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BTTF Forever

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Everything posted by BTTF Forever

  1. OK, so i was mucking around with blues mini mod (which is brilliant by the way!) and just as a test, i tried adding the C_SPAWN code from beta 6!!, it spawned the delorean but when i got in it crashed, is it something to do with the C++ coding? Another thing is that when i start the game, the writing up the top, the speedometer and the time circuits are all stuffed up looking, this was before i added the spawn code. And is cut scene time travel happening for the mini mod? Thank You
  2. As i said on the title, i don't want to be pushy, i know you guys are working hard as much as you can on the mod, i really respect that, trying to do the mod and do other stuff in your life. But i just wanted anyone at all to just give me an approx. date on when it will be released. And/Or give me an update on things to be completed. Eg: :cars being downgraded :rogers locomotive :Hill Valley Square like what stage they are up to and approx. date on when the features will be done. but if i am being too eager and pushy, just let me know, the last thing i want to do is rush you guys and make this thing turn out like 0.2e! who knows, maybe even this topic could be an update topic so the mod team can let people know what is going on, but i don't know, its up to you guys!
  3. YES, this is great, i hope this is implemented in 0.2f,or up for download as an update, i dont really care, it is just really great that over the past week or so the "clock" has started moving fast again for the mod team, what with the mission doodling and the numbering time circuits (to bad its not the numpad.....YET!). it all just gets me a little more excited for 0.2f, and what the mod is going to be like..... In The Future!!! You know, if i had a time machine, id go forward a couple of years or so to when 1.0 comes out, then bring it back here and show all you guys what you've archived (Granted that may create a time paradox!!!)
  4. i must say, really well done!, even if it is just doodling. but i guess your not working on the 1985 missions until 0.6 huh? 0.3 = 1955 map 0.4 = 1955 missions 0.5 = 1985 map 0.6 = 1985 missions
  5. Mike: My dad doesn't like eBay, he does not like how you have to pay via pay pal Dragon King: my download plan is 1gb on peak 1gb off peak 512/64 kbps, it will take ages to download, but i guess i could try! Joe Statler: amazon wont ship the game to Australia, don't know why?
  6. I searched steam, No results :angry:
  7. well that is good news mike!, and I'm guessing after 0.2f you start working on 0.3a or something like that. oh well, i will find another way to get the original VC when 0.2f comes out
  8. ok so there will be only an automatic brand new installer, but i'm guessing the installer doesn't uninstall 0.2e and install 0.2f, the reason I'm asking is that i got Grand Theft Auto: Vice City off of my friend, and i don't think he has it anymore, and the only copy of vice city i have is 0.2e.
  9. I was just wondering, obviously when 0.2f is released there are probably going to be 2 installers 0.2f Manual 0.2f Automatic I was wondering if you could create a 3rd install type that installs over 0.2e, the file would obviously be smaller to download, and i read somewhere "0.2f is just 0.2e with the bugs fixed..." it would almost be like an "upgrade" for 0.2e. What do you think?
  10. i reckon that's a pretty good idea, whenever i play, sometimes i see Einstein and then when i switch to RC mode, he disappears. And it shouldn't take up much coding space!
  11. thanks for your comments, and im sorry guys about the deloreans, I WILL Delete Them EDIT: i dont know how to delete them, HELP!!, i dont want to be banned
  12. i was wondering with the clock tower, if you could get a picture of lightning (with alpha) and make it appear for a split second atop the clock tower, and make the explosion bigger!, and make blue particle lighting shoot down the wire then disappear, and whether you time travel using the clock tower or not, the entire cable up to the clock tower catches fire still. Thank You PS: Please upload a new video showing the new clock tower soon.....,in the courthouse square video you don't get to see the clock tower Thank You.......AGAIN! One More Tiny Thing, is it possible to copy the time travel code (eg: from one of the BETAS) and put them into GTA3, cause i got the deloreans in there, just thinkin of makin a mini mod. Thank You.......AGAIN! AGAIN!!
  13. thanks for your replys, oh, and i fixed the time tavel thing, thanks for pointing it out, i am only 15!, anyway hscitpe, you know what, THATS AN EVEN BETTER IDEA!!!! :D , BUT if this does get implemented i hope i get credit for starting the idea. ;) i was also just wondering, after 0.2f does it go straight to 0.3a, or does it go to 0.2g,0.2h....... you get the idea! thanks again for the comments PS: May 3rd 1994 was my birthday!!
  14. i was just thinking, you know how like at the start of the third movie, just before it cuts to the first scene, there is something like this Saturday November 12 1955 10:03 PM and then it fades out. now if you could have a similar type thing when the screen fades out to black after you time travel, that would be great. maybe something like this, EG: time circuts= MAY 03 1994 3:08 PM then after you time travel it fades to black and comes up with that little sparkle music thing. May 3rd 1994 3:08 PM fades back in to screen and see three explotions.......bla bla bla you could change the existing cutscene time travel or create a whole new type of time travel For EG.... Instant Time Travel. Cutscene Time Travel. Movie Time Travel. what do you think?
