Dragon King 15 Report post Posted May 25, 2009 Ok this is how it's going down. Below are the two threads you'll need to change in order to use my TT edits. You'll need to replace the entire SPDMTR thread and time thread with the SPDMTR and Time threads below. Please note that this will render the Ride and tutorial mission unplayable. I do however have a fix for the Ride Mission that I am still trying to figure out how I'm going to let you guys know what changes to make. Please enjoy. The noticeable changes to the speedometer: It only displays 1 zero which I plan to fix and it goes past 88 when the time circuits are off. When you turn on the time circuits I like to call it a switch to the alternative speedometer that only goes as far as 88. Have lots of fun and tell me what you think. :SPDMTR thread 'SPDMTR' 1@ = 255 // integer values 2@ = 50 // integer values 3@ = 50 // integer values :SPDMTR_32 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SPDMTR_32 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 00DE: player $PLAYER_CHAR driving_vehicle_type #DELUXO 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00DE: player $PLAYER_CHAR driving_vehicle_type #BANSHEE else_jump @SPDMTR_102 jump @SPDMTR_153 :SPDMTR_102 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 00DE: player $PLAYER_CHAR driving_vehicle_type #PHEONIX 00DE: player $PLAYER_CHAR driving_vehicle_type #VCNMAV 00DE: player $PLAYER_CHAR driving_vehicle_type #BUS 00DE: player $PLAYER_CHAR driving_vehicle_type #MAVERICK Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_32 :SPDMTR_153 03C1: 0@ = player $PLAYER_CHAR car if Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_210 0@ = Player.RC_car($PLAYER_CHAR) if and $TRAVEL == 0 // integer values $CUTSCENE == 0 // integer values else_jump @SPDMTR_32 :SPDMTR_210 02E3: 4@ = car 0@ speed 4@ *= 1.835 // floating-point values (never used in VC or GTA 3) 008C: 4@ = float_to_integer 4@ gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 2.0 8.0 03E4: set_text_draw_align_right 1 if AND 00DE: not player $PLAYER_CHAR driving_vehicle_type #BUS 00DE: not player $PLAYER_CHAR driving_vehicle_type #MAVERICK 4@ < 88 // integer values jf @SPDMTR_308 if 4@ > 9 // integer values else_jump @SPDMTR_307 :SPDMTR_211 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 :SPDMTR_307 045A: text_draw_1number 600.0 375.0 'SPEED1' 4@ jump @SPDMTR_32 :SPDMTR_308 if $TCON == 1 // integer values jf @SPDMTR_211 0006: 4@ = 88 // integer values 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 OK I can't post the time thread because it is too long. I'll try to find an alternative. Here is the time thread: http://www.mediafire.com/?5emzvzmuc24 Make sure you use sanny builder to make the changes Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted May 25, 2009 DK, when the time circuits are on it always displays 88 on the speedo. It never goes down or up. It always says 88 =\ Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 25, 2009 ok ok. Fix on the way Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 25, 2009 (edited) :SPDMTR thread 'SPDMTR' 1@ = 255 // integer values 2@ = 50 // integer values 3@ = 50 // integer values :SPDMTR_32 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @SPDMTR_32 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #INFERNUS 00DE: player $PLAYER_CHAR driving_vehicle_type #DELUXO 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00DE: player $PLAYER_CHAR driving_vehicle_type #BANSHEE else_jump @SPDMTR_102 jump @SPDMTR_153 :SPDMTR_102 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 00DE: player $PLAYER_CHAR driving_vehicle_type #PHEONIX 00DE: player $PLAYER_CHAR driving_vehicle_type #VCNMAV 00DE: player $PLAYER_CHAR driving_vehicle_type #BUS 00DE: player $PLAYER_CHAR driving_vehicle_type #MAVERICK Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_32 :SPDMTR_153 03C1: 0@ = player $PLAYER_CHAR car if Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_210 0@ = Player.RC_car($PLAYER_CHAR) if and $TRAVEL == 0 // integer values $CUTSCENE == 0 // integer values else_jump @SPDMTR_32 :SPDMTR_210 02E3: 4@ = car 0@ speed 4@ *= 1.835 // floating-point values (never used in VC or GTA 3) 008C: 4@ = float_to_integer 4@ gosub @T_CIRC_2999 033F: set_text_draw_letter_width_height 2.0 8.0 03E4: set_text_draw_align_right 1 if 4@ < 88 // integer values jf @SPDMTR_308 if 4@ > 9 // integer values else_jump @SPDMTR_307 :SPDMTR_211 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 :SPDMTR_307 045A: text_draw_1number 600.0 375.0 'SPEED1' 4@ jump @SPDMTR_32 :SPDMTR_308 if $TCON == 1 // integer values jf @SPDMTR_211 0006: 4@ = 88 // integer values 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 Edited May 25, 2009 by Mini-Me codebox saves space :p Share this post Link to post Share on other sites
Fishy-Fish 0 Report post Posted May 25, 2009 You fixed the 1 0 numbers and the stuck at 88 problem. But now I've found another problem. The speedometer shows up during the cutscene time travel sequence. Like, even after the car has disappeared the speedo still shows, while it's not supposed to. And during re-entry the speedo starts back from 00 then goes to 88 quickly before the car is visible again... But the sequence is very good. I like it Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 25, 2009 Fixed. Just replace SPDMTR_153 with the one below :SPDMTR_153 if and $TRAVEL == 0 // integer values $CUTSCENE == 0 // integer values else_jump @SPDMTR_32 03C1: 0@ = player $PLAYER_CHAR car if Player.InRemoteMode($PLAYER_CHAR) else_jump @SPDMTR_210 0@ = Player.RC_car($PLAYER_CHAR) Share this post Link to post Share on other sites
