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uokka

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Everything posted by uokka

  1. Who.. chubbychops or me. But anyway, just post it. (:
  2. Can't post this too often. Klick HERE -> San Andreas Mod Loader (made by LINK/2012). -- @ BTTFModMachine, Exactly what I'm doing currently. (: But with only my stuff. Since Anderius came up in the shoutbox. yesterday?
  3. The .cs3 extension is only needed for scripts that make use of 0A9A: opcode. It's used in scripts written for CLEO 3 which have to read external files (.ini, .dat, etc).
  4. Not my ModLoader. Made by LINK/2012. -- .DLLs and .ASIs Don't work well currently. Also several file formats are not yet supported. But the most important stuff, which makes ModLoader so awesome for me, are .DFFs, .TXDs and AUDIO files. Also several config files. You can even create one folder inside the ModLoader folder, containing a vehicle .DFF & .TXD, plus its required handling.cfg / vehicle.ide / carcols.dat / carmods.dat lines in a single text file. Bam.. installed. Oh, I'm off-topicking again.. If you want to load UltraThing while already using a d3d9.dll, you can either try NTAuthority's 'fixed' SALA (sorry, dont have a link) or try chainloading it with ENBSeries. The latter is what I did to make UT's reflections work on Win7, without even having ENB activated. [PROXY] EnableProxyLibrary=1 InitProxyFunctions=1 ProxyLibrary=d3d9_UltraThing.dll ...
  5. @ BTTFModMachine, I agree. It's a great tool for testing mods. But it's not limited to just testing.. I just tryed to install Indra P's HQ hand models on my Anderius installation, but the .DFF allone, which I had to extract from my modded SA (since the server for Indra P's downloads is down), doesn't seem to be the complete mod. Now I have no idea what else belongs to that mod. This wouldn't have happen if I was using ML for that mod in the first place. (; Also, the tools used to edit GTA's files are mostly pretty old and buggy and can even sometimes produce bad results / corrupted files. With ModLoader, you never have to repair your installation - Re/Moving a single folder is enough. Imagine how easy it is to install mods for people that never modded GTA before.. Ah, so easy! I think I fell in love, sorry.
  6. Anything could case a freeze at that point. However, when adding / replacing files in gta3.img, make sure they don't already exist in bttf.img.
  7. Please don't relpy here. This topic is a dublicate: http://www.bttfhillvalley.co.uk/forum/index.php?s=640aee3c4af6ea2c9434850c8dbc1793&showtopic=4191&hl=
  8. Instead of messing with all those tools, I'd strongly recommend to try San Andreas Mod Loader. It's awesome. It's super nice and easy to use. If a file can't get loaded by ML, you can still install it the old way using whichever tools you like. For .IMGs, I prefer IMG Tool 2.0 .
  9. "data execution preventation" or something like that. Try google.
  10. True. And just to make sure, no one ever said it 'will' be released at a certain date! For those who don't get it, the jammed destination time of the forums time circuits don't tell you anything either.
  11. You don't know what complexity those things will have in the finished mod, neither do I. So I think It'd be pretty inaccurate to predict a time line for completition of such things from our point of view, especially if the mod team itself can't really tell when they're done. Also, if you build a boat and when you're nearly finished you notice that there is something really important not working as you planned, you shouldn't let anybody get in there or they won't be satisfied of sealing at all.
  12. FIRST! {CLEO .cs} 0000: // Activate cheats //0A8C: write_memory 0x969166 size 1 value 1 virtual_protect 0 // "Cars Float Away when hit" //0A8C: write_memory 0x969152 size 1 value 1 virtual_protect 0 // "Cars can drive on water" // Deactivate cheats 0A8C: write_memory 0x969166 size 1 value 0 virtual_protect 0 // "Cars Float Away when hit" 0A8C: write_memory 0x969152 size 1 value 0 virtual_protect 0 // "Cars can drive on water" 0a93: end_custom_tread Give it a file name with 'late' letters so it runs after the script that might activate the cheats (like 'z_cheats.cs').
  13. Its not a glitch but a feature. Its the "Cars Float Away when hit" cheat, activated via memory. Open the scripts with Sanny Builder and search for this: 0A8C: write_memory 0x969166 size 1 value 1 virtual_protect 0 Or this (same thing): 0A8C: write_memory 9867622 size 1 value 1 virtual_protect 0 IIRC, the "Cars can drive on water" cheat is also used. 0x969152 9867602 When found, delete it and recompile.
  14. The team won't loose that much if users getting bored lurking the forum (or asking 'the question'). Whenever they'll have something to show, or share, everyone will be back anyway. And a couple of geeks will always be here so the team won't feel lonly either. q:
  15. oops.. totally forgot about that! I made sure I didn't delete that PM though.
