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uokka

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Everything posted by uokka

  1. Yup, the sphinx was seemingly supposed to be a lion (big head). But most cats cant swim.. The ice age stuff sound pretty logic. The mediterranean ocean dryes out every time the water surface of the atlantic ocean goes down a few feet below normal. Which is believed to happen very often in world history. Which also could kill bacteria. Good for storing papyrus or making you feel dizzy.. However, the world wont end but mankind will. And we do the job our self. Slowly. We are now officially 7 Billion humans on this planet. We are the mould of the earth.
  2. Agree. We might already have the same information the mayas had, but most of us dont interpret it as the truth since there are too many different (holy) versions of this stories, which doesnt realy makes the hole thing more believable.. For example, an interesting theory is that the great pyramid of giza (6 thousand years old, as I heard) was a library, built to protect information from the periodically occurrence of the great flood (arca noah -> great pyramid of giza). This story has been adopted by some very popular books written much later. Now, which version should i believe in? In all of them if in any, which only confuses me..
  3. What I wanna say is, we can't predict the future by looking at a calender which no one realy understands. (The gregorian calender is out of race here. Its cycles are too short. i know that. ) I dont think anybody who does understand the mayan calender would say, the world ends at the calenders end.. since it starts all over again. My sarcasm seems not to work in english.. For us its only a great date to spend money buy books and videos about 2012 or even survival kits and food. For science this date might be world shaking (in case there will be something observable), as it could help us understand how to predict planetary constellations without using a telescope.. How the hell did the mayans know all that stuff about the worlds galaxy-bouncing cycles. Not to speak of the inka, egyptians and other peoples who builded scyscraper like pyramids (to observe the sky, probably ) thousand of years ago!
  4. The universe will care little about the position of planet earth at that particular date. But its interesting though. What happens physically to the planets in our solarsystem.. gravitational stuff or some -less than usual- filtered radiation, maybe. WRONG! The world should have ended years ago! The only calender I have is more than three yreas old.. Its not possible anymore to read a future date from it, so the only logical conclusion is: Im already dead! However, I dont think the center of our galaxy is mother natures p***y which sends out love and living to everything in its view..
  5. The world spinns just too fast! A few years ago I wished, I would have a desktop PC that fast. Now it fits in your trousers pocket.. wanna se how you control GTA. What could you possibly repair without a microscope?
  6. Thats not a shadow but the ceiling, visible through a gap in the shelf Same on the right side.
  7. Does that mean, your not going to aim at serving features of SA (or even IV) to the model (Like break/tail lights, Paintjobs, tuning parts, vehicle alteration), because it only needs to work for VC? This would suck! No offense, though.. EDIT: Sorry if this has been answered already, but i hardly can find posts about it, deeply buried in old topics..
  8. Yeah, all done with memory stuff which addresses only needed to be known of. The X,Y,Z spinning code still needs a lot of work, as I never learned the 3D sine/cosine stuff. Aslo, some addresses might not be the best choice to change the behavior of hover controlling.. My progress on that part might be very slow. So, any mathematically skilled genius who has a better formula, is welcome to give it to me.
  9. And thats pretty much it. I dont just see the hole picture. Anybody who wants to use it, make sure you have latest cleo installed. Check Audio related opcodes. (Audio files may also be missing) Check global cleo vars. BttF_DMC_Liftoff.cs will crash without BttF_Hover_Anim.s. If any other ways of possible fixes come to my mind, I will post them. Aha, I see, since its Bullet by default. But I actually wanted to see the rest of the game, so i killed speed.cs. Im using another speedo. Thanks anyway
  10. Im a little worried that cleo global variables messes things up. For example: On activating hover mode, one variable, which can be used by all scripts (cleo global variable), gets its value changed from 0 to 1, so other scripts know when were flying. However, the script doesnt know its not the sparrow which is flying at this moment, but a car. This could be problematic, as models are getting attached to the vehicle and other stuff happens that we dont need.. Try changing the global variables which toggles the flying mode in BttF_DMC_Liftoff.cs and BttF_Hover_Anim.s, so that timetravel.s (which swaps your vehicle into a heli) dosnt do anything when activating my hover mode. There is a list of global variables in init.cs or rather its plain source init.txt. Choose a unused number/variable and replace it whith the global var for hovering and anim in BttF_DMC_Liftoff.cs and BttF_Hover_Anim.s. The Boost also uses a global variable, but shouldnt be responsable for any crashes, i believe..
