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BTTFModMachine

Back To The Future: San Andreas Modifications by BTTFModMachine

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To add to that, his custom wormhole effect looks very movie accurate. Is there anyway you'll be releasing that, Delorean88MP?

This one might look even better :P as its using several wormhole textures (ten) instead of only one.

http://db.tt/XRrRJj4I

Thuogh, its only compatible to my edits - It would need editing of original effects.fxp and timetravel.s to be used with the default scripts.

Edited by uokka
  • Like 1

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it was not my 10 wormhole textures.

I have my 44 wormhole textures

sorry :(

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Delorean88MP, just release the boiler explosion thingy, Docs truck and Crysis Delorean models. Also I don't want to be rude, but please work on your english skills, its extermly hard to understand what you are writing!

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This is where I got the source code containing the new wormhole texture http://bttf-sg-mod.ucoz.ru/load/back_to_the_future/source_code_for_gta_sa/sourse_code_01_03_2012/8-1-0-349

The download has a password and I'm not sure if I should post it since I had to ask for it and have it PM'd to me.

Edit:I forgot you need an account to view that part of their forum.

Edited by SonicSouz

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Hey BTTFModMachine!

Do you have any problems with this?

:

GTA:SA Crashed, Debug Info Follows:
GTA Info:
Version: US 1.0
Last File Loaded: AUDIO\STREAMS\ADVERTS
Last Library Loaded: avrt.dll
Error: Unknown
Assembly Info:
Exception At Address: 0x00000000
Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)
Registers:
EAX: 0x000000DC EBX: 0x00000001
ECX: 0x02C70460 EDX: 0x0000139C
ESI: 0x00000064 EDI: 0x00A8E290
EBP: 0x00000000 ESP: 0x0022FD38

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The useful information in SALAs debug info (memory addresses) is actually only useful for people hwo know how to use IDA correctly (i.e. not me:p).

However, sometimes crashes are caused by incorrectly modded game files (due to the tool used). Re-modding the original files using the same tool but in a different order can fix it (i.e. replace a file in an .img - save & close - then reopen and add a file; instead of doing it all at once). Or trying another tool.

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You mean the vent effects?

The BTTF1 delorean was the only delorean in the movie that had them.

I'm not sure why the RR delorean has them in the SA mod. Something to ponder.

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Should be timetravel.s I think.

Scripts with extension .cs are executed automatically when you load a save-game.

Scripts with extension .s are executed by another script.

You might need to rename its extension after compiling.

If I remember correctly, you can also change the header inside the script from

{$CLEO .cs}

to

{$CLEO .s}

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In the stock 0.1.3.2 mod from this site, it is timetravel.s

In Delorean88MP's mod, it's timetravel_BTTF2.s

I modified timetravel_BTTF3.s to make KITT (Delorean Edition) time travel script.

To make a BTTF2 car only time travel script, you would have to edit it again.

Oh, and in Sanny Builder, to open a .s file, you have to click the run menu and select decompile. The open command doesn't work with .s files. Then it compiles into a .scm file, which you rename as a .s file. ;)

Edited by BTTFModMachine

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I change your file : "BttF_dmc_boost.cs" to make it can use in source code jan 3 2012 by programist. But when i run gta sa, it's crash. What i need to do ?

Edited by bttfsa1stmod

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This is uokka's mod, which I modded, LOL.

Anyway, I'll try to help. What did you change?

**************************************************************************************

The first beta release of my map teleport script is out! See first post.

Edited by BTTFModMachine
  • Like 1

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What i need to do ?

I don't know what BTTFModMachine has changed but.. by looking at my code, this comes to my mind:

You need CLEO v4 because I did use new audio opcodes. Or you could change it back to old audio opcodes.

You need to make sure you have the effects in effects.fxp ("VENTGLOW" & "WHEELGLOW2")

You need to make sure that programist's code uses the same 'global cleo variables' for boost.

0AB4: 31@ = var 12 // Remote boost

BTTFModMachine's turn now.

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@bttfsa1stmod:

In Date.cs in Delorean88MP's mod, it lists most of the var references.

0AB3: var 12 = 0 

Do you have a date.cs?

Edited by BTTFModMachine

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First, i deleted these line :

0600: actor stopped_on_foot

0400: store_coords_to

I put ":dmc_bst_45" at line 0008

Then i change all code like this:

0137: car 0@ model == #BULLET
0137: car 0@ model == #HOTKNIFE
0137: car 0@ model == #INFERNUS
0137: car 0@ model == #SUPERGT
to this:
0137: car 0@ model == #MRWHOOP
0137: car 0@ model == #HOTKNIFE
0137: car 0@ model == #VIRGO
0137: car 0@ model == #TURISMO
0137: car 0@ model == #COMET
i change all line like this:
0137: car 0@ model == #BULLET
to:
0137: car 0@ model == #HOTKNIFE

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This is uokka's mod, which I modded, LOL.

Anyway, I'll try to help. What did you change?

**************************************************************************************

The first beta release of my map teleport script is out! See first post.

nice work!!!! :good:

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I had cleo v4. What open .fxp files?I need to open it to check it.And it don't have that line.Where i will put this?

Edited by bttfsa1stmod

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