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uokka

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Posts posted by uokka


  1. why the heck there isnt awesome gta san andreas bttf mod?

    This question is just.. Uhm, nevermind.

    It can be made, hell, theres already lots of mods for BTTF mod.

    Go ahead. Do it.

    the main BTTF team that doesnt do anything atm, nothing, [...]

    Pure speculation.

    [...] we havent heard any news on VC or SA versions.

    Thus your speculation.

    Theres tons of modders that make small changes or big changes to their mod versions.

    Theres hellava lot stuff already done, that needs simply putting together.

    Again, go ahead then. Especially since you think it's so simple.

    Just make it an awesome mod (I'm having a déjà vu).

    Thers admins on this site that can get permissions.

    Yep, that's the mod team. As I get it, they'd rather do all the stuff themselfs rather than simply put all that ms-paint crap together that you can find on the net.

    COME ON guys!! Dont sit there, just make it happen!

    And what do you have to contribute?

    San Andreas has cleo! It can have awesome BTTF mod, with delo k.i.t.t , deloreans, dmc 13, cars from diffrent eras, map!

    Just think about it! [...]

    It seems to me that you have absolutely no idea about the complexity of such a project. Or what GTAs and CLEOs limitations are.

    Modding a game which is not officially supported to be modded is not easy. There do exits growing informations for hacking GTA games but that doesn't mean it will all just work. It's far from just simply putting stuff together. You're living in a dream world. It doesn't make any sense to yell at a leaveless tree in the winter.

    ---

    Apart from that... don't spam, please. There are already plenty of threads regarding this kind of speculation.

    If you really can't hold yourself, spam there at least.

    • Like 4

  2. You just made your 15th post. That was the minimum amount to be able to use PM when I came here.

    Some other smart dudes posted in my profiles 'comments' (now it's called 'Profile Feed') while they didn't reach the required post count.


  3. Ah, OK.

    I came back a few days ago, but because i didn't remember my nickname

    Usually, it's possible to let your login info being sent to your email. (next time)

    --

    Being an IFT Investor would help Mike to pay the bills for keeping up the server.


  4. This could be tricky because, in order for all scripts (both original or my edited) to work together, global CLEO variables are used.

    You would have to change the original scripts to check for vehicle models, where it currently only checks the global CLEO variable that holds the currently driven time machine.

    Typing it out, it doesn't sound too tricky, actually. But I'm more like guessing.


  5. Did you actually read the readme? :P

    _________
    CONTROLS:
    ¯¯¯¯¯¯¯¯¯
    · 'Jump' + '2'            - Spawn DeLorean
    · 'Submission'            - Activate hover mode / Rise
    · 'Secondary Fire'        - Boost
    · 'break/Reverse'         - Reverse boost
    · 'Handbreak'             - Break (with landing lights pyramid thing)
    · 'Accelerate'            - Sink / Ground boost (Accelerate near ground)
    · 'Accelerate' + 'Tab'    - Deactivate hover mode
    · 'Num+'                  - Toggle Time Circiuts ON/OFF
    · 'Num-'                  - Toggle Time Circiuts Display
    · 'Num 0' ... 'Num 9'     - Specify Date for Time Circiuts
    · 'Num ENTER'             - Confirm specified date
    · 'Num DELETE'            - Toggle cutscene time travel
    
    • Like 2

  6. That train 'tryes' to fly with my hover scripts but boost & un-flip scripts seem to be missing / inactive. Only the liftoff scritp works.

    (In case you wanna use my stuff; feel free to do so - no need to ask)

    I guess you have some of LoadgamePL's stuff and maybe also his Crysis DeLo model edits.

    I'll watch the rest later.


  7. Well then, happy searching.. q:

    About the modeling, I tryed to edit the original part 2 DeLo in ZModeler some time ago but it seems to me that it's either well protected (mesh gets corrupted here and there) or you need someone skilled in 3DSMax. Alternativeley you might consider using another DeLorean model like the 'Crysis' one.


  8. It might be enough to spawn any vehicle via a copy of the time machine spawn script which starts the timetravel script with the current vehicle as parameter. Though, some scripts explicitly check for the vehicle ID (from vehicles.ide) which would need to be removed.

    BTTFModMachine did this just recently (Well, he added IDs) so he might know without searching in the code.


  9. Maybe if you have some free time, you can check out the script edits I made. Click the right image in my signature.

    The model switch for hover mode is not needed due to a crappy hover replacement realized via CLEO and especially the wheel animation is done via CLEO too. This means no extra models.

    So, in theorie, any dummy of the model can be manipulated via memory hacking. Finding those memory adresses can be an obstacle, though.