EarthwormJim 1 Report post Posted May 26, 2009 what does this do? Share this post Link to post Share on other sites
hscitpe 6 Report post Posted May 26, 2009 It limits something on the speedometer and dosen't start the time travel effects until you hit 88 Share this post Link to post Share on other sites
EarthwormJim 1 Report post Posted May 26, 2009 oh right, yeah i just looked at the other thread Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 26, 2009 It limits something on the speedometer and dosen't start the time travel effects until you hit 88 it doesn't really limit anything. Well it does only when the time circuits are on. Share this post Link to post Share on other sites
Mike 214 Report post Posted May 26, 2009 I don't like this glitch when the fuzion gen is empty.... Watch the speedo. Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 27, 2009 ok Replace the lines in the SCM with the ones below at exactly SPDMTR_360 :SPDMTR_360 if and $TEMP_DRIVE >= 10000000 $TCON == 1 jf @SPDMTR_300 4@ = 88 // integer values 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 Please note that this change means that the plutonium chameber/mr fusion needs to be full in order to display the speedometer restricted to 88. Also, who is using these edits? Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted May 27, 2009 (edited) ok Replace the lines in the SCM with the ones below at exactly SPDMTR_360 :SPDMTR_360 if and $TEMP_DRIVE >= 10000000 $TCON == 1 jf @SPDMTR_300 4@ = 88 // integer values 045A: text_draw_1number 600.0 375.0 'SPEED' 4@ jump @SPDMTR_32 Please note that this change means that the plutonium chameber/mr fusion needs to be full in order to display the speedometer restricted to 88. Also, who is using these edits? Hi, I´m going to try your Time Travel edit but I need to know if I can change how much time the delorean is going to take for the temporal displacement looks hard to use your TT edit I just have to copy and paste your code using sanny builder? and...don´t you think it´s easier for you to release a main scm. ? Edited May 27, 2009 by 88milesperhour! Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 27, 2009 1. I can't release the main.scm because of copyright rules and what-not placed on this forum. 2. Yes copy and paste but you need to replace the lines already in the main.scm so you'll need the original edits above and then replace that with the lines I just posted. 3. It isn't very hard Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted May 27, 2009 1. I can't release the main.scm because of copyright rules and what-not placed on this forum. 2. Yes copy and paste but you need to replace the lines already in the main.scm so you'll need the original edits above and then replace that with the lines I just posted. 3. It isn't very hard Thanks! give me your opinion about this I´m planning to install 0.2d and put in some things like this basically, this is what I want to put in 0.2d -Animations for the BTTF2 Delorean hover convertion -Wormhole opening effect from 0.2e´s lastest main scm. -your TT edits tell me what do you think Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 27, 2009 Good luck Share this post Link to post Share on other sites
Flux Capacitor 0 Report post Posted May 27, 2009 Won't work for me, the tags keep screwing up D: Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted May 27, 2009 Good luck what? you make it sound hard! it may be right? I may lost my game again Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 27, 2009 Won't work for me, the tags keep screwing up D: What do you mean? Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted May 27, 2009 Good luck I need to know the following -womhole code -firetrails code do you know then? Share this post Link to post Share on other sites
jldarkspider 1 Report post Posted May 27, 2009 Im having trouble editing the main.scm with sanny builder i keep getting errors Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 27, 2009 I need to know the following -womhole code -firetrails code do you know then? good luck im not helping you As for you jldarkspider what kind of errors? Share this post Link to post Share on other sites
jldarkspider 1 Report post Posted May 27, 2009 good luck im not helping you As for you jldarkspider what kind of errors? when i try to compile the main.scm i get the error ''Not enough actual parameters. Expected 2 params.'' Share this post Link to post Share on other sites
Dragon King 15 Report post Posted May 28, 2009 ok does it jump to a certain spot in the thread? Share this post Link to post Share on other sites
jldarkspider 1 Report post Posted May 28, 2009 ok does it jump to a certain spot in the thread? It Goes to this line ''{7} 0073: // (float)'' Share this post Link to post Share on other sites