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Darth-Sidious

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Everything posted by Darth-Sidious

  1. No, I still need the cleo-scripts for KITT and KARR...But what I ment was that I edited all of the vehicles that I did not want in the mod, that is all of the KITT vehicles, the SPM-KITT (I never used it in the game), KARR vehicles, that ugly Goliath and FLAG Trucks and that thing from Knight of the Juggernaut. I only use the BFinject for KITT and the Hotknife for KARR with all of there functions. All of the other KITT and KARR vehicles from the mod are not installed. The cars that where used for these other cars are also back to normal...So when CJ get;s in the Hermes, it's just the Hermes and not the Hermes saying "I'm the voice of Knight Industries Two Thousand microprocessor etc" and it doesn't have the functions from KITT, that's what I did, but of course I still need cleo for the two vehicles that I do use. I do not know anything about a Knightrider mod that doesn't use cleo-scripts. Here's how I did that: - First I installed the mod to another folder then GTA SA - I took the models that I needed (BFINJECT.DFF and HOTKNIFE.DFF) from the GTA3.IMG that came with the installation - Then I took the KNIGHTRIDER.TXD from the KR.IMG - I renamed KNIGHTRIDER.TXD to BFINJECT.TXD and to HOTKNIFE.TXD - I took the handling and colorline from the HANDLING.CFG and the CARCOLS.DAT and put them into a notepad - Then I took the cleo-files I needed for both cars (so I removed the ones for the Knight 3000 along with the sounds) - I removed the cars that I didn't need from the cleo-scripts Then the installation: - I installed the two cars with GGMM and replaced the handling and colourline - I placed the cleo-files in the cleo-folder - I placed the VehicleSpecialAbilities.asi and the VSAConfig in the main GTA SA folder - I started the game ! Now I only have KITT and KARR with working scanners and all of the functions that came with the original mod. If you need a more detailed tutorial on how to change the cleo-scripts please let me know... Otherwise I hope you can find a Knightrider Mod that doesn't use cleo, but as far as I know this is the only way to make use of both KITT and KARR without making changes in the regular main.scm. Greetings, Erik (I know nothing from converting models or scripts from GTA VC to GTA SA, but maybe this forum can help you: http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=3622)
  2. I found out about that too...When I installed KITT from the GTA_KnightRider_0.2b_R2_Setup.1 mod KITT's scanner worked. But when I transform (not animated) to SPM the scanner didn't work. This will only work with VehicleSpecialAbilities.asi and VSAConfig...So I install CLEO 4 for it. Because the scanner in SPM worked under CLEO 4. By the way I found out that there was another cleo file that caused the error to, I don't know if anybody of you guys ever heard of a towning script for cleo ? When I have these files in my cleo-folder the game crashed after leaving the barber-shop. So I think this was the bug. Thnxsss guys !
  3. Ok thnxss for this advice Uokka, I'll go and try that if it's needed. I have something strange that happened before I need to try your advice... I installed a new and clean version of GTA SA Then I installed CLEO3 Basics Then I removed the cleo-folder Then I installed the BTTF SA mod from this website Then I installed the latest source-code Played the game, and now the Ryder-mission works ? After the haircut I come out of the barbershop and the game continues. Could the solution be that I now first installed Cleo into my San Andreas folder ? Was that needed to make it work ? If it is, it was my mistake all the time. I just go and see if the rest of the game functions as well... If I need help again I'll let you know b.t.w. just to make sure, I already downloaded the files that you mentioned in your post
  4. First of all sorry for bumping this old topic, but if someone knows where else I can put errors or bugs for the SA bttf mini-mod please let me know.... Here's the situation: I have installed the latest version and my game keeps on freezing...I have the mod installed on a clean GTA San Andreas version. If I install just the mod the game freezes when CJ get's out of the barbershop from old Reese in the mission "Ryder". When I install the mod and the latest source-code the game also freezes or closes down at that moment... In the error report it says most of the time that the last file loaded before the game closes down is in the audiostream, the door.s or the spark.s. It also said a few times that the error lies within the player.img, but I don't see anything in the player.img overwritten when the mod is installed... Please help, and I hope that a new version gets released together or before the release of 0.2f... Thnxsss in advance guys !
