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uokka

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Posts posted by uokka


  1. You can't.

    I'm just guessing that, when Programist has written/edited the code, he did it like this:

    IF
        BLAH
    THEN
        BLAHBLAH
    END
    Then he compiled the code.

    When it's decompiled, it looks like this:

    :JUMPPOINT_1
    IF
    0000:  BLAH
    JUMP_IF_FALSE @JUMPPOINT_3
    
    :JUMPPOINT_2
    0000: BLAHBLAH
    
    :JUMPPOINT_3
    If you can't get the source from Programist, then you have no other choice as to edit the decompiled scripts.

    --

    PS: Check your Personal Messages in-box.


  2. I think you misunderstood. I did not say you hacked the game.

    But trying to find the problem (with SALA debug info) needs hacking/debugging the .exe via IDA.

    IDA is a program that can be used to find out what a .exe (ie gta_sa.exe) will do at runtime.

    That is needed to know what the memory addresses from SALA debug info do.

    The game is already 'hacked' (SALA;ASI loader;CLEO).

    But here on the forum are mainly simple users and cleo-noobs (including me).

    We noobs can't find the problem with SALA debug info.

    But you can say what happened in-game (while playing) before the game crashed.

    BTTFModMachine could then try to recreate the crash (by doing the same in-game) and try to fix his CLEO code.


  3. The debug info from SALA can be used to trace down which memory addresses / game fuctions have been used before the crash happened.

    But this is done via IDA (hacking the .exe) and this is not a hackers clup (we are all just noobs).

    Maybe it helps if you can tell what you have done in-game and if it crashes every time.

    Then maybe BTTFModMachine can try to find a fix in his code edits.


  4. Only Programist's edited 'bttf scripts'. But all of them because the crash can be caused by another script than the one you have posted above.

    I have already been asked to include my hover code into "Programist's Mod" but it seems he did not include the plain source code (.txt files) in his download (as I have been told). Though, he would have to also provide the source (see "open source").

    However, its still possible to decompile the scripts and edit them. Though, source files would be better. Maybe you can ask Programist to hand out the plain source (.txt files) if its not included in his download.

    just zip it and upload to mediafire. (If the mod team is OK with it)

    Without these scripts, its nearly impossible to help you.

    Anything else in Programist's download (models, textures, additional scripts, etc.) are probably NOT open source and should not be shared here if Programist doesn't want to - But the BTTF scripts for SA are open source and Programist can not change the 'license' or claim copyright even if he has edited the scripts. They are not "his" scripts.

    We could just download Programist's stuff from its main site but it is very difficult to register on a russian web site for those who don't know the language. Even google translator fails because lots of text fields are just images which can't be translated.

    As Mike has said (if I remember correctly), the SA scripts are open source so they can be improved by anyone. If some possible improvements are only hosted on a - more or less - hidden location, then its not quite 'open' anymore for a lot of people.


  5. Please(!) edit the included source code of the scripts (.txt). It would be easier to help you.

    --

    Editing the boost and the hover scripts wouldn't be enough. Both are using so called 'CLEO global variables'.
    A script can use/check a global variable that has been set in another script.

    The boost script sets the global var for 'boost', so it can be used by the remote controll script.

    The hover script sets the global var for 'hover', so another script (timetravel.s?) might think its time to switch to helicopter (which is ofcourse not present in my edits because that would crash the game). You need to eliminate all of those helicopter related code in Programist's script edits.

    --

    PS: @Mike (or any team member), please correct me if I'm wrong..
    The San Andreas CLEO scripts are Open Source so it would be nice if you, bttfsa1stmod, could post them here (without models, textures, etc.). If anyone yells at you - ignore it.

    • Like 1

  6. I think I wanna have your computer.

    I sometimes had weird problems were PCs did not start but eventually un-/re-plugging all connections while stroking the chassis and whispering nice words seemed to have helped them cure.

    Maybe they just needed some attention and appreciation for all the work they do.

    PS: I neither hit nor do I kick my digital friends.

    • Like 1

  7. You only need "WHEELGLOW2" in your effects.fxp if the script is using it. If you don't want to edit your effects.fxp, you can simply replace "WHEELGLOW2" with "VENTGLOW" (or some other effect). I think "VENTGLOW" should exist in effects.fxp, right?

    --

    About 0600, this opcode indeed is not meant to be

    0600: actor stopped_on_foot
    

    It should be

    0600: is_char_stopped_in_angled_area_on_foot_3d 0@ from 1@ 2@ 3@ to 4@ 5@ 6@ angle 7.0 sphere 0
    

    This is because (I assume) when this script has been created, the meaning of this opcode wasn't clear yet and the old SannyBuilder did not have the correct definition of this opcode in its config files.

    Since you are using an updated version of SannyBuilder (using definitions by Deji's opcode database; see links below), the definitions have changed.

    Take a look here for more info:

    http://gtag.gtagaming.com/opcode-database/opcode/0600/

    http://gtag.gtagaming.com/opcode-database/

    If this opcode is too complicated, you might be able to find something better in Deji's opcode database - Or maybe you can replace all parameters with invalid values (0 or -1 for integer ; 0.0 or -1.0 for float). There have been many opcodes that do not work as expected.

    003D: unsupported_in_sa
    

    :P


  8. What i need to do ?

    I don't know what BTTFModMachine has changed but.. by looking at my code, this comes to my mind:

    You need CLEO v4 because I did use new audio opcodes. Or you could change it back to old audio opcodes.

    You need to make sure you have the effects in effects.fxp ("VENTGLOW" & "WHEELGLOW2")

    You need to make sure that programist's code uses the same 'global cleo variables' for boost.

    0AB4: 31@ = var 12 // Remote boost
    

    BTTFModMachine's turn now.


  9. I have included source files of the scripts (..\CLEO\BttF_source_uokka\*.txt) so you can just edit these. Its much easier to edit and way better for your eyes than editing a decompiled script.

    If you, for some reason, really want to edit a decompiled script, you can try setting IGNORE_UNKNOWN in 'Debug options' (right side of GTA launch icon). latest version of SannyBuilder should know all the new opcodes but maybe I used some crazy edited sanny config files (opcodes.txt & SASCM.ini). If thats the case you might have problems compiling it again.

    Plus, you can use 'high level code' in the source file ..

    IF
      0000: x
    THEN
      0000: foo
    ELSE
      0000: bar
    END
    

    but if you decompile a script, you'll only get 'low level code' ..

    IF
    0000: x
    jump_if_false @BAR
    0000: foo
    jump @AFTERFOO
    
    :BAR
    0000: bar
    
    :AFTERFOO