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Everything posted by BTTFModMachine
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I've updated the ASI. // dllmain.cpp : Defines the entry point for the DLL application. #include "stdafx.h" #include <memory.h> #include <windows.h> #include <iostream> #include <stdio.h> #include <minwindef.h> //#pragma unmanaged BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { DisableThreadLibraryCalls(hModule); switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: { Unprotect(0x543A4A, 4); memset((PVOID)0x543A4A, 0x00695870, 4); Unprotect(0x0058D8FE, 1); memset((PVOID)0x0058D8FE, 0x74, 1); Unprotect(0x0058D972, 1); memset((PVOID)0x0058D972, 0x74, 1); Unprotect(0x0058E0A3, 1); memset((PVOID)0x0058E0A3, 0x74, 1); Unprotect(0x0058E10D, 1); memset((PVOID)0x0058E10D, 0x74, 1); Unprotect(0x00543B92, 4); memset((PVOID)0x00543B92, 0x0067E188, 4); Unprotect(0x00543A52, 4); memset((PVOID)0x00543A52, 0x00696AA0, 4); break; } } return TRUE; } I still get unhandled exception c0000005 at address 00543b90. I am using this script as an example: https://code.google.com/p/vcmp-enhancement-asi/source/browse/VCMPEnhance/dllmain.cpp
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Can anyone help me out with this (who knows C++): I'm trying to make an ASI plugin for VC that removes the transparent light blocks. I have a series of memory addresses I had gotten from a cleo script by ThirteenAG that does the same thing. Here's what I have: // dllmain.cpp : Defines the entry point for the DLL application. #include "stdafx.h" #include "memory.h" #include <windows.h> #include <iostream> #pragma unmanaged BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { DisableThreadLibraryCalls(hModule); switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: // DO STUFF HERE //VirtualProtectEx(NULL, (LPVOID)0x543A4A, sizeof(0x00695870), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses //WriteProcessMemory(NULL, (LPVOID)0x543A4A, (LPCVOID)0x00695870, sizeof(0x00695870), NULL); // VirtualProtectEx(NULL, (LPVOID)0x543A4A, sizeof(0x00695870), 0, 0); // Restore protection to address after write // VirtualProtectEx(NULL, (LPVOID)0x0058D8FE, sizeof(0x74), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses //WriteProcessMemory(NULL, (LPVOID)0x0058D8FE, (LPCVOID)0x74, sizeof(0x74), NULL); // VirtualProtectEx(NULL, (LPVOID)0x0058D8FE, sizeof(0x74), 0, 0); // Restore protection to address after write // VirtualProtectEx(NULL, (LPVOID)0x0058D972, sizeof(0x74), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses // WriteProcessMemory(NULL, (LPVOID)0x0058D972, (LPCVOID)0x74, sizeof(0x74), NULL); // VirtualProtectEx(NULL, (LPVOID)0x0058D972, sizeof(0x74), 0, 0); // Restore protection to address after write // VirtualProtectEx(NULL, (LPVOID)0x0058E0A3, sizeof(0x74), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses // WriteProcessMemory(NULL, (LPVOID)0x0058E0A3, (LPCVOID)0x74, sizeof(0x74), NULL); // VirtualProtectEx(NULL, (LPVOID)0x0058E0A3, sizeof(0x74), 0, 0); // Restore protection to address after write // VirtualProtectEx(NULL, (LPVOID)0x0058E10D, sizeof(0x74), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses // WriteProcessMemory(NULL, (LPVOID)0x0058E10D, (LPCVOID)0x74, sizeof(0x74), NULL); // VirtualProtectEx(NULL, (LPVOID)0x0058E10D, sizeof(0x74), 0, 0); // Restore protection to address after write // VirtualProtectEx(NULL, (LPVOID)0x00543B92, sizeof(0x0067E188), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses // WriteProcessMemory(NULL, (LPVOID)0x00543B92, (LPCVOID)0x0067E188, sizeof(0x0067E188), NULL); // VirtualProtectEx(NULL, (LPVOID)0x00543B92, sizeof(0x0067E188), 