  5. Sorry for that Uokka I know it's off-topic but I can't report bugs and errors in the topic for it...So I don't know where to ask questions about bugs and error for the official bttfhillvalley mod....but thnxsss anyway mate !
  6. I use this Knight Rider mod GTA_KnightRider_0.2b_R2_Setup.1, but only parts of it. Of course it has cleo in it, but after long evenings of trying I got the things that I want. KITT, KARR and SPM for KITT. I have edited all other vehicles (along with the cleo-scripts for those vehicles, I mean a regular Hermes Karr with all of KITT's functions isn't that great either) out of this mod because it was just too much. After installation of this one you start the game on the abanded airstrip with 8 KITT vehicles, 2 KARR vehicles, Goliath, FLAG Mobile unit and a few more things and you can't play the regular story mode anymore... Now I can play the storymode with KITT (and all of his functions and spm) and KARR (and all of his functions) and for autodrive (only when CJ is in the vehicle) I just use Zeti's Advanced Car Controls part 3. Via this way I have a nice knightrider mod and I'm able to play the regular story modes. If you need to know how to do that all I can leave a tutorial here...
  7. Well I see you guys have a lot of work with that script...I already told that I have bug after bug after bug with the installation of Delorean88MP's mod. But now I have trouble with the official mod for GTA SA as well. Does anybody knows what source codes I need to make it work ? At this moment I have the standard game installed, the official mod from bttfhillvalley and source-code gtasa_20101105 which is the latest source-code. I also installed the new models and the new animation.ide. Do I need to install other source-codes before I install this one ? The most common error I get is this one: GTA:SA Crashed, Debug Info Follows: GTA Info: Version: US 1.0 Last File Loaded: cleo\DOOR.S Last Library Loaded: C:\Program Files\VistaCodecPack\filters\bass_wv.dll Error: Unknown Assembly Info: Exception At Address: 0x01565110 Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION) Registers: EAX: 0x00000000 EBX: 0x00000001 ECX: 0x00000000 EDX: 0x00002906 ESI: 0x0226C044 EDI: 0x00000000 EBP: 0x000007C5 ESP: 0x0022FB78 All the time that door.s file from the cleo-map, and this error happens whenever CJ is in the time-machine and when I go from normal mode to hover mode. The moment the wheel animation is playing...what could this be ?
  8. Well, that's the point...I have tried to install it via different ways. The only time I don't get errors is when I only install: - The game - The Original Mod - Delorean88MP mod If I install all of your updates the game is crashed, if I install some of your updates (without the teleport script) my game crashed, and with or without the crysis deloreans the game crashed... The only thing I haven't tried is to install just the above and the (optional) crysis deloreans...So that's what I'm gonna try. Maybe there are still some bugs in these updates, but I have been trying for three days now and now I'm going to play around with the game a bit hehehe... b.t.w. why is delokit changed into bananas in my last post ?
  9. Hehehehe, but it's still worth the download...The best knight rider mod I have ever seen, but also the most diffecult one to turn into a normal story mode because the code for the animations is placed into the main.scm and I have tried and screwed up my game multiple times to make it work in the regular story mode. But I haven't got enough knowledge to work on codes not for the main.scm and not with cleo-codes. Maybe you know something about it BTTFModMachine ?
  10. I found out that the BTTF2 (Bullet) and BTTF2 Hover (Buffalo) are both using the bttf2.txd in the vehicles.ide. The bttf2.txd from the original mod is made out of 45 files. The bttf2.txd (bttf2 normal delorean) and the bttf2L.txd (bttf2 hover-delorean) from the Crysis Delorean is made out of 19 files. Via that way I can't replace them. So is there another way to use the crysis-delorean textures and make it in to a hovering delorean when I use DeLorean88MP's mod ? I really want those crysis delorean get to work, but I don't want to screw up my game everytime... I guess DeLorean88MP should know because the mod is his and the crysis delorean models are his as well... Or maybe BTTFModMachine knows...I'm also trying to turn the D.E.L.O.K.I.T.T. in to a hovering model...that is something I go and try tonight. Thank you kindly for the helping hand !
