:
Destination Time
:
Present Time
:
Last Time Departed

uokka

Advanced Members
  • Content Count

    361
  • Joined

  • Last visited

  • Days Won

    36

Everything posted by uokka

  1. Very nice time travel effects. KARR and KATT sounds when you enter the vehicles are annoying.
  2. Hmm, not sure if I had a crash but I needed to fix the bttf scripts for 4.3. CLEO 4.3 has a new feature wich kinda breaks the text display stuff. The mini mod comes with a file called "draw.cs" (or something) which only purpose is to do an infinite loop and execute the 'text draw' opcode [so it won't be needed in every bttf script that draws something?]. Now, in CLEO 4.3, drawing text and textures on the screen is managed independantly for each script. If you have several unrelated scripts that draw textures on the screen, those textures might become completely white with CLEO 4.1 if another script, which wasn't aware this texture-ID is used elsewhere, made the texture being released from memory and rendered the ID useless. This is 'fixed' in 4.3 by not sharing the draw-stuff-IDs between scripts but handling them independantly. This makes it necessary for the 'text draw' opcode to be included in every script that uses text/texture draw opcodes.
  3. You could make the yellow side lights use the same color mask as the front lights and remap to the vehiclelights texture. Without IVLM dummies. You need a version of ZM that can handle project files rather then importing a dff. Doesn't it cost only a few bugs?
  4. Good job on the lights. I started doing this too but was too lazy to finish that filigree stuff. Looks great at night. You could also link the inactive yellow side lights (which aren't indicators as I've been told) to the front lights. The roof between the doors is bumpy. I had that too when setting the normals (or whatever it's called) automatically on the hole model. That sucks. fix it. q:
  5. Nope. I really like the idea of having vehicles from old school TV shows in the game but nothing can beat a flying car. Or, I don't need to boost-jump if I can fly. ;p
  6. True, try again. You could also re-use the 'conversation' we have already running.
  7. Nah, ModLoader is just great for small mods. Single vehicles, effects, textures. Stuff that you could otherwise easily forget about. -- peter, PM me if you still need to merge two FXPs and two TXDs.
  8. Well, the more threads like this one come up, the more it seems to me less updates are quite a good appetizer. Which is the best we all can do while waiting for stuff which took many many hours to create and possibly bug checked by more than a single person. When done, it might have been worth the wait for us, we don't need to invest energy just for waiting, though.
  9. You're lying! Mod Loader is the easiest way.
  10. All good. Just a moment I was thinking you were saying "I was first" which sounded weird.
  11. So did others before any of you Anyway, might still involve permission issues due to using materials owned by unrelated people?
  12. Did I already mention that Mod Loader is super awesome? It can read vehicle lines from txt files. GTASA\modloader\MyCAR\mycar.dff GTASA\modloader\MyCAR\mycar.txd GTASA\modloader\MyCAR\data\carcol.txt GTASA\modloader\MyCAR\data\carmods.txt GTASA\modloader\MyCAR\data\handling.txt GTASA\modloader\MyCAR\data\vehicle.txt
  13. Much likely a coding issue then rather than a model issue.
  14. Maybe corrupted download or wrong/missing vehicle lines. Also I'd highly recommend Mod Loader for replacing vehicles so you mess with .IMGs as little as possible; IMG editing tools can break things.
  15. OK I had a look but didn't test and I wouldn't be suprised if more is needed. Anyway, it's a start for you. Remove or comment out this line: gosub @TIME_3860 In plain source code this gosub is called :Fly. And change this: :TIME_6253 gosub @TIME_3672 if 25@ == 469 else_jump @TIME_6294 0AB4: 24@ = var 904 jump @TIME_6321 :TIME_6294 if 25@ == 541 else_jump @TIME_6321 0AB4: 24@ = var 905 :TIME_6321 Audiostream.PerformAction(24@, PAUSE) gosub @TIME_583 if 25@ == 469 else_jump @TIME_6369 0AB4: 24@ = var 904 jump @TIME_6396 :TIME_6369 if 25@ == 541 else_jump @TIME_6396 0AB4: 24@ = var 905 :TIME_6396 Audiostream.PerformAction(24@, RESUME) return ... to this: :TIME_6253 gosub @TIME_3672 // @Effects gosub @TIME_583 // @TimeTravel return :FlyTravelCheck Messing around with decomppiled code has several disadvantages. Use plain source whenever possible.
  16. Woah! IIRC, There aren't that many references but I edited the provided plain source code (.txt), not decompiled SCM gibberish. And only after long time reading the scripts and getting an idea of where it loops and why. Sorry but I hate editing SCM. It's worse than coding in batch (which is still way more eye friendly).
  17. License plate is post BTTF 1 but they forgot Mr. Fusion. o.O
  18. Don't know why it's crashing but this seems to be unused? 0209: generate_random_int_in_range 30000 60000 store_to 1@
  19. Good job. I can't take credit for the hover on/off sounds, though. I took them from an earlier official mini mod version and I'm not sure I modified them so credit belongs to Archer. I think I only modified the door sound which I have shortened to better match the door anim.
  20. Hmm.. doesn't seem to be included on this list: http://www.dev-c.com/gtasa/ There is a .ASI version, though.
  21. I really like that you're using original map objects but what I don't like is that not even a hand full of parts are used pretty much everywhere, which makes it look like a super mario map on the game boy. q:
  22. Compared to the pictures Delorean88MP posted (I assume they show the original model), the wheels look a little bit too small and too thick.