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Posts posted by uokka
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Great thing you could make the Dels mega stable. Too bad TT Marty in GTA always looks like he wants to be on the toilet but thats not up to you of course.
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I can imagine R* does/did a lot of game play testing for their GTA maps so users can drive/jump/observe/shoot/die everywhere which couldn't be reproduced by just replacing the map with a 1:1 copy of a (obviously incomplete) movie scene environment. Exept the team would create a 'complete' Hill Valley world (that would be cool though).
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These big red letters are beautiful, though for me it doesn't sound like SonicSouz would call anyone a thief (SA cleo code is 'open source' anyway - stealing impossible). SonicSouz just noted similarities. If its actually the same code.. cool.
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The useful information in SALAs debug info (memory addresses) is actually only useful for people hwo know how to use IDA correctly (i.e. not me:p).
However, sometimes crashes are caused by incorrectly modded game files (due to the tool used). Re-modding the original files using the same tool but in a different order can fix it (i.e. replace a file in an .img - save & close - then reopen and add a file; instead of doing it all at once). Or trying another tool.
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To add to that, his custom wormhole effect looks very movie accurate. Is there anyway you'll be releasing that, Delorean88MP?
This one might look even better as its using several wormhole textures (ten) instead of only one.
Thuogh, its only compatible to my edits - It would need editing of original effects.fxp and timetravel.s to be used with the default scripts.
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screeny?
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The strangest thing for me, from an end-user point of view, is that the most impressive new stuff for the next update will probably be those high quality models that we have only seen a few screenshots of as of now. Progress in scripting can't be that easily posted of course but I'm sure there is aswell a lot of work that has been done for our pleasure. Sorry BTTF HV Italy Team Rep., but I think the most impressive stuff you can provide would be an accurate translation of game text (assuming there isn't one already).
Though, contributing ones own work is always a good thing (imo) - so why not just share what you have done (models) and ask someone who knows to code in cleo to code specific stuff and implement it for you and anyone who is interested? That could have the same (or even better) result; there is really no need for another team since the existing team is actually active.
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Jump lables like :T_CIRC_126 are generated by sanny when decompiling a script. If you decompile a modified version those lables change.
Which script are you editing anyway?
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hmm, maybe:
03C0: 0@ = actor $PLAYER_ACTOR car 00A1: put_actor $PLAYER_ACTOR at -522.182 -2028.447 51.1887 0175: set_car 0@ Z_angle_to 77.0
00A1: put_actor ... works for vehicles too but maybe .Angle() & .CanMove() doesn't ?
This is my teleport script - Not related to BTTF.Teleports player (and if driving) together with vehicle.
{$CLEO .cs} //-------------MAIN--------------- 0000: NOP while true wait 0 if and 0AB0: key_pressed 17 // 'Ctrl' 0AB0: key_pressed 84 // 't' jf continue if 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET jf continue 02CE: 3@ = ground_z_at 0@ 1@ 2@ 0169: set_fade_color_RGB 0 0 0 016A: fade 0 time 50 wait 100 04E4: unknown_refresh_game_renderer_at 0@ 1@ 03CB: set_rendering_origin_at 0@ 1@ 3@ IF actor.Driving($PLAYER_ACTOR) THEN 0811: 4@ = actor $PLAYER_ACTOR car_nosave 0A97: 5@ = car 4@ struct 5@ += 0x4C8 // Trailer of car 0A8D: 5@ = read_memory 5@ size 4 virtual_protect 0 if 5@ > 0 then //-> We have a trailer 0AEB: 6@ = car_struct 5@ handle 07AC: detach_trailer 6@ from_cab 4@ 08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB wait 0 0893: put_trailer 6@ on_car 4@ else 08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB end ELSE 08C7: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0 dont_warp_gang // versionB //00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 3@ END 016A: fade 1 time 50 WHILE TRUE wait 0 if 0AB0: key_pressed 84 // 't' then else wait 100 break end END end
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Player.CanMove($PLAYER_CHAR, true)
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Aren't the SA cleo scripts open source?
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that would involve a lot of work thoughThats why I want you to do it.
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Long live the pirates if they crowd forward creativity and progress.
To avoid piracy, make use of copyleft and open source.
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I'd like to see some (fake) stainless steel textures on this model.
I've even tryed remapping it. Maybe one day.I nearly requested cold effect paint jobs..
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You actually really made the texture look like the crysis texture; so, good job for that one; I didn't want to complain or anything but while you're editing, I thought to share my impression about the textures in common.
I'll keep an eye on this.
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In that case, I think you made it too crysis-like for my taste. The crysis textures itself are HQ and nice and etc.
Well, I think its really difficult to make the texture actually look like stainless steel; The crysis DeLo originally gets its real look from the crysis engine but not in GTA of course. Thus some more contrast might make it look more steelish again.
The default models texture can look like totally bright/white at some in-game weather conditions, while a too 'gray' texture might just always look gray-ish.
I hope this makes sense to you.
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So you've used the default texture and re-colored it to fit the crysis texture coloring?
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I kinda like it. Though, the default models texture looks better in VC than in SA while the crysis model and its texture looks better in SA than in VC imo.
Have you merged the two textures together?
I think It would look nicer if you make the texture brighter and/or make more use of those pseudo specular lighting effect that the default model texture is using. The crysis textures has less contrast (dark/bright areas) than the default models texture.
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stretching sux. useful plugin.
imagine you're watching a 16:9 movie on a 4:3 screen, or the other way around, without those nasty black bars for keeping the aspect ratio. It just sux.
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Nice one, Trance!
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@BTTFModMachine
Its a pretty hilarious and stupid movie which is really fun to watch.
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Beautiful screenshot. Though, I aswell don't get what youre asking for.
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Thats bad.. I assume you are not using same drivers for XP and 7 (I'm using xp drivers for audio on 7).
Maybe its caused by half broken / cheap hardware.
Bad (or incorrectly clocked) RAM can easily cause crashes. If you have more than one RAM brick on your board, you could try removing one and see if it still crashes.
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I don't know if you are satnding allone with this issue (maybe more people can comfirm this?). Its not unlikely that some windows updates just fail to install if some other updatetes haven't been applied to the system already. This could have influence on the 'stability' of some software products (i.e. missing/wrong DLLs/files). I'd recommend to install an update pack from a website you can trust (i.e. WinFuture) (for 'any' windows version from xp to 7) to get "everything" instead of letting windows decide what you need.
Just like re-installing the hole game (maybe even cleaning the registry afterwards), it could also help to reinstall Windows; Even though I'd not recommend to do so as it might be a big pain for you and the problem could also be caused by a 'bad' driver (chipset, graphics or whatever).
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I have one of those here with a side-fan but its terrible to open and close (also don't remember if it blowes in or sucks out; not in use - verry crashy)
Yep, I have always more than one HHD wich produces heat but I care more about cleaning from time to time. I don't live in a hot area, though, depending on my room setup, I sometimes tend to just leave the case open to not have to care about heat getting caught if I'm in doubt. Also helps if lazy due to easy access. No babies or cats here that would mess things up by crawling inside.
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Mike, on 20 Apr 2013 - 18:15, said:
[...]
it will be released this year, we just don't know when, yet.
What did John think?
in Back to the Future Discussion
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Who took that photo?