0, 0); // Restore protection to address after write // VirtualProtectEx(NULL, (LPVOID)0x00543A52, sizeof(0x00696AA0), PAGE_EXECUTE_READWRITE, 0); // Remove protection on protected addresses // WriteProcessMemory(NULL, (LPVOID)0x00543A52, (LPCVOID)0x00696AA0, sizeof(0x00696AA0), NULL); // VirtualProtectEx(NULL, (LPVOID)0x00543A52, sizeof(0x00696AA0), 0, 0); // Restore protection to address after write Unprotect(0x543A4A, 4); memset((PVOID)0x543A4A, 0x00695870, 4); Unprotect(0x0058D8FE, 1); memset((PVOID)0x0058D8FE, 0x74, 1); Unprotect(0x0058D972, 1); memset((PVOID)0x0058D972, 0x74, 1); Unprotect(0x0058E0A3, 1); memset((PVOID)0x0058E0A3, 0x74, 1); Unprotect(0x0058E10D, 1); memset((PVOID)0x0058E10D, 0x74, 1); Unprotect(0x00543B92, 4); memset((PVOID)0x00543B92, 0x0067E188, 4); Unprotect(0x00543A52, 4); memset((PVOID)0x00543A52, 0x00696AA0, 4); case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } Here is ThirteenAG's script: 05DF: write_memory 0x543A4A size 4 value 0x00695870 virtual_protect 1 05DF: write_memory 0x0058D8FE size 1 value 0x74 virtual_protect 1 //disable lightbox 1 05DF: write_memory 0x0058D972 size 1 value 0x74 virtual_protect 1 //disable lightbox 2 05DF: write_memory 0x0058E0A3 size 1 value 0x74 virtual_protect 1 //disable lightbox 3 05DF: write_memory 0x0058E10D size 1 value 0x74 virtual_protect 1 //disable lightbox 4 05DF: write_memory 0x00543B92 size 4 value 0x0067E188 virtual_protect 1 //lamp corona stretch 05DF: write_memory 0x00543A52 size 4 value 0x00696AA0 virtual_protect 1 //car lights stretch When I run VC, it freezes as soon as Marty appears in the game. What am I doing wrong? Is there any way to fix this?
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We're all pinned to our seats waiting for that destination time to change. This is not a time to lose interest. Rock on HV!
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First things first: You can edit your post in your first topic and post an update in a new post. (Admins please merge these topics) The lightning run date is Nov 12 1955, not Nov 5 1955. There is nothing wrong with your game.
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Crysis Deloreans in BTTF: San Andreas
BTTFModMachine replied to BTTFModMachine's topic in Other GTA Mods
Added model update for Delorean KITT and KARR. See first post! -
Nice! However, I think I would have some difficulty taking this from timetravel.s and putting it into timecircuits.cs. In timecircuits.cs, traffic by year and all the ped settings are already in place. All I need is a teleport section. Or, at least my modded timecircuits.cs in Delorean88MP's mod.
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Crysis Delorean KITT by Delorean88MP
BTTFModMachine replied to Delorean88MP's topic in Other GTA Mods
Very nice job! I like the Knight Industries Time Traveler. -
Install CLEO 4. Apparently for me, CLEO 3 doesn't allow you to install another asi except cleo.asi. 2dfx sounds interesting.
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I'm trying to incorporate it into timecircuits.cs. I have way too many timetravel.s files. One for each of my deloreans.
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I've got an issue: I attached a smoke particle to the train in SA, but the particle stream is slow and the individual particles are far from each other. Can this problem be fixed? I've already tried: Making the particle bigger (which is too big for the train). AND Making the effect life very short (which doesn't look good).
