:
Destination Time
:
Present Time
:
Last Time Departed

uokka

Advanced Members
  • Content Count

    361
  • Joined

  • Last visited

  • Days Won

    36

Posts posted by uokka


  1. 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..


  2. 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. :D


  3. 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 :)


  4. 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..


  5. 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.


  6. 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.


  7. 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.


  8. 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 ;)


  9. @rdc5288

    Thank you. :blush:

    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! :lol:

    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.. :D

    @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?


  10. 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. :D


  11. [...] 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! :D

    EDIT:

    I forgot to mention, you should update to CLEO 4. Might help with unknown (especially audio) opcodes.