  11. Yes thats the same effet im using for my landing pyramid. You can kinda connect two vehicles with a searchlight which is lagless. Using world coords lags. Too bad for the memory stuff. Maybe i'll give it anoter try sometime.
  12. Yeah! If you found out how it works, please tell me. I dont know where all these parameters come from.. @rdc5288, @Driver 12 Try to remove audio stuff. If that doesnt work, you are on your own. I didnt made it to be compatible with the original mod. If you wanna use it, you need to fix it your self, sorry. If I know the reason for the crash, i will post it here. But thats not my priority right now. Sorry again.. Good luck.
  13. Its not a corona. It has nothing to do with 'create_corona' opcode. The laggyness of coronas comes from 10 miliseonds waits, until the cars world coords are updated in the cleo code, to spawn the next corona. You cannot use wait 0, as it falls back to a value of 10, i believe. Wesser came up with a method which doesnt have this problem. I was using it for the green ground reflection (video #3 & #4) wich as well would be laggy in standard way of coding (as in video #5). I removed it, because it produces other bugs.. By the way, see the DeLoreans taillights and its ground refection in video #3 & #4? Lagless.. Theres a Turn Indicators cleo script that uses a function to attach coronas to vehices! I didnt understand it yet, though.
  14. You could attach a searchlight to the DeLorean whitch aims to the cam/view point with a little offset. So you would look directy into the light and getting blended. The searchlight beam might be laggy but not the searchlight corona. The command for displaying a searchlight does not have to be used constantly to keep it displayed.
  15. @rdc5288 Reading through the topic might help. @daangelo29 The big light is part of the searchlights. Just like on police heli @Delorean12 What did you change in speed.cs?
  16. Kind of.. Time travel takes place in the code just after the wormhole has grown to its max size. And I can only talk about my scripts here. Im not very familiar with the original code anymore. No! Im glad about any kind of feedback. EDIT: I've just realized that was my fix
  17. @rdc5288 Thank you. I dont think i would have been able to do all this amazing stuff on my own.. I dont even know exactly how i managed to achieve all this! Remember, i didnt created the mod. I've only edited it.. Im working on this since one year or so. It was, and still is hard work, indeed. If you wanna be able to code like me, tweak some cleo scripts until nothing will work anymore. Then try to repair it! Thats my style of learning how to code, which is a pain in the ass but it works. The scripts from the first post are complete scripts (WIP). Paste the code into empty txt files and compile with sanny. NOTE: They work for me, but might not work correctly on default bttf sa v0.1.3.2.. You have to fix that yourself, which might be a pain in the ass.. @daangelo29 The speed only initiates the time traveling effects. thats it. If the speed does not go down and the wormhole reaches its full size, the time travel happens. This needs about 1 second. You can even time travel while accelerating to more tha 88 MPH. Does this answer your question?
  18. No, I wont. My stuff is only minor edits to the mod. If you wanna use it, you need to know a little about cleo coding and/or SA modding. Only the mod team should release BttF Mod installers. Im not part of the mod team.
  19. Im not sure if i understand your question correctly. Time travel effects are getting activated on reaching a certain speed value, and getting deactivated, if the speed falls below this value. So the speed doesnt really matter..
  20. Yes, latest stuff! Well then, I prefer the effects starting at 88 MPH and the wormhole just need its time to grow from there on. I fyou like that, use 39.33952 (88MPH) instead of 33.528 (80MPH) pretty much everywhere in the code.