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uokka

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Everything posted by uokka

  1. uokka

    Meet K.A.T.T

    Interestin. O.o Always great to see custom stuff.
  2. In my SA install, I have disabled the replay feature as well. Just to prevent myself from accidentally hit one of the replay keys.
  3. Only if not using {$CLEO .s} It defaults to ".scm".
  4. Scripts with the file extension ".s" are just the same as those with ".cs". The only difference is that they won't get executed automatically by CLEO. They are launched from within other scripts explicitly when needed. You can rename them to .cs if you want to decompile them via SannyBuilder. However, I strongly recommend to edit the provided source code (.txt) instead. It's just easier to edit / add / understand stuff. Note the CLEO tag / file header which defines what file extension the compiled script will have. {$CLEO .s} Also you might want to update your SannyBuilder installation. The later versions have a nice feature where the plain source code can be stored inside the compiled script file. So you can attempt to 'decompile' the script to get the source without actually decompiling the script. This is useful if the code is written in high level synthax (if then else end while end) instead of low level synthax (if jump_if_false) and to not loose comments etc.
  5. Well, we have the Replay feature which is activated by pressing F1 or something and the replay can even be saved by pressing F3 or something. Though, the saved replay is not as accurate as default AI movements, not to speak of player movements; the result is just glitchy. However, the fact this hasn't been used yet isn't caused by memory restrictions in terms of RAM (which can be walked around / hacked) but by what the game can actually remember. I think the game can look back in time as far as 30 seconds or something and it doesn't do that very well - probably to not waste resources. I believe this would need hijacking and imroving of game functions related to replay stuff to have a smooth and long enough (or more than one) replay which would then be used as paths for ped and vehicle movement. (IIRC, improving/using replays this way has been done already) Probably also requires taking care of paradoxes via scripting (in some way O_o). The game doesn't provide usable functionality as is - However, it might be possible to achieve this, but...
  6. Oh my.. What is unsettling for me is a guilty conscience for no particular reason. Like, I wake up the next day thinking I could have done pretty stupid things.. But then I remember this:
  7. Who pressed the repeat button - Havn't we heard this song already? There is no need to press the play button again and again. We know what kind of music will be played. Until the DJ comes back with some new tunes. In the meantime, we have no other choice than to grab some instruments and play our own stuff. An alternative would be to visit another club and maybe come back later to see if anything has changed. Yelling at an empty stage doesn't make any sense as long as the DJ is busy with a girl in the back-stage area. TBO, I'm as well thinking "what th- *boom* is the DJ doing" but since I havn't payed anything to see the show, there is no need to get mad about it - The DJ is just a random guy who does this just for fun rather than being a payed programmer, dedicated to develop Assassin's Creed IV.
  8. I doubt that anything has been promised.
  9. If the same question wouldn't come up every now and then, maybe it wouldn't seem so random and redundant to the bttf mod team. If one of them would say "sorry, but we currently don't have / want to show you anything", then the question will come up again anyway. Replying to this question is just a sysiphos task. Same goes for asking this.
  10. Yes, the hovering is not done in BttF_Hover_Anim.s, but the wheel animation is. I'll come back to this in a few days. I recently played around with Anderius (Alien City) which comes with CLEO 3 while my code edits require CLEO 4 so I attempted to clean the code and remove possible mistakes. I might be able post a shrinked down version which will only do the animation, nothing else, you could then try to use that in your main.scm. Ryosuke is a hack of a coding wizard while I'm not. I can't say if my stuff will work just because some of Ryosuke's does.
  11. My code relies on functionality privided by CLEO, like 3d audio, which could just be removed, though. Memory hacking (the way I did the wheel animation) is also possible with pure SCM (i.e. if CLEO not installed) but I'm actually not sure how to do this and if the same amount of complexity will still be supported. Anyway, I'm not the correct guy to do a main.scm mod anyway. I failed every time I tryed to and CLEO is just a way cleaner solution so I didn't bother. No CLEO available for X-BOX? That'd suck..
