bluespace88 9 Report post Posted October 5, 2009 true. It just needs wheels, and probably some more resizing to get rid of that mr. fusion thing. And some other things. Its strange. I looked at one of R*'s models. Their shadow mesh was smaller and lower then the car's mesh o_O And very true. It is a lot better then VC's "blob" Reminds me, we need to give the wheels a mesh as well so they can cast shadows while rotating. Share this post Link to post Share on other sites
Mike 214 Report post Posted October 5, 2009 Cool, this is all shaping up to be better than the VC mod Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 5, 2009 yep I just changed the sounds too. Best part is none of the other helicopters have their sounds not helicoptery.. Cept the hunter now sounds like a maverick The engine's so much higher pitched in SA then it is VC... One bad thing I see about the shadows is that there's a delay before they are loaded, which is quite noticible. And I wish the self shadow wasn't that strong........ Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 5, 2009 also another thing. I had to get a new exe to get SA Limiter to work correctly, which would also explain why certain effects weren't disabled. I have no clue what was used before, but the new exe has its addresses much closer to where they were in the original. And it may work for those people who are having problems. Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted October 5, 2009 Cool, this is all shaping up to be better than the VC mod in my opinion... for me that doesn´t mean that I will stop playing the VC version I like the VC a lot just like the new SA version I play both of them Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 5, 2009 but he was talking about which one was better, not which one he would play Share this post Link to post Share on other sites
Orgcon 11 Report post Posted October 5, 2009 (edited) I play them both When I have time Edited October 5, 2009 by Orgcon Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 really need to upgrade the interior. Can't even read the labels xD Crysis (though too much) for comparison Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 Man, this looks amazing . I do have an other request for you: I dunno if you know my TTT I did ages ago, might it be possible that you did such a thing in the spawn code of the DeLorean? I must have done smth. wrong, cause nothing happened when I used crate_marker_above_car opcode. So it should spawn the DeLorean if it's wrecked/non existant, and should show a marker on the radar where it is if it still exists but you forgot where you left it . Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 read the comments in timetravel.txt to figure out which variable represents the delorean. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 I know which it is (var 12 or 0@ in spawn.txt), but maybe I'm just too stupid. Gonna retry it. EDIT: Ok, used the wrong of the two create_marker_above_car opcodes, the other one I just found works fine. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 lol, ok. The spawning is only temporary until I get a garage up. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 ... like in the early VC betas. Share this post Link to post Share on other sites
Joe Statler 0 Report post Posted October 6, 2009 hey blue, where's that crysis picture from? Is it a GTA mod or for some other game? Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 Crysis is an own game . A reaaaaaal HD game xD. Share this post Link to post Share on other sites
Joe Statler 0 Report post Posted October 6, 2009 Yea, I just googled it. I feel like a dumb*ss. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 Linky to other topic: Crysis BTTF Mod Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 (edited) My DT works fine now . If it doesn't exist, it creates the DeLorean, if it does exist it shows a marker on the radar an flashes it for two seconds. Once you enter the DeLorean it disappears again. If anyone is interested: SPOILER: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'SPAWN' :Spawn wait 10 if Player.Defined($PLAYER_CHAR) jf @Spawn if 044B: actor $PLAYER_ACTOR on_foot //jf @Spawn jf @SpawnMarkerRemove 0AB4: 0@ = var 12 if or 0AB0: key_pressed 50 0AB0: key_pressed 98 jf @Spawn if Car.Wrecked(0@) //jf @Spawn jf @SpawnMarker 10@ = #BULLET Model.Load(10@) 038B: load_requested_models :SpawnLoadModel wait 0 if Model.Available(10@) jf @SpawnLoadModel 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 4@ = Actor.Angle($PLAYER_ACTOR) 0@ = Car.Create(10@, 1@, 2@, 3@) Car.Angle(0@) = 4@ Car.SetImmunities(0@, 0, 0, 0, 1, 1) 0AB3: var 12 = 0@ Car.RemoveReferences(0@) Model.Destroy(10@) wait 500 jump @Spawn :SpawnMarker if 875C: not marker 5@ enabled else_jump @SpawnMarkerHudFlash 0186: 5@ = create_marker_above_car 0@ :SpawnMarkerHudFlash 03E7: flash_hud_component 8 wait 2000 03E7: flash_hud_component -1 jump @Spawn :SpawnMarkerRemove if not Car.Wrecked(0@) jf @Spawn if Actor.InCar($PLAYER_ACTOR, 0@) jf @Spawn 0164: disable_marker 5@ jump @Spawn Replace the content of spawn.txt with this and compile. I really much dislike about SA that this opcode of VC isn't there: 00DC: player $PLAYER_CHAR driving 14@ SpawnMarkerRemove could've been way shorter this way . Edited October 6, 2009 by Mini-Me Blue's suggestions applied Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 oh thats easy Actor.InCar($PLAYER_ACTOR, 0@) First rule of SA. Theres no longer any player functions. You have to reference the actor. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 so that'd make the remove function: :SpawnMarkerRemove if Actor.InCar($PLAYER_ACTOR, 0@) jf @Spawn 0164: disable_marker 5@ jump @Spawn also don't need that wait statement. Its only needed for the key strokes so it doesn't interpret like 100 of them. also, use jf instead of else_jump. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 actually, that would cause the game to crash since 0@ doesn't exist when the game starts. Lemme edit it. :SpawnMarkerRemove if not Car.Wrecked(0@) jf @Spawn if Actor.InCar($PLAYER_ACTOR, 0@) jf @Spawn 0164: disable_marker 5@ jump @Spawn Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 yeah, sure. And there isn't a difference between jf and else_jump, isn't it? Only am used to "else" cause of JavaScript and PHP . Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 I'm used to else in java, C, C++, C#, pascal, ml, php, js, arduino, and probably some others I don't remember. Doesn't stop me from using jf. Its short and to the point. Jump if False. Its just to keep the same format, thats all. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted October 6, 2009 And, I was looking for Actor.DrivngVehicle or something similar, so that's why I didn't find it . Share this post Link to post Share on other sites
bluespace88 9 Report post Posted October 6, 2009 lol, its InCar I scrolled through the list Sanny gives to find it Share this post Link to post Share on other sites