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BTTFModMachine

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Posts posted by BTTFModMachine


  1. Here is a GTAForums topic that explains the binary IPL:

    http://gtaforums.com/topic/202532-sadoc-ipl-definitions/

    And here is a SA object resource. I find it very helpful finding objects in MEd's IDEs. This object resource also lists animated objects, like the farm windmill and the Big Pecker, which do not show up in MEd. You need to edit the binary IPL manually to add the animated objects to the game. http://gta-sa-mp.de/forum/index.php?page=Objects

    • Like 1

  2. For new non-standard map objects, I don't use MEd. I direct edit the IPL. MEd crashes when loading the files after I modify the gta3.img for some reason. When I had problems with MEd, TranceLikeState recommended that I use IPL Helper: http://www.gtagarage.com/mods/show.php?id=1895

    It's a really great tool. Here is the GTAForums tutorial on it: http://gtaforums.com/topic/321833-ipl-helper-blue-editions-little-guide/

    • Like 2

  3. You can get trapped in a game fabrication circle:

    People want a higher quality game, so we take our inadequate, outdated game and create a completely new game, which requires better, more powerful PC's, which leads to game downgrading, which will lead to bugs, time goes by fixing those bugs, which in time will lead to people wanting a higher quality game, so we take our inadequate, outdated game...etc.

    I think we're at the bug fixing stage right now, so everyone wants a higher quality game. Right? :chair:

    I rest my case. :cash:


  4. not sure how it would fit in the Bttf world since thats the Bttf 1 car and the bttf 3 car was in bttf 3 but very interesting Thanks for sharing will definitely see movie just for Doc and delorean

    License plate is post BTTF 1 but they forgot Mr. Fusion. o.O

    For a movie like this, they probably meant to do irreparable damage to BTTF. :blink:

    • Like 1

  5. The ASI version has a really weird ini file. It requires a range of car id's. Apparently you cannot skip around in an ID range, because then no cars will have sounds at all in game (I tried that, oops :P). The program version has an interface where you can set up car engine sounds in any order you want. The ASI version is basically for modders who want to add a lot of new cars to the game. Otherwise, you'd probably want to stick with the program version.


  6. Hey, I just found this tool out on the web, made by the one and only Alexander Blade!

    It allows you to change the sound bank a vehicle uses in GTA SA (like change heli sound to car sound) by modifying the exe. I found this very helpful in BTTFSA, and I'm sure many others will, too. It also changes door sounds, radio, and horn sounds.

    Here is the GTAForums topic:

    http://gtaforums.com/topic/278125-sa-vehicle-audio-editor/

    The download in the GTAF topic is broken, so here's the download:

    http://www.gamemodding.net/en/gta-san-andreas/gta-sa-programms/18703-gta-san-andreas-vehicle-audio-editor-rus-eng.html

    I made this topic because a few members were wondering how to change sound banks for vehicles in SA a while back. This is the solution. :thumbs:

    There's one weird part to this that Alexander Blade did not obviously post. When changing the sound bank, the actual value you input into the program is the sound bank number + 6. So, if you were going to select bank 32, you would input the number 38 instead. Also, you need to save the exe after each change. Otherwise, your changes will be lost.

    See you in the future..or in the past...

    -BTTFModMachine


  7. Hey, I just made my first scratch made CLEO script! Too bad it doesn't work. :P

    I noticed in the BTTF movies that the delorean makes certain sound effects randomly (usually when accelerating and decelerating). I tried to replicate this in CLEO. However, whenever I press the keys listed below in the delorean, the game crashes:

    // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
    {$CLEO .cs}
    
    //-------------MAIN---------------
    thread 'DELOS' 
    //0AB4: 20@ = var 909 //I tried both of these audio opcodes (they gave me trouble with the KR mod)
    20@ = Audiostream.Load3D("CLEO\AUDIO\DELOS.MP3")
    
    :DELOS_11
    wait 0
    if
    Player.Defined($PLAYER_CHAR)
    jf @DELOS_11
    jump @DELOS_13
    
    :DELOS_13
    wait 0
    if or
    Actor.DrivingVehicleType($PLAYER_ACTOR, #ALPHA)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTKNIFE)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #INFERNUS)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #SUPERGT)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #BANDITO)
    jf @DELOS_15
    jump @DELOS_17
    
    :DELOS_15
    wait 0
    if or
    Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRINA)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRINB)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #PHOENIX)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #HOTRING)
    Actor.DrivingVehicleType($PLAYER_ACTOR, #SLAMVAN)
    jf @DELOS_11
    jump @DELOS_17
    
    :DELOS_17
    wait 0
    0@ = Actor.CurrentCar($PLAYER_ACTOR)
    if
    Actor.InCar($PLAYER_ACTOR, 0@)
    jf @DELOS_11
    if or
    00E1:   player 0 pressed_key 16 //accelerate key
    00E1:   player 0 pressed_key 14 //brake key
    jf @DELOS_11
    0209: generate_random_int_in_range 30000 60000 store_to 1@
    wait 1000
    gosub @DELOS_21
    wait 1000
    jump @DELOS_11
    
    :DELOS_21
    wait 1@
    Audiostream.PerformAction(20@, STOP)
    Audiostream.LinkToCar(20@, 0@)
    Audiostream.PerformAction(20@, PLAY)
    return
    

    Can anyone tell me why the game is crashing? I would really appreciate some help with this.