  12. Any reason to not realize this via CLEO? If you're interested in some experimental modifications of the SA BTTF mini mod, I did change the mod to not use an external model for the wheel animation but rotate the actual vehicle wheels instead. http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=3630#entry71484 This could be shrinked down to a small script that only does the wheel-thing. The "Drive on water" cheat could additionally be added. If you want to re-use and/or modify my code, no problem.
  13. That makes one of us. If / When you have fixed the problem by editing the code, please let us know what you did in case somebody tryes to use the code you've posted in your first post. Otherwise, I might be able to help you editing effects.fxp . Copy/Pasting an effect and changing its color is pretty easy.
  14. I have downloaded your 'timetravel_DeLorean88MP.cs' but I can only open it in SannyBuilder to look at it. I can't test your script in-game because I don't have your complete mod edits installed and it's too big for me to download.. BTTFModMachine, maybe you can give it a try. -- I still don't understand what the problem is. No wormhole visible? Or game is crashing? Please provide more information about the problem. Does your script work if you change the effect to BLUEWORMHOLE1 ? If you get a default / blue wormhole, then there is nothing to do in the code except of changing the effect names for 066C opcode. I guess you know how to edit "GTASA\models\effects.fxp", right? You have GREENWORMHOLE1 ... GREENWORMHOLE10 in your effects.fxp with just the color changed to green? --
  15. Please answer this question: Does the game crash or does the code just not work or what is the problem? (I'm a little bit confused because making the effect green would be done in '\models\effects.fxp' ) Since the CLEO code for GTA SA BTTF is open source, personally I think it would be good if we discuss and share new ideas here on the forum so anyone can see it and benefit from it. In the original updated source code, 2@ contains 'fuel'. The value of 2@ in this function gets defined by 0AB1 opcode via parameter. 0AB1: call_scm_func @Wormhole num_params 4 params 0@ 1@ 2@ 28@ store_to 28@ 0@ = 0@ 1@ = 1@ 2@ = 2@ 3@ = 28@ I'm not sure if that matters, though. It's just that I have changed that a little in my code edits and the code you've posted seems to be in a similar layout as mine. If you have problems with the code, it might help if you post your complete function (you can use BB-Code [ spoiler ][ code ]"your code here..."[ / code ][ / spoiler ]).
  16. :TIME_D88MP_7390 if and 1@ == 1 2@ == 2 8@ >= 39.8 else_jump @TIME_D88MP_9689 [...] :TIME_D88MP_9689 064C: make_particle 5@ visible 064F: remove_references_to_particle 5@ 0AB2: ret 1 3@ The particles are created even if the first IF AND returns false. The default code does that too, though. Anyway, maybe you can add another check or give it a default value.
  17. What is the problem? Crash? Are you calling this fuction via 0AB1: opcode? Are you sure you're using correct parameters? What value does the variable 2@ contain?
  18. Well, I don't know.. It's just that I had a lot of trouble with SALA. I can't say for sure, though, if SALA does either adjust 'sensible' limits, which may cause instability, or if the crashiness was caused by bad values for certain limits. However, I currently have the limit adjuster provided with project 2dfx installed (since I have project 2dfx installed [via ML, btw - except the ASIs]). It doesn't patch as much as SALA is able to, but it seems to be stable. SALA by Sacky is just a 'd3d9.dll' hook. To 'uninstall' those, I usually rename them to something like "d3d9._dll" (or "d3d9_SALA._dll"). -- EDIT In case the limit adjuster from p2DFX doesn't provide the patches you need, you might be able to patch your gta_sa.exe permanently with 'Exe Limit Adjuster', made by Alexander Blade. http://www.dev-c.com/gtasa/
  19. It's mainly that you can load an additional .DLL, which didn't work anymore with the lates official SALA. Just rename the 'd3d9.dll' you want to load to 'd3d9_r.dll'. @ chubbychops, Your link doesn't work. q; -- http://gtaforums.com/topic/295783-relalpha-sa-limit-adjuster/page-31#entry1059840006
  20. My edited version of the scripts are neither out of date (It's the only and latest version so far), nor are they really useful unless you're willing to accept alternate glitches and weirdness. It includes my Helicopter-less hover code which totally lacks of any configuration, so you would have to get used to it, edit the code or get rid of it. q: Even though I havn't tryed BTTFModMachine's edits (mainly because I don't want to install the mod it's based on [i don't like the idea of a 'ready' gta3.img] and I'm busy with my own stuff), I'd recommend to install BTTFModMachine's stuff, since it includes my hover code. -- Thanks for the link to fixed SALA. I wouldn't recommend using SALA, though, unless you really know what values to set.
  21. This doesn't help? --- DAFUQ!? I havn't tryed this mod but this doesn't look like a successful installation process.. O_o
  22. It's never too late. I think we're all noobs who do just that. -- @ BTTFModMachine, Have you just installed CLEO 4 on Anderius or did you remove any CLEO 4 opcodes from my hover code? Damn, CLEO 3 audio opcodes are so loud.. scares my neighbors to death in the middle of the night. And me too.