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OK. Now I have another question: I am editing the BTTF SA train push scene script. I want to make a black particle come out of the funnel of the train until the presto log activates. The presto log effects loop over and over again. However, when I add a black smoke particle (which is an edited version of the presto log particle) to the script, it only activates once and fades away. Here is the code snippet: 06D8: 4@ = create_train_at 802.3121 2611.383 20.56644 type 0 direction 0 072B: put_actor $PLAYER_ACTOR into_car 4@ passengerseat -1 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 Model.Destroy(#FREIGHT) Model.Destroy(#FREIFLAT) Camera.Restore Camera.OnVehicle(0@, 18, 2) Player.CanMove($PLAYER_CHAR) = True 081D: set_car 0@ engine_broken 1 0918: set_car 0@ engine_operation 0 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 Audiostream.PerformAction(7@, STOP) Audiostream.PerformAction(7@, PLAY) if 32@ < 76500 //value before presto log activates then 066B: 17@ = attach_particle "TRAIN_TRAILB" to_car 4@ with_offset 0.0 6.0 2.25 type 1 064C: make_particle 17@ visible 064F: remove_references_to_particle 17@ else end //More code in-between :TRAIN_TRAIL_2622 32@ >= 76500 //value after presto log activates else_jump @TRAIN_TRAIL_2387 0407: store_coords_to 1@ 2@ 3@ from_car 4@ with_offset 0.0 0.0 0.0 0565: create_soundless_explosion_at 1@ 2@ 3@ type 10 06DD: set_train 4@ speed 19.0 12@ = 47.0 32@ = 0 33@ = 0 :TRAIN_TRAIL_2715 wait 1 if and not Car.Wrecked(0@) not Car.Wrecked(4@) not Actor.Dead($PLAYER_ACTOR) 8741: not actor $PLAYER_ACTOR busted else_jump @TRAIN_TRAIL_11129 gosub @TRAIN_TRAIL_11498 Car.LockInCurrentPosition(4@) = 4 0508: car 4@ close_all_doors 0629: change_integer_stat 181 to 4 33@ >= 350 else_jump @TRAIN_TRAIL_2994 066B: 13@ = attach_particle "TRAIN_TRAIL3" to_car 4@ with_offset 0.0 7.5 -2.0 type 1 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 066B: 17@ = attach_particle "TRAIN_TRAILG" to_car 4@ with_offset 0.0 6.0 2.25 type 1 064C: make_particle 17@ visible 064F: remove_references_to_particle 17@ 066B: 21@ = attach_particle "TRAIN_TRAILG" to_car 4@ with_offset 0.0 6.0 2.25 type 1 064C: make_particle 21@ visible 064F: remove_references_to_particle 21@ 066B: 22@ = attach_particle "TRAIN_TRAILG" to_car 4@ with_offset 0.0 6.0 2.25 type 1 064C: make_particle 22@ visible 064F: remove_references_to_particle 22@ 33@ = 0 EDIT: Never mind. It was an effects.fxp issue.
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Interesting. Cutscene time travel teleporting doesn't work for me at all. I think I know why when I time travel, first I travel to the year specified, and don't teleport. Then, I travel again in the same year, and then teleport. It is depending on the current year variable. When I set the destination time, the year hasn't changed yet, so I don't teleport. Then, the year has changed, so the next time I time travel in that year, I teleport. I think it should read from the destination year, not the current year variable. Unfortunately, there is no destination year variable. Does anyone have any suggestions?
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I've encountered a bug in the script. I modified it to teleport for all years less than 3000. However, when I time travel, first I travel to the year specified, and don't teleport. Then, I travel again in the same year, and then teleport. Here's the modified code:
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Oh. I see. I'll try it out. So if I wanted to call this function up front, how would I activate it?
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I'd like to include this in timecircuits.cs, so that when teleporting is on, a delorean could travel to 88MPH and teleport. Could you add this feature into your script?
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Back To The Future: San Andreas Delorean Sound Pack
BTTFModMachine replied to BTTFModMachine's topic in Other GTA Mods
I adjusted the volume of the engine idle sound to match another engine idle sound's volume from another sound pack. The engine idle clip's pitch needs to be increased by 17% in order to sound normal in game. Compare the in game engine pitch with the second clip Mike posted of his delorean engine. They sound about the same. -
I can't make sense of the layout. Can you help me extend this script for multiple eras and locations?
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I'm thinking of redoing the teleport script. I found a teleport to marker script by loquendomax9814 for BTTF SA: I have never seen a teleport script formed like this. Can someone help me figure out how to set specific locations by year rather than a marker location?
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In beta 3, it includes uokka's TC scripts and bttf.fxt. If you don't have beta 3, the time circuits don't show. You are using beta 2, then.