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uokka

uokka's modified "BttF SA Mod"

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You might get fooled by the synchronously of sound and animation.

The wheels need to get further away from the wheel arch, i think.

But yes, then it might look pretty accurate.

I had realized that the wheels needed to extend and fold down. This needs to be corrected, so that's why I said, "with a little more work".

Really? I thought it is too less for the first and too much for the second..

Wait until you see the texture in-game on your own PC (hopefully).

Can't wait. ;)

I dont feel so as well.

The display just had to be smaller for me. And I wanted to match the SA style... kind of.

Could you post a screenshot of the MP Timecircuits?

I'll try to soon. Everytime I try to connect, I get the "Connection Timed Out". If anyone else here can, please post a screenshot.

Much too big for me... You noticed the speed inaccuracy!? Yes, I edited and repositioned the speedo texture (which messes things up, ofcourse) but lost interest to fix it (due to bttf), but the digital display on the bottom should be accurate.

Well, actually, I meant what happened to Blue's big, red, font speedometer. I think Blue'll add the Multiplayer speedo and time circuits to singleplayer, it'll be awesome if he does.

Off-topic: I got GTA: IV recently. Anyone know where I can get the BTTF mod that bttf92 posted 11 videos about?

Edited by DMC88ELB

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Well, actually, I meant what happened to Blue's big, red, font speedometer.

Much too big for me... [...]
:D

I'll try to add the speedo texture, of which you talked about in this other topic.

But it just has to be placed around the radar. Any other place is a waste of space, imo.

Edited by uokka

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Well, I enjoy your work, and hope to see more in the future! :)

Edited by DMC88ELB

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The idea to get rid of the Helicopter switch was mine. :D

The LC team realized it earlyer than me, but we dont know eachother, though.

considering the only plane in gta3 was a dodo, we had to do something, I'm glad that you found other means of swapping physics like we did.

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Thanks, me too :)

Edit:

By the way, I pretty much only use stuff found by others. If there wouldnt be those guys, finding memory addresses and opcodes, I wouldnt be able to do anything this 'easy', as my stuff is..

Could you post a screenshot of the MP Timecircuits?
Not necessary anymore. I saw the Video and some screens in the MP topic.

I like the TC texture and the digital speedo. But I prefer my layout of the time circuits.. it won't interfere with other HUD components (name of vehicle, town text, etc.).

Edited by uokka

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Excuse my double post, please :)

Added videos with new stuff to the first post:

- reworked hover anim.

- green glow reflection on ground and peds.

have fun.

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As I said before, good work! I love the scared sounds people make when you time travel, as well as the fact that you can use the booster on the ground. Remember, tutorials!

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I've just wrote a tutorial on how to enable paintjobs.

Script and textures may be available later, as they cannot contain others work..

edit:

Textures uploaded

Edited by uokka

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I've done a few simple code modifications (for personal preferences) like the use of the motion blur for time travel like you've did there, but...damn. That iced De Lorean was sweet. How the hell did you do that? :o

EDIT: I see it's based on paintjobs. While I haven't tried it out yet, I think it is possible to switch between paintjobs without affecting the vehicle in ways like removing and re-spawning it, yeah? That was a cool idea, btw. Can't wait for you to share that texture. I also use Tirido's De Lorean.

And speaking of a time circuits overhaul, this reminds me that I've done one myself. I've changed it to match the style of GTA: San Andreas' traditional HUD, which is a bit reminiscent to the old TC of one of the previous versions of the BTTF mod. I feel the current colorful TC is a bit alien to the rest of the HUD. Ain't done yet, and I did plan to share it around once it is, so I might restore my old CLEOs thread for this. :D

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If this is a quastion, then the answer is yes.

No glitchy respawning.

But the applied paintjobs spring up (a few miliseconds) too late sometimes..

edit:

I would like to see your time circuits, so i can steal ideas from you..

Edited by uokka

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As long as you keep that De Lorean away from spray and mod shops, that wouldn't be much of a problem.

I would like to see your time circuits, so i can steal ideas from you..

LOL. Sure. That is after I (properly) re-install GTA:SA. Haven't touched my scripts for at least a year now.

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Can't wait for you to share that texture. I also use Tirido's De Lorean.

No need to wait anymore!

I've uploaded them as uncompressed/unpacked .PNG's.

See my tutorial.

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Good news for anybody with some GTA modding and CLEO coding knowledge!

Some of my scripts only relations to the original mod, are cleo global variables (and some changed effects).

So I'll give you those (decompiled) scripts.. (source is full of messy, out-commented stuff)

They have not been tested yet on a clean GTA SA BttF. Thats why you have to have some coding skills..