  16. Oh, well then just comment out / delete what you don't need. -- EDIT It wouldn't make sense to integrate this into timecircuit.cs because timetravel.s already takes care of recreating the time machine after time traveling for both modes independantly, playing sounds, attaching stuff to the car etc, which variables are stored local in this script. The 'time values' from timecircuit.cs however are globally accessable so it's simpler (which is mostly always better) to not dublicate code. That population stuff is rather simple though and doesn't need to be in a special place I'd say. Just delete it from my script. Hmm, although I could think that it would work better to set the new population value before the map gets cleared of all cars and peds (which always happens when timetraveling). But I'm totally guessing here. If it works from within timecircuit.cs, why not.
  17. Some little improvement for the teleport stuff. Camera position while time traveling in cutscene mode is now fixed. Wasn't that hard actually. Just got confused by some descriptions of opcodes. Teleporting while instant time traveling corrected too. Now the lag / screen freeze (when the game loads the destinational part of the map) happens during screen fade. Added population ratio dependant on the year. Key for disableing teleporting not yet done. Would be good if you could test this any time soon so I don't do it for nothing.. (; So, for the first function call (instant tt), I moved it down a little just after the 'fade'. Also, I reduced the 'wait', which is near the bottom, by "50" and put a 'wait 50' before the call. Furthermore, It plays the cutscene reentry sound. It's odd if it enters the wormhole with a boom but exits it silently. For cutscene, just put the call between 0650: destroy_particle and 03BA: clear_cars_fro... : Keep in mind it's not the exact same as in the above code. And this just at the very end of the script. EDIT: Updated. was crashy.
  18. Yeah, Neomatrix is already aware of that. See the post above your's. The problem is, it's not yet available for iOS. Only Android.
  19. The "Last file loaded" isn't necessarily the file thats causing the issue. In fact, it mostly never is. I was just reading on GTAF about project 2dfx, where guys increase certain model/map draw distance stuff. People there have as well reported crashes on leaving interiors (or rather entering back the real map). SALA (used in the bttf mod - d3d9.dll) is pretty buggy thus 'might' be causing those crashes. 2dfx, which is a collection of mods, also includes an alternate limit adjuster. I'm not sure if it supports the same hacks but might be worth a try to get rid of SALA and use "limit_adjuster_gta3vcsa.asi" (yep, supports all three games). Additionally, you might want to update to Silent's ASI loader.
  20. Have you tryed editing the version of 'timetravel.s' you're using and does it work so far? -- Sorry, no help about effects from my side. I know they can be made move faster but I can't tell what to edit. It's also possible to increase intensity/amount but I'm not sure how either.
  21. Apart from the fact that time dependant teleporting doesn't make any sense, it's actually quite fun. I'll see if I can improve it a little. I'll add a global CLEO variable (var 15) to toggle teleporting on/off and include that in in 'keypad.cs'. I think the "devide" key is OK. What do you think?
  22. @Darth-Sidious, yeah, I understand. You can choose original bugs or user made bugs. q: @BTTFModMachine, The edited 'BttF_TimeTravel.s' works pretty well. I tryed to set the camera behind the car when time traveling in cut scene mode but that would need dozens of lines of code for funky math stuff because there seems to be no simple opcode available for that. I decided its not necessary. I left out remote controlled teleporting. Who needs that anyway. As you might have noticed, the car keeps its velocity. You better be aware of that when teleporting near buildings etc. (; OK.. put all this stuff at the very end of your timetravel.s so "nothing" is after that (except other functions or gosubs which do a 'return'). Then scroll back up (at about line 165 in my script) and insert this line. 0AB1: call_scm_func @TimeTeleport 2 0@ 0 store_to 11@ 12@ 13@ It has to be placed in the part of the code which handles instant time traveling. EXAMPLE: Now, for the cut scene mode, the line is slightly different ! 0AB1: call_scm_func @TimeTeleport 2 0@ 30@ store_to 11@ 12@ 13@ In my code edits, it's about 60 lines below. EXAMPLE: oops, made a mistake. Edited..
  23. @Darth-Sidious, I'd say you're actually pretty off-topic.. -- @BTTFModMachine, I'm half way through with 'timetravel.s'. I'm making a 'function' that you can add at the end of the script and then call it from anywhere in that script so no need to move hand over hand and edit small parts everywhere. I'm having difficulties though setting the camera position while in cut scene. And I can't really test it for remote controlling because my remote script is super bugged.
  24. Thats exactly what I did. If destination DMY is "31121992" (Dec 31st 1992), 0AB4: 7@ = var 3 // Var 3: Destination MDY if 7@ > 0 jf continue 0085: 8@ = 7@ // (int) 7@ /= 10000 7@ *= 10000 0062: 8@ -= 7@ // (int) it will become "1992"
  25. 0AB4: 7@ = var 3 // Var 3: Destination MDY -- Anyway, this script is really not meant to work correctly. I did about 5 minutes of testing. The teleporting stuff should be included in timetravel.s to make use of cutscene and remote controlling etc without duplicating code over several scripts.