  15. Ive noticed while playing the mod that say for eg: you drive off a building and time travel with the fire trails pointing downwards, when the car comes back, the car angle is back to the car pointing straight ahead and comes back forward, not the down direction. this also happens for the flying time machines aswell is there something you can change in the code to tell the game to come back at the original angle and position when time traveled? or is this going to be fixed in 0.2f? PS: this is not about code but anyway, do you HAVE to downgrade the deloreans features to make it more stable in 0.2f?, why cant you use the old delorean models from version 0.2a or 0.2b, that way the details and stuff are already downgraded and you can just go in and change minor differences in the model itself before having it ready for 0.2F!!! Thank You
  16. no, still did not work, the code didnt work, the radio still came on, BUT, that gave me an idea MAYBE!!, i can make the music a radio station, make the code switch to the start of that radio station, and DISABLE (or code somthing) to make you not able to change the station, this would fix the problem with the music unloading when the time sound effects start. Possible?
  17. well mini-me, if there is a code to TURN OFF the radio during game play by default, please tell me the code. i dont know somthing like set_radio_station 1@ -1 i know that line doesnt work cause i know nothing about codeing, but please.....anything!!! and i also understand the wav cutting out because it has to use that wav slot. but why are there only 2 wav slots (1 and 2) is there any way to add even 1 more wav slot? so i think i should change bust_16 audio from wav slot 1 to wav slot 2, then it might not get unloaded when the time effects happen. anyway thanks for the advice and ill see if i can change some things.
  18. Sure Microman, Here it is! This is the part where you see biff driving away when you skip the "Doc talking to Marty" part :THERIDE_2145 04C7: toggle_camera_green_scanlines 1 040D: unload_wav 1 03CF: load_wav 'BUST_16' as 1 wait 10 if 03D0: wav 1 loaded jf @THERIDE_2145 03D1: play_wav 1 036A: put_actor $BIFF in_car $04TIME 020A: set_car $04TIME door_status_to 2 Camera.SetPosition(-1006.9, -914.71, 35.0, 0.0, 0.0, 0.0) Camera.PointAt(-910.91, -1072.97, 14.05, 2) Car.PutAt($04TIME, -1003.03, -941.2, 14.5) Car.Angle($04TIME) = 220.0 00AE: set_vehicle $04TIME traffic_behavior_to 2 Car.SetMaxSpeed($04TIME, 5.0) Car.SetToPsychoDriver($04TIME) Car.SetDriverBehaviour($04TIME, Nowhere) Car.DriveTo($04TIME, -904.62, -1096.58, 14.0) wait 3000 $BIFFGO = 1 // integer values Car.SetMaxSpeed($04TIME, 100.0) wait 7000 04C7: toggle_camera_green_scanlines 0 if $RIDE_SKIP == 1 // integer values jf @THERIDE_2389 jump @THERIDE_3511 And Here is the game play during the ride :THERIDE_3511 Actor.DestroyInstantly($DOC) 01C8: $DOC = create_actor 4 #SPECIAL01 in_car $DELTIME passenger_seat 0 0526: unknown_actor $DOC 1 036A: put_actor $PLAYER_ACTOR in_car $DELTIME 02A3: toggle_widescreen 0 $CUTSCENE = 0 // integer values wait 25 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut Camera.SetBehindPlayer $TRAVEL_CONTROL = 0 // integer values 040D: unload_wav 2 03CF: load_wav 'BUST_17' as 2 wait 4000 if 03D0: wav 2 loaded jf @THERIDE_2145 03D1: play_wav 2 041E: set_radio_station 1@ 0 00BC: text_highpriority 'RIDE_39' 3000 ms 1 // doc: And dont forget,when you see biff in the delorean. wait 3000 00BC: text_highpriority 'RIDE_41' 3000 ms 1 // Accelerate to 88 miles per hour wait 3000 00BC: text_highpriority 'RIDE_42' 2000 ms 1 // And bump him! wait 2000 $TRAVEL_CONTROL = 1 // integer values jump @THERIDE_4060 There are bugs though 1. i think when you see biff time travel, when the time effects start, the music stops suddenly 2. about 15 seconds after you begin driving in the game play. the music suddenly stops and doesn't come back on. so please read the last post i did about the "load_wav 2" thing, cause i really want to have the music going. AND DISABLE THE RADIO, PLEASE SOMEONE TELL ME A LINE OF CODE FOR THAT!! PS: if you put this code in the ride at the moment, you wont have the ride music, it will just be talking of some guy from the original vice city game. I'll have to upload the ride music another time. bust_16 = the first 5 seconds of the beginning of the ride music bust_17 = the rest of the ride music hey guys, i would love to upload the files but there is no button to send an attachment, maybe i could email one of you and then you could do what you want with it. And if you need the code, it will always be on my above post :rolleyes: BY THE WAY!! i am also thinking of putting in the music of where doc is talking to marty, the same music i could probably put in, ill just get the video you guys made (or whoever made it!) and convert it to a LOW QUALITY!! wav file, than make the code for it, than it wont be so quiet during the cut scene. I will see what i can do! well, i have accomplished putting music in the cut scene of Marty and Doc!!! :lol: :D , but i still can not figure out a line of code to DISABLE THE RADIO DURING THE RIDE, please, anyone post a line of code that i can put in to disable the radio!!! :lol: Thank You
  19. i did and it works now :D , i had a thought of dividing it before your post , and i made the file sizes smaller which helped, i also was wondering about the "load_wav 1" or "load_wav 2". if i use either of these, when biff is driving down the street in the cutscene, when the time travel effects come in, it completly unloads the music, i have tried "load_wav 3" and "load_wav 4" ECT ECT, but then no audio plays at all, how do you tell the code that there is more than 2 wav loadings. much apreciated! and one more thing!, if you could tell me a small line of code to turn off or disable the ride during the mission, that would also be appreciated thank you all!!
