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TWG

GTA SA: BTTF - Troubleshooting

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I figured out by testing that it's the SA limiter that's making me crash no matter what with the current BTTF: SA mod.

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umm, i wasn't being hostile? I'm just saying, I have so much to do that I can't do everything all at once. They're on a list of things to do, and sounds is not very high.

Yea, i know, it's the internet, you can't really see how someone's really typing, it just came off as hostile to me. My fault Blue. I apologize.

EDIT : BUT I DONT LIKE MY STUFF BEING CENSORED. =<

Edited by TWG

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th_gta_sa2009-10-0317-33-43-70.jpg

I installed on a version 2 and after I noticed my v1.0 savegames don't work anymore I moved that script folder back, but normally that wouldn't cause map objects to disappear, huh?

The floor you can see there most likely is the LOD model because it has no col.

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th_gta_sa2009-10-0318-13-03-85.jpg

That's how it is supposed to look like. Installed the mod now on a v1.0 copy...

To once again compare how it actually looks like:

th_gta_sa2009-10-0317-33-43-70.jpg

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So does this use the SA Limiter? I found that it's the reason why I always crash with the game installed. No idea why.

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now here's a question that I have but it may not be congruent until 0.2.0 or 0.3.0. Does SA's engine allow you to have breakable walls like what happens to the theater when marty runs into it?

I think it does because of the mission where you jump through a sign (although that was cut-scene).

and the reason why I asked here is because the images that mini-me posted reminded me of a wall broken through.

Edited by Joe Statler

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Just wish my desktop could run 3ds max. But when I upgrade my laptop's processor it will.

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Yeah, noticed that as well.

I don't have video for clarification right now, but when my DeLorean's nose pointed up the trails pointed down.

EDIT: Tried to reenact that, but for some reason I couldn't. Maybe I was mistaking, sorry :blush:.

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so SA lies huh....

this is the line for that

077D: 11@ = car 0@ x_angle

06BE: 12@ = car 0@ y_angle

0174: 13@ = car 0@ Z_angle

0939: attach_car 0@ to_object 30@ with_offset 0.0 0.0 0.0 rotation 11@ 12@ 13@

You would think SA would give the right angles....I only know z_angle is right, since I use it everywhere. X and Y are my first time using it.

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eh whatever, replaced it with some new angles code

07C4: set_object 30@ axis_angle_relation_to 4@ 5@ 6@ 7@

0939: attach_car 0@ to_object 30@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0

Works fine now.

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A sggestion to you guys:

Never leave the car in the cutscene :P.

@Blue: Maybe blocking user controls here?

And I'm having an other problems with your latest source files. After I blew my DeLorean up, I can spawn a new one, but Hover conversion doesn't work anymore on this ;).

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lmao tried this too, unfortunately crashes after entry :lol: "Nah, I don't like it here, it's dark.." *exits wormhole*

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haha, no wonder VC doesn't have the bug. the player gets out of the car at 5000 ft where no one can see him, and on reentry, if he is out, he gets put back in the car.

Oh well, fixed. But cars will now stop to look at your beautiful fire trails.

Actually, I don't like the fix. It doesn't make a good highway reentry scene.

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