  11. Hey Reclaimer, Maybe this is what you are lookin for, I tried it a couple of times and it's really Knight Rider style completly with animations for t-top roofs, convertible-mode and super pursuit mode. You can even turn the moving scanner on and off and K.I.T.T. has weapons as well. I tried to use just the model(s) so I could use them in the story mode but I failed because everything is coded in the main.scm script. Here's the video: http://www.youtube.com/watch?v=W8pnkNbfAnE And here's the download: http://www.moddb.com/mods/knight-rider-old-school1/downloads/knight-rider-old-school-mod-04b Enjoy, it's worth the download !!
  12. I'm loving it too, but since the teleport script is still in Beta I chose not to install it anymore until the finished version is completed and uploaded here...I had a few problems with it as well, and the time-circuits didn't show up at all. I also didn't install Uokka's hover script (sorry for that Uokka), but I found out that it is still too complicated for me and it doesn't work together with some of my other cleo-mods that I have installed... I think I leave it now as it is, and install new things when the new Crysis Deloreans are released and when BTTFModMachine has released his other updates
  13. Ok, I have used it as well but those controls are a lot more diffecult...Also, is it possible to fly with the bananas ? I'll probably have more questions, but I'm off to bed now, it's already 2 am here and I'm really tired. Alarm goes off in 6 hours and my two daughters won't wait for daddy to get out of bed hahaha. So good night and thnxss for helping me out so far
  14. Yeah, but if it replaces another car, I still can't see why this would solve my problem with the textures for the hovering Delorean. Could you please be a little more specific about how you did it ? Thnxsss man
  15. Well Uokka and BTTFModMachine, thnxsss for all of you're good advice...I'll never forget it So first I have to remove the bullet.dff and bullet.txd from the gt3.img archive, then install the bullet.dff and the buffalo.dff in the bttf.img. Is it perhaps possible to replace the bttf2.txd. The bullet and the buffalo both use the bttf2.txd. If I rename the buffalo.txd (from the crysis Delorean) to bttf2.txd and then replace it with the original bttf2.txd in the bttf.img archive, could it work then ? I already installed GTA SA three times now...and I really want to use the Crysis Textures because they are so much better... I also have a new problem...When I start a new game (I hear the sound from the intro movie with Tenpenny) or a previously saved game after the installation mentioned earlier, all of my game-sounds are gone. It's just dead (except for the radio in vehicles), I haven't found anything yet to fix that...Does anybody knows how to fix that ? Edit: I do hear some sounds, sometimes it's an engine, most sounds from the cut-scenes and some other things. but it's mostly silent. Again Edit: I tried this. I run dxdiag and hit enter, and go the the sound tab. Then, changed the slider to "basic acceleration" and now my sound is ok again, let's hope that it will remain that way...
  16. I found a problem after I replaced the standard DeLoreans in the mod with the Crysis DeLorean's...Namely the BTTF2 (Bullet) and BTTF2 Hover (Buffalo). Here's a screenshot, and as you can see all of the colors are missing: The Bullet after the replacement with the Crysis Delorean The Buffalo after the replacement with the Crysis DeLorean I noticed that in the bttf.img is a bullet.dff and also in the gta3.img. I also checked the vehicles.ide and I noticed that the bullet is using the bttf2.txd from the bttf.img so which one do I have to replace with what ? Must I replace the bullet.dff in the bttf.img or must I replace the bullet.dff and the bullet.txd in the gta3.img or must I replace them both ? Furthermore, the Flying DeLorean in the BTTFSA 0.1.3.2. version of the mod is as far as I know the sparrow while in the DeLorean88MP version of the mod it is the buffalo...So I can imagine that these two files collide with each other. Is there something I must change in the vehicle.ide or something in the bttf.img or what...I saw in the video that the Crysis Delorean is also changing from BTTF2 DeLorean to BTTF2 Hovering DeLorean without any problems, so how can I do that too ? The Crysis DeLoreans from BTTF1, BTTF3 and the BTTF3RR work great, so I only have problem with the BTTF2 and BTTF2 Hover DeLorean...b.t.w. the animations for the model do work, it's just the outside and interior textures that are without any color... Please help, thnxsss in advance @Doctor911: You can find the DMC12-DeLorean driving around (it's a replacement for the Primo), but of course you can spawn it too with a cheat or carspawner...I found it in the area of the DeLorean Mod Garage. Good Luck !
