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uokka

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Posts posted by uokka


  1. 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.


  2. 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:

    • Like 1

  3. Well, the more threads like this one come up, the more it seems to me less updates are quite a good appetizer.

    Yes. I am making a "make it up as you go" mod. I take bits and pieces from other mods and modify them. [...]

    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.
    • Like 2

  4. 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.


  5. 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).