTAForums, or BTTF: HV forums. My username on GTAForums is Agent 86, and my username on BTTF: Hill Valley is BTTFModMachine. The BTTF: HV forums is not accepting any new members, though. Credits: Full nitro control mod by Wesser. Until Next Time, -BTTFModMachine
  11. You finally fixed the coils! Great! A couple of comments: Change the flycar.cs keypress so you don't activate it when you enter a date into the time circuits. Modify door.s to allow the Mr. Fusion open sound to be played on all deloreans after BTTF1. Fix the BTTF3 RR sound error. Use a streaming memory fix. I use 2048MB-StreamMemory.cs I like the bidirectional wheels!
  12. Very cool, Luke Brynycz! I like the hover wheels light color.
  13. Cool update! I like the model edits. A couple of suggestions: The oceanic has delorean engine sounds, but the DMC-12 does not? K.A.T.T. also does not have delorean engine sounds. You might want to fix that. I made a topic about a tool that will help you fix the engine sounds: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4219 Here's what you have to do to fix the engine sounds: Find out which sound banks are used for the Deloreans. Use SAAT (San Andreas Audio Toolkit) and open GENRL: http://www.gtagarage.com/mods/show.php?id=5777 For reference, use the sound bank guide. This lists all the cars in each default SA bank: http://pdescobar.home.comcast.net/~pdescobar/gta/saat/sfx_dir.html#GENRL Oceanic uses banks 10 and 11. Try those first. If the delorean sounds play in banks 10 and 11, you're good. If not, you need to try other banks. When you find the 2 banks with the delorean sounds, do not edit them. Write down the bank numbers. Close SAAT. Now open the tool I mentioned. Open your GTASA exe and scroll down to the model of your K.A.T.T. Check the edit banks box and change the bank numbers so that it matches the delorean bank numbers plus 6. If it was bank 10, type in bank 16, and so forth. Make sure the bank numbers are entered in the right order (larger number goes on the top and the smaller number goes on the bottom.) Then, save your exe. If you do not save immediately after making a change, the changes will be lost. Now, scroll to oceanic and repeat the process, except this time change it to non-delorean banks. Repeat for all non-deloreans with delorean sounds. That's it! You didn't even have to edit GENRL. Much easier, right?
  14. I guess they can't seem to steal enough, huh? It's interesting that they stole from BTTF: LC for a VC mod.
  15. You'll find it wise to remove the links, unless you want the admins to come crashing down on top of you.
  16. Rule of thumb: If you want to post something stolen, post it wisely. Absolutely don't post it on the original creator's website.
  17. I added that scanner to my Crysis Delorean KITT. It works fine. However, when I changed the model and the color of the scanner for my delorean KARR, it stopped working. I don't know why. I'm considering adding the ice effect to my deloreans. Nice job with the update, peter.
  18. I like the BTTF KR mod and the green wormhole. You can modify door.s to make KATT's Mr. Fusion make a sound when opening. I would suggest using more textures for the womholes. It seemed like you were using the same three or so textures for the deloreans repeatedly. It seems kind of choppy to me. When I ported Programist's wormhole effects over to my mod, I changed it from time based to speed based. I use the first 32 wormhole textures, I believe.
  19. My version of ZMod handles project files. I never thought of that.
  20. Thanks. I actually had to improvise my own texture for the lights. I used the crysis delorean delorean_hull_other texture as a base and dropped a headlight texture from vehicle.txd on there. I also had to remap the headlights and front turn lights. I don't know what texture uses the yellow side lights. The adaptation process is long and tedious (as you know) because every time I make a change, I have to re-map the rear lights and turn lights. ZModeler breaks your model if you export and import. I don't know if I want to touch this model any more (unless I can figure out how to fix ZMod).
  21. CLEO scripts are open source, so anyone can edit them and post them anywhere. I got permission from uokka to release his particle effects along with my scripts. My updated scripts now have dependencies on mods that I do not have permission to release.
  22. He means teleport by year script. I have not made progress on that script because it was too buggy and that I'm on to more things. Cutscene time travel didn't work with that script, either. I've moved on.
  23. Yes. I am making a "make it up as you go" mod. I take bits and pieces from other mods and modify them. The mod team on this site is making a mod on a much higher level. They create everything from scratch, unlike what I am doing. They don't build on top of others' work, besides Rockstar Games and their own BTTF mods also created from scratch. 0.2f is not some "make it up as you go" mod. When modding, I understand how time-consuming it would be to create an entire mod from scratch, including models (especially when the mod team members have lives). Having a serious talk will not make anything come faster. The only "lucky break" (and I say that in quotes) was when Fusion released a partly finished 0.2f for the same reason you are complaining for. Mike deleted the link, but the file is still out there somewhere. Go find it and witness the progress first hand. That will be the only pre-mature release. Whether the mod is dead or not is not for us to judge. It is purely speculation. The fact that an update was released not long ago proves that something is going on. The community is alive, as many of us visit the forum frequently. I'm sure the mod team will agree.