  17. Well so far so good. I have installed the game, the official mod and 88MP's mod. So far it's working...Only one thing: I can't start the BTTF1 DeLorean after it stops, which button do I use for that ? It doesn't work with Zeti's Advanced Car Controls. Now I will try and install the rest from BTTFModMachine...I would also like to install the Doc Follow's script and the new sounds the you released. Can I install those after I have installed everything else ? Thnxsss so far... What's that with that DEP and that animation-code ?
  18. @ BTTFModMachine, thnxsss man, I'll try that and wait for the new Crysis DeLorean's that DeLorean88MP is releasing on jan. 14... @ Dokter911 What do you mean ? That I must install DeLorean88MP's mod first and then the official 0.1.3.2 mod ? I don't think that is the right way, because BTTFModMachine didn't said that...
  19. No I bought the game on disc here in the Netherlands. I downloaded the mod from DeLorean88MP via the Youtube link that's in this video: http://www.youtube.com/watch?v=RdzKFdddFIk Further, I installed the game from the DVD, then I installed Install BTTFSA 0.1.3.2 (without source codes) and then followed the steps that BTTFModMachine provided in his post... But if there's a new (and/or better) version of DeLorean88MP's mod I would like to know... Thnxsss !
  20. I have the original GTA SA V.1.0....But maybe BTTFModMachine knows what's wrong
  21. Well that didn't went very well...I did everything that you said in your reply, but I probably made a mistake somewhere. One error after the other...Could it be that I made a mistake with DeLorean88MP's mod ? You see when I installed it, everything in the San Andreas folder was overwritten, but I also noticed that along with the installation these folders came with it: - odels folder - leo folder - ata folder - ext folder What should I do with the files inside those folders ? At first I installed them as well, but I don't know if it was the right thing to do. After that I installed the (Bandito) bananas and all of your mods. But the first error occured when I tried to timetravel with the bananas, also timetraveling with the normal Deloreans didn't went well...Most of the errors given where doors.s files and sparks.s among other errors as well. I'm gonna try it again tonight...and let you know what errors are coming up as well. Is it really necesarry to install those Crysis DeLoreans ? After all they are only for better textures I guess... Thnxsss for the help man ! Regards, Erik
  22. Thnxsss a lot BTTFModMachine...I'll go and try that now. I only have three questions left. 1. In the archive from the Crysis_DeLorean Final is also a file that is called bttf2L.dff and bttf2L.txd. What are these files for, since you only mention the other 4 files. Are these for the flying bttf DeLorean ? I also noticed that when I unpack the archive that a folder is coming with this mod witch is called Crysis Textures. So when I unpack the archive this is what is coming out: bttf1.dff and bttf1.txd bttf2.dff and bttf2.txd bttf2L.dff and bttf2L.txd bttf3.dff and bttf3.txd bttf3rr.dff and bttf3rr.txd A new folder called "Crysis Textures" with the same files 4 Pictures A readme file wich is called "Readme [RUS]-(bttf-sg-mod.ucoz.ru)" So wich ones must I use ? 2. Where must I place the countn2.ide and the countN2.IPL from the Peabody mod ? 3. Must I install the latest source code as well before installing Delorean88MP's mod ? Also I hope that when the whole thing is installed, that I can still play the original story mode because (yeah I know it's a bloody shame) I never played the story mode until the very last mission because of all the installations and re-installations. You guys make great mods and I always loved Back to the Future, I even have a DeLorean Tattoo on my arm... So thnxsss in advance, and I hope that the next updates will come out soon because they look beautifull ! Regards !
  23. Thanks for these great updates BTTFModMachine so far. I haven't installed them yet (didn't have the time for it yet) but they look promising. At the moment I only have the clean game, the BTTFSA 0.1.3.2. and the latest source code gtasa_20101105 and the game runs perfectly. The time machine as well... But I have a question since a lot of information is talked about in this topic. I don't know how to make your mod and updates work. Do I need to do it like this: - Install the game - Install BTTFSA 0.1.3.2. - Install source code gtasa_20101105 - Install Delorean88MP's mod - Install all of your updates that came out so far in that order (I can't see a download link for the 9/6/13, 10/10/13 and 12/22/13 update) What do I have to do with the Crysis DeLorean's and when (and how) must I install those ? Thanks for your help and keep going with this great mod !! Regards, Erik