And you have to check out what they do by yourself.

SPOILER:
Code moved to first post..

BttF_DMC_Liftoff.cs and BttF_DMC_Boost.cs are using edited effects based on ventglow. Only color and size has been edited but im not sure if I can give them to you, sorry.. You have to make youre own copys of ventglow inside of effects.fxp and name them wheelboost, wheelglow, and wheelglow2. Or edit the scripts to only use ventglow instead of wheelboost, wheelglow, and wheelglow2.

Any recommendations are welcome.

Good luck!

Edited by uokka

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Haven't tried them all yet, I only tried compiling the Liftoff script, and it says that 0AC1 is an unknown opcode. The only thing I changed, was all the "WHEEL_____" stuff to "VENTGLOW"- but that shouldn't cause a problem.

With the second and fourth script, the audio opcodes were unknown again. When I got rid of those opcode lines in both the scripts it compiled successfully. (I figured they only loaded audio).

The Liftoff script worked, but as soon as I loaded the HOVANIM one, main.scm kept crashing the game. DMC_BST script didn't work at all. Also, secondary fire activates hover mode.

As uokka said, anyone with coding knowledge: try this out. Please don't take my word for these scripts- as I'm a complete coding n00b. Try it out for yourself.

A suggestion to uokka: How about a script for scared pedestrians in years before 2015? I'm sure it'll be easy enough for you to code.

Edited by DMC88ELB

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[...] The Liftoff script worked, but as soon as I loaded the HOVANIM one, main.scm kept crashing the game. DMC_BST script didn't work at all. Also, secondary fire activates hover mode.

[...]

A suggestion to uokka: How about a script for scared pedestrians in years before 2015? I'm sure it'll be easy enough for you to code.

GTA crashing on activating hover mode, might aswell be reelated to audio stuff. Check set_audiostream opcodes.. change .MP3 or comment them out..

Key bindings might interfere with default BttF key bindings. Change key press checks in scripts, if necessary.

If you know how to check the date in cleo, you'll know how to check if its '2015 or later'..

I believe this will be easy enough to code for you soon, too. You'll do it!

And you have to check out what they do by yourself.

Good work until now, keep it up! :D

EDIT:

I forgot to mention, you should update to CLEO 4. Might help with unknown (especially audio) opcodes.

Edited by uokka

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Can 'ya copy those coding tutorials/instructions in the first page? In case this topic gets around at least 4 pages long, people don't have to look for 'em. :)

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Sure..

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[...] EDIT:

I forgot to mention, you should update to CLEO 4. Might help with unknown (especially audio) opcodes.

Doesn't the mod already have CLEO 4? Or does it use CLEO 3? :huh:

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Im not absolutely sure, but i think v0.1.3.2 was released before CLEO 4 came out.

And Cleo 4 has been updated to v4.1.1.30f

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I'll be sure to try your mods with the latest CLEO 4 installed. :thumbs:

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As you request it, I feel warrantable and honored to post this code snippet of my BttF_TimeTravel.s..

Its not perfect, but i made at least the front coil glow looking realy great on Tirido's DeLorean, in my opinion.

SPOILER:
// -------------------------------- Coil ----------------------------------



:Coil

02E3: 15@ = car 0@ speed

0AB4: 30@ = var 1

if or

	33@ < 1500

	33@ >= 14000

then

	if and

		30@ == 1   

//		15@ > 33.528

		15@ > 39.33952  // - 88 Miles per Hour! 

	then

		gosub @CoilGlow

	else   

	end

end

return



:CoilGlow

//Front Coils	 

0AB1: call_scm_func @CoilParticle 4 0@ 1.01 2.14 -0.15  

0AB1: call_scm_func @CoilParticle 4 0@ 1.00 2.22 -0.15  

0AB1: call_scm_func @CoilParticle 4 0@ 0.98 2.3 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.93 2.354 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.85 2.377 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.75 2.382 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.65 2.386 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.55 2.390 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.45 2.394 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.35 2.398 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.25 2.4 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.15 2.4 -0.15