  20. i don't really mind about it finishing in the ride or it keeps going after the ride mission has ended, i just want it to work, but i think your right, i don't think the VC engine can handel an audio file as big as 42 mb! ill see if i can make the size smaller to about 8 mb. i heard somewhere in another part of the forum that people were trying to open up the game engine and make it use more ram or video ram than its normal preferred 128 MB, but it would need a whole new coding in the EXE file or even a trainer, but anyway! Ill give making the file smaller a go and if that does not work, well, i guess its not meant to be. :( Thanks Everyone.
  21. i know, i started a new game also, still didnt work, i had to reinstall the whole game, but this time i am keeping backups. so please, all i need to know is whats wrong with the code? is the music file i am trying to play too big? of do i have to add another bit to the main.scm? please someone tell me!
  22. this code line is not working :THERIDE_2145 040D: unload_wav 2 03CF: load_wav 'BUST_14' as 2 wait 0 if 03D0: wav 2 loaded else_jump @THERIDE_2145 03D1: play_wav 2 04C7: toggle_camera_green_scanlines 1 036A: put_actor $BIFF in_car $04TIME 020A: set_car $04TIME door_status_to 2 Camera.SetPosition(-1006.9, -914.71, 35.0, 0.0, 0.0, 0.0) Camera.PointAt(-910.91, -1072.97, 14.05, 2) Car.PutAt($04TIME, -1003.03, -941.2, 14.5) Car.Angle($04TIME) = 220.0 00AE: set_vehicle $04TIME traffic_behavior_to 2 Car.SetMaxSpeed($04TIME, 5.0) Car.SetToPsychoDriver($04TIME) Car.SetDriverBehaviour($04TIME, Nowhere) Car.DriveTo($04TIME, -904.62, -1096.58, 14.0) wait 3000 $BIFFGO = 1 // integer values Car.SetMaxSpeed($04TIME, 100.0) wait 7000 04C7: toggle_camera_green_scanlines 0 if $RIDE_SKIP == 1 // integer values else_jump @THERIDE_2390 jump @THERIDE_3512 if it makes any difference, BUST_14 is 42 MB game crashes when start new or load game
  23. it didnt work, i replaced bust_14.wav with the ride music and kept the name the same and replaced the code line: :THERIDE_2145 04C7: toggle_camera_green_scanlines 1 040D: unload_wav 1 03CF: load_wav 'BUST_14' as 1 wait 1000 if 03D0: wav 1 loaded jf @THERIDE_2145 i copied and compiled it into the game but i went to start new game and as soon as the pink line just started the game shuts down Any suggestions anybody???
  24. ok so heres the thing, you know how the guys made back to the future the ride gameplay video and it had music, well i want to put the actual ride music into the ride and disable radio during the ride. This is what I have but it doesn't work . By the way "RIDE_99" is the ride music. THERIDE_2145 04C7: toggle_camera_green_scanlines 1 040D: unload_wav 1 03CF: load_wav 'RIDE_99' as 1 wait 3000 if 03D0: wav 1 loaded jf @THERIDE_2145 03D1: play_wav 1 036A: put_actor $BIFF in_car $04TIME 020A: set_car $04TIME door_status_to 2 Camera.SetPosition(-1006.9, -914.71, 35.0, 0.0, 0.0, 0.0) Camera.PointAt(-910.91, -1072.97, 14.05, 2) Car.PutAt($04TIME, -1003.03, -941.2, 14.5) Car.Angle($04TIME) = 220.0 00AE: set_vehicle $04TIME traffic_behavior_to 2 Car.SetMaxSpeed($04TIME, 5.0) Car.SetToPsychoDriver($04TIME) Car.SetDriverBehaviour($04TIME, Nowhere) Car.DriveTo($04TIME, -904.62, -1096.58, 14.0) wait 3000 $BIFFGO = 1 // integer values Car.SetMaxSpeed($04TIME, 100.0) wait 7000 04C7: toggle_camera_green_scanlines 0 if $RIDE_SKIP == 1 // integer values jf @THERIDE_2390 jump @THERIDE_3512: Please help, Much appriciated