    Thanks.


  8. Hey, can someone help me out with this coding problem (once again)?

    I'm trying to change the train_trail script so that the BTTF3RR delorean is actually a train (so that it stays on the tracks). I used the San Andreas train limiter and changed Train Type 2 so that the locomotive is using the model #INFERNUS (yes, you can change a train so that it becomes a car model).

    However, a minute after I start the game, it crashes. Can someone tell me why this is happening? Here's my code:

    thread 'TRAIN_TRAIL' 
    
    :TRAIN_TRAIL_19
       not Player.Defined($PLAYER_CHAR)
    else_jump @TRAIN_TRAIL_42 
    wait 0 
    jump @TRAIN_TRAIL_19 
    
    :TRAIN_TRAIL_42
    6@ = Audiostream.Load("CLEO\AUDIO\BTTF3_RAILROAD\GO.MP3")
    7@ = Audiostream.Load("CLEO\AUDIO\BTTF3_RAILROAD\START.MP3")
    
    :TRAIN_TRAIL_123
    wait 1 
       Player.Defined($PLAYER_CHAR)
    else_jump @TRAIN_TRAIL_123 
    
    :TRAIN_TRAIL_139
    wait 1 
       Player.Controllable($PLAYER_CHAR)
    else_jump @TRAIN_TRAIL_139 
    //0AB4: 0@ = var 8 
      // not Car.Wrecked(0@)
    //else_jump @TRAIN_TRAIL_139 
    //if and
     //  Car.Model(0@) == #INFERNUS
     //  Actor.InCar($PLAYER_ACTOR, 0@)
    //else_jump @TRAIN_TRAIL_139 
    Model.Load(#FREIGHT)
    //Model.Load(#FREIFLAT)
    Model.Load(#INFERNUS)
    038B: load_requested_models 
    
    :TRAIN_TRAIL_208
    wait 0 
    if and
       Model.Available(#FREIGHT)
     //  Model.Available(#FREIFLAT)
     Model.Available(#INFERNUS)
    else_jump @TRAIN_TRAIL_208 
    0AB4: 23@ = var 7 
    00BF: 24@ = current_time_hours, 7@ = current_time_minutes 
    24@ *= 100 
    005A: 24@ += 25@ // (int) 
    //06D8: 5@ = create_train_at 730.3469 2430.528 19.74293 type 15 direction 0 
    1@ = 730.3469
    2@ = 2430.528 
    3@ = 19.74293
    //0407: store_coords_to 1@ 2@ 3@ from_car 5@ with_offset 0.0 10.0 0.0 
    06D7: enable_train_traffic 0 
    06D8: 0@ = create_train_at 1@ 2@ 3@ type 2 direction 0 
    26@ = Car.Angle(0@)
    0A92: create_custom_thread "TIMETRAVEL_BTTF3_R.S" 0@ 0 2 23@ 24@ 23@ 24@ 0 0 0 0 1@ 2@ 3@ 26@  
    Model.Destroy(#FREIGHT)
    //Model.Destroy(#FREIFLAT)
    Model.Destroy(#INFERNUS)
    //07BD: destroy_train 5@ 
    0652: 20@ = integer_stat 181 
    0629: change_integer_stat 181 to 4 
    //4@ = Marker.CreateIconAndSphere(11, 1@, 2@, 3@)
    
    :TRAIN_TRAIL_318
    wait 1 
       Player.Controllable($PLAYER_CHAR)
    else_jump @TRAIN_TRAIL_10398 
    //0AB4: 0@ = var 8 
       not Car.Wrecked(0@)
    else_jump @TRAIN_TRAIL_10398 
       Actor.InCar($PLAYER_ACTOR, 0@)
    else_jump @TRAIN_TRAIL_10398 
    0629: change_integer_stat 181 to 4 
    if and
    0103:   actor $PLAYER_ACTOR in_sphere 1@ 2@ 3@ radius 2.0 2.0 2.0 sphere 1 stopped_in_car 
    0AB0:   key_pressed 84 
    else_jump @TRAIN_TRAIL_318 
    //Marker.Disable(4@)
    03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
    0169: set_fade_color_RGB 0 0 0 
    fade 0 750 
    wait 750 
    0AB3: var 826 = 7 
    0AB3: var 800 = 2 
    0826: enable_hud 0 
    0581: enable_radar 0 
    Model.Load(#FREIGHT)
    //Model.Load(#FREIFLAT)
    038B: load_requested_models 
    

    I don't think anything executes beyond this point. Thanks!


  9. That's right. There are only so many decent rock structures that can be used as barriers when sunk into the ground. Actually, I have tried many, but only 2 actually fit the bill. The rest are either too flat, have a large empty hole in them, or both. I chose to use barriers rather than sinking multiple towns into the ground, which would leave more holes. ;)

    • Like 1