Sandman 0 Report post Posted September 3, 2009 I have been using the 0.1.1 bttf sa mod for a while now with no problems ,but just installed the 0.1.2 and whenever i try to hover by pressing the - key the game just crashes any ideas ,i have also made sure to take out my old cleo folder and cleo asi before installing the new one Share this post Link to post Share on other sites
Mike 214 Report post Posted September 3, 2009 I have been using the 0.1.1 bttf sa mod for a while now with no problems ,but just installed the 0.1.2 and whenever i try to hover by pressing the - key the game just crashes any ideas ,i have also made sure to take out my old cleo folder and cleo asi before installing the new one Install a fresh copy of San Andreas and then install the mod again, that should fix it. Did you rebuild gta3.img? If that doesn't work, check the install log and look for any errors, post the log here if required, it will be in your SA directory as install_log.txt Share this post Link to post Share on other sites
Sandman 0 Report post Posted September 3, 2009 (edited) Ok i uninstalled and started again then ran the 0.1.2 setup again and i still get the same problem everything else is fine the spawn and time circuits but as soon as i press - the game just crashes here's my install log- SPOILER: Output folder: C:\Program Files\Rockstar Games\GTA San Andreas Extract: IMGTool.exe Extract: vorbishooked.dll Extract: vorbisFile.dll Extract: GTA_SA.EXE... 100% Extract: cleo.asi Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\BTTF_ReadMe Extract: english-readme.rtf Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\cleo\audio Extract: boost.mp3 Extract: hover_off.mp3 Extract: hover_on.mp3 Extract: input_enter.mp3 Extract: input_key.mp3 Extract: input_off.mp3 Extract: input_on.mp3 Extract: time_travel.mp3 Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\cleo\cleo_text Extract: bttf.fxt Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\cleo Extract: date.cs Extract: draw.cs Extract: GxtHook.cleo Extract: keypad.cs Extract: plane.cs Extract: spawn.cs Extract: speed.cs Extract: timecircuits.cs Extract: timetravel.cs Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\data Extract: carcols.dat Extract: gta.dat Extract: handling.cfg Extract: vehicles.ide Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\data\maps\animation Extract: animation.IDE Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\data\script Extract: main.scm Extract: script.img Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\models Extract: fonts.txd Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img Extract: animation.col Extract: bullet.dff Extract: bullet.txd Extract: d_strut_b.dff Extract: d_strut_l.dff Extract: d_strut_r.dff Extract: d_wheel_l.dff Extract: d_wheel_r.dff Extract: sparrow.dff Extract: sparrow.txd Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\models Extract: img.exe Extract: script.bat Output folder: C:\Program Files\Rockstar Games\GTA San Andreas\models Spark Console (1.0.0) by Arushan (oneforaru@gmail.com) Opened gta3.img successfully. Imported new file: animation.col Warning: File bullet.dff already exists in archive, overwriting it. Imported new file: bullet.dff Warning: File bullet.txd already exists in archive, overwriting it. Imported new file: bullet.txd Imported new file: d_strut_b.dff Imported new file: d_strut_l.dff Imported new file: d_strut_r.dff Imported new file: d_wheel_l.dff Imported new file: d_wheel_r.dff Warning: File sparrow.dff already exists in archive, overwriting it. Imported new file: sparrow.dff Warning: File sparrow.txd already exists in archive, overwriting it. Imported new file: sparrow.txd Archive saved Archive closed Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\img.exe Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\script.bat Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\animation.col Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\bullet.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\bullet.txd Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\d_strut_b.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\d_strut_l.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\d_strut_r.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\d_wheel_l.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\d_wheel_r.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\sparrow.dff Delete file: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\sparrow.txd Remove folder: C:\Program Files\Rockstar Games\GTA San Andreas\models\addtogta3img\ If nothing can be done i will just put the 0.1.1 back on ,but thanks for the help anyway.And yes i did rebuild the gta3.img file.(another quick edit)Without trying to come across stupid because i don't really know much about all this stuff but i noticed the fly.cs file is not in the new version and wondering if that had anything to do with the problem Edited September 4, 2009 by Mini-Me long text hidden Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 3, 2009 fly's been integrated into timetravel.cs Share this post Link to post Share on other sites
Sandman 0 Report post Posted September 3, 2009 fly's been integrated into timetravel.cs I think i have a serious lack of knowledge ,iv got it working but only if i run the gta.exe as admin which i didn't have to do with the old one but whats strange is even though i uninstalled gta sa and deleted the guts from programme files and user data from documents then installed it again then run gta as normal an old player skin i used is still there and i think there must be something conflicting and it crashes , but if i run in admin normal cj is there and the mod works fine.nice animation by the way ,and i dont mean to complain because i understand it must have taken a lot of work but when im flying and press space for boost the vents just fill with a block of a colour Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 3, 2009 ahh, the vents are just temporary. Yeah, running as admin does help. I think it blocks some stuff or something. Might have to do with cleo loading some models. Share this post Link to post Share on other sites
Sandman 0 Report post Posted September 3, 2009 ok just wanted to make sure ,also iv tried using the location.cs as well and it doesn't seem to work are they not compatible with each other? Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 3, 2009 nope Share this post Link to post Share on other sites
Sandman 0 Report post Posted September 3, 2009 Ok thanks for the help i'll just enjoy messing around with the new version cheers and keep up the good. Share this post Link to post Share on other sites
Jay 0 Report post Posted September 5, 2009 Is this supose to happen: The spacing of the date digits Share this post Link to post Share on other sites
Mike 214 Report post Posted September 5, 2009 That issue will be fixed in the next release. Share this post Link to post Share on other sites
Jay 0 Report post Posted September 5, 2009 ok. I found another bug, the game crashes if you try to buy clothes. the door of the changing room is replaced by a chair... O.o Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 5, 2009 That issue will be fixed in the next release. Yeah, Mike didn't tell me we were replacing fonts.txd.... It was aligned using the original SA font. And I guess adding the delorean objects moved the offset of the standard SA objects. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted September 5, 2009 So moving the DeLorean models to the end of the define object list would solve that. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 5, 2009 it would solve the original game it would break the bttf anims Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted September 5, 2009 Why? I don't really get this... Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 5, 2009 Well, I was working with a stripped script, so it didn't have all those objects. So I didn't have to redo everything, I just stuck all the objects at the top of the list, since I assumed the scm would be using stuff like #OBJECT, which cleo cannot. Guess I was wrong huh. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted September 5, 2009 As far as I know, on compilation the #-IDs are replaced by the numeric ones . Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 5, 2009 but on decompilation, its replaced by the model names, which are then replaced by the new ids when its recompiled. Its for this reason that the vc mod didn't go haywire when I took out a bunch of objects. It works for the most part.....but not for assigning model names to variables. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted September 5, 2009 Precisely. Just tested it and works fine, that's why I was wondering why it wouldn't work . An other thing that cam to my mind when TTing behind the Brown Streak: Some when you need to find a workaround to also get that removed from the tracks . Same most likely applies for planes... Share this post Link to post Share on other sites
bluespace88 9 Report post Posted September 5, 2009 okie dok. Share this post Link to post Share on other sites