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Posts posted by uokka
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[..] look at the 26sec mark to 30 sec mark, when you play that look at the top left shelf at the end of the row... an unrealistic shadow renders in that time frame. That tells me it is just an animation.Thats not a shadow but the ceiling, visible through a gap in the shelf Same on the right side.
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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..
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Wow, This is very detailed! Looks really great!
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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.
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Seems someone's doing his research well. Hoping to also study Blue's new code myself soon.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.
I have seen in your videos that you have no Speed-o-Meter and i have edited a original script for this Display[...]
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
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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..
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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.
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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.
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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.
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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.
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@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?
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So the time travel is based on the size of the wormhole, then?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.
Sorry about these lazy questions.No! Im glad about any kind of feedback.
EDIT:
I've just realized that was my fix
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@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?
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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.
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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..
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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.
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Have you crateted this models from scratch?
The characters/actors are looking so real!
Its fantastic, dude.
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As you request it, I feel warrantable and honored to post this code snippet of my BttF_TimeTravel.s..
Its not perfect, but i made at least the front coil glow looking realy great on Tirido's DeLorean, in my opinion.
SPOILER:// -------------------------------- Coil ---------------------------------- :Coil 02E3: 15@ = car 0@ speed 0AB4: 30@ = var 1 if or 33@ < 1500 33@ >= 14000 then if and 30@ == 1 // 15@ > 33.528 15@ > 39.33952 // - 88 Miles per Hour! then gosub @CoilGlow else end end return :CoilGlow //Front Coils 0AB1: call_scm_func @CoilParticle 4 0@ 1.01 2.14 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 1.00 2.22 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.98 2.3 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.93 2.354 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.85 2.377 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.75 2.382 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.65 2.386 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.55 2.390 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.45 2.394 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.35 2.398 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.25 2.4 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.15 2.4 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.05 2.4 -0.15 //Top Coil 0AB1: call_scm_func @CoilParticle 4 0@ 0.35 -0.8150 0.608 0AB1: call_scm_func @CoilParticle 4 0@ 0.43 -0.8175 0.613 0AB1: call_scm_func @CoilParticle 4 0@ 0.51 -0.8200 0.609 0AB1: call_scm_func @CoilParticle 4 0@ 0.59 -0.8250 0.594 //Coil Door 0AB1: call_scm_func @CoilParticle 4 0@ 0.662 -0.825 0.567 0AB1: call_scm_func @CoilParticle 4 0@ 0.7195 -0.83 0.5231 0AB1: call_scm_func @CoilParticle 4 0@ 0.7745 -0.835 0.472 0AB1: call_scm_func @CoilParticle 4 0@ 0.8242 -0.84 0.425 0AB1: call_scm_func @CoilParticle 4 0@ 0.872 -0.845 0.375 0AB1: call_scm_func @CoilParticle 4 0@ 0.91 -0.855 0.325 0AB1: call_scm_func @CoilParticle 4 0@ 0.95 -0.865 0.275 0AB1: call_scm_func @CoilParticle 4 0@ 0.98 -0.90 0.23 0AB1: call_scm_func @CoilParticle 4 0@ 1.002 -0.955 0.21 //Side Coil 0AB1: call_scm_func @CoilParticle 4 0@ 1.012 -1.03 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 1.002 -1.12 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.993 -1.21 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.983 -1.30 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.974 -1.39 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.964 -1.48 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.955 -1.57 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.948 -1.66 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.948 -1.73 0.21 //rear coils 0AB1: call_scm_func @CoilParticle 4 0@ 0.930 -1.80 0.19 0AB1: call_scm_func @CoilParticle 4 0@ 0.940 -1.85 0.14 0AB1: call_scm_func @CoilParticle 4 0@ 0.95 -1.9 0.09 0AB1: call_scm_func @CoilParticle 4 0@ 0.97 -1.93 0.04 0AB1: call_scm_func @CoilParticle 4 0@ 0.99 -1.97 -0.02 0AB1: call_scm_func @CoilParticle 4 0@ 1.01 -1.99 -0.08 0AB1: call_scm_func @CoilParticle 4 0@ 1.00 -2.02 -0.16 0AB1: call_scm_func @CoilParticle 4 0@ 0.99 -2.04 -0.22 0AB1: call_scm_func @CoilParticle 4 0@ 0.98 -2.07 -0.28 0AB1: call_scm_func @CoilParticle 4 0@ 0.96 -2.10 -0.32 0AB1: call_scm_func @CoilParticle 4 0@ 0.94 -2.13 -0.36 0AB1: call_scm_func @CoilParticle 4 0@ 0.91 -2.175 -0.39 0AB1: call_scm_func @CoilParticle 4 0@ 0.86 -2.180 -0.39 0AB1: call_scm_func @CoilParticle 4 0@ 0.82 -2.180 -0.38 return :CoilParticle 066B: 4@ = attach_particle "BLUECOIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ if not 1@ == 0.0 then 1@ *= -1.0 066B: 4@ = attach_particle "BLUECOIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ end 0AB2: ret 0
You might also remove the coil glow model from the BttF_TimeTravel.s script (GTASA\data\maps\animation\animation.IDE -> #18636), as it doestn fit to Tirido's DeLorean as well..
By the way, I made the Time Traveling stuff starting at 88 MPH.
As I remeber from the movies, nothing happens before 88 MPH.. is that correct?
Im so focking happy that you are interested in my edits.
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Yeah, I hope implosion effects are not low priority..
I put it on my personal list.
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*redundant*
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Im not absolutely sure, but i think v0.1.3.2 was released before CLEO 4 came out.
And Cleo 4 has been updated to v4.1.1.30f
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I think griff came up with a a pretty cool idea if the future is messed up until you completed the missions (if there are any) and kinda saved the future..
Its just like BttF part II.
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Sure..
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[...] The Liftoff script worked, but as soon as I loaded the HOVANIM one, main.scm kept crashing the game. DMC_BST script didn't work at all. Also, secondary fire activates hover mode.[...]
A suggestion to uokka: How about a script for scared pedestrians in years before 2015? I'm sure it'll be easy enough for you to code.
GTA crashing on activating hover mode, might aswell be reelated to audio stuff. Check set_audiostream opcodes.. change .MP3 or comment them out..
Key bindings might interfere with default BttF key bindings. Change key press checks in scripts, if necessary.
If you know how to check the date in cleo, you'll know how to check if its '2015 or later'..
I believe this will be easy enough to code for you soon, too. You'll do it!
And you have to check out what they do by yourself.Good work until now, keep it up!
EDIT:
I forgot to mention, you should update to CLEO 4. Might help with unknown (especially audio) opcodes.
bttf hv/lc portable
in Back to the Future Discussion
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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?