0AB1: call_scm_func @CoilParticle 4 0@ 0.05 2.4 -0.15



//Top Coil

0AB1: call_scm_func @CoilParticle 4 0@ 0.35 -0.8150 0.608							  

0AB1: call_scm_func @CoilParticle 4 0@ 0.43 -0.8175 0.613

0AB1: call_scm_func @CoilParticle 4 0@ 0.51 -0.8200 0.609

0AB1: call_scm_func @CoilParticle 4 0@ 0.59 -0.8250 0.594



//Coil Door

0AB1: call_scm_func @CoilParticle 4 0@ 0.662 -0.825 0.567

0AB1: call_scm_func @CoilParticle 4 0@ 0.7195 -0.83 0.5231

0AB1: call_scm_func @CoilParticle 4 0@ 0.7745 -0.835 0.472

0AB1: call_scm_func @CoilParticle 4 0@ 0.8242 -0.84 0.425

0AB1: call_scm_func @CoilParticle 4 0@ 0.872 -0.845 0.375

0AB1: call_scm_func @CoilParticle 4 0@ 0.91 -0.855 0.325

0AB1: call_scm_func @CoilParticle 4 0@ 0.95 -0.865 0.275

0AB1: call_scm_func @CoilParticle 4 0@ 0.98 -0.90 0.23

0AB1: call_scm_func @CoilParticle 4 0@ 1.002 -0.955 0.21



//Side Coil 

0AB1: call_scm_func @CoilParticle 4 0@ 1.012 -1.03 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 1.002 -1.12 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.993 -1.21 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.983 -1.30 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.974 -1.39 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.964 -1.48 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.955 -1.57 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.948 -1.66 0.21

0AB1: call_scm_func @CoilParticle 4 0@ 0.948 -1.73 0.21



//rear coils

0AB1: call_scm_func @CoilParticle 4 0@ 0.930 -1.80 0.19

0AB1: call_scm_func @CoilParticle 4 0@ 0.940 -1.85 0.14

0AB1: call_scm_func @CoilParticle 4 0@ 0.95 -1.9 0.09

0AB1: call_scm_func @CoilParticle 4 0@ 0.97 -1.93 0.04

0AB1: call_scm_func @CoilParticle 4 0@ 0.99 -1.97 -0.02

0AB1: call_scm_func @CoilParticle 4 0@ 1.01 -1.99 -0.08

0AB1: call_scm_func @CoilParticle 4 0@ 1.00 -2.02 -0.16

0AB1: call_scm_func @CoilParticle 4 0@ 0.99 -2.04 -0.22

0AB1: call_scm_func @CoilParticle 4 0@ 0.98 -2.07 -0.28

0AB1: call_scm_func @CoilParticle 4 0@ 0.96 -2.10 -0.32

0AB1: call_scm_func @CoilParticle 4 0@ 0.94 -2.13 -0.36

0AB1: call_scm_func @CoilParticle 4 0@ 0.91 -2.175 -0.39

0AB1: call_scm_func @CoilParticle 4 0@ 0.86 -2.180 -0.39

0AB1: call_scm_func @CoilParticle 4 0@ 0.82 -2.180 -0.38

return



:CoilParticle

066B: 4@ = attach_particle "BLUECOIL" to_car 0@ with_offset 1@ 2@ 3@  flag 1

064C: make_particle 4@ visible		 

064F: remove_references_to_particle 4@ 

if 

  not 1@ == 0.0

then

  1@ *= -1.0

  066B: 4@ = attach_particle "BLUECOIL" to_car 0@ with_offset 1@ 2@ 3@  flag 1

  064C: make_particle 4@ visible		 

  064F: remove_references_to_particle 4@

end 

0AB2: ret 0

You might also remove the coil glow model from the BttF_TimeTravel.s script (GTASA\data\maps\animation\animation.IDE -> #18636), as it doestn fit to Tirido's DeLorean as well..

By the way, I made the Time Traveling stuff starting at 88 MPH.

As I remeber from the movies, nothing happens before 88 MPH.. is that correct?

Im so focking happy that you are interested in my edits. :D

Edited by uokka

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This is for the latest source code, right?

As I remeber from the movies, nothing happens before 88 MPH.. is that correct?

If you're talking about the Part 1 De Lorean, sometimes a few effects start just before 88, at around 85-87. The mod's default time traveling sequence starting at 80 is based from the Part 3 De Lorean. But it would also be nice if you post this, too. :D

I might, btw, share my GTA-style HUD for the time circuits soon. That is, after I'm finished tweaking Micr0ch1p's parkour mod.

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Yes, latest stuff!

Well then, I prefer the effects starting at 88 MPH and the wormhole just need its time to grow from there on.

I fyou like that, use 39.33952 (88MPH) instead of 33.528 (80MPH) pretty much everywhere in the code.

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How about the time traveling / temporal displacement itself? Is it also speed-based?

I'm currently not familiar with the 2010/11/05 code. I'm more on the 2010/02/28 and previous. Just realized Blue re-wrote the code in the latest. More organized this time.

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