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Messages - Shotgun

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1
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 25, 2008, 04:23:58 AM »
I fully respect your opinion THEFTman, but the release of this beta was just to get the annoying bugs [which are still there, of course we are still fixing them up] fixed, before the final release...


2
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 23, 2008, 02:52:18 PM »
It's easy.. Just replace the SAiVC ped.ifp file [in the anims folder] with the original, VC one... and you're done!

3
GTA Modding / Ultimate Stunters Main SCM
« on: March 23, 2008, 02:47:37 PM »
My idea was to release two seperate scms... The one with your modification in it [stunting functions and other things], and one with the mainy functions with missions etc.. Of course i'd need to update your mission script when i do something less important [like interiors, so stunters don't have to restart the game and swap the files when they want to go into..let's say, the johnson house].. BTW, i've already did some coding which enables vending machines.. just gotta finish that...

So basicly, you should just release your code or PM it to me, and i'll simply paste it in the mission script, especially made for stunters..

But the most powerful way of doing this is just to implement everything in one scm, and create a custom cheat [i'm pretty sure you are capable of doing that], which'll the players type and the stunting related threads get created.

It could be IAMASTUNTER or something similar..

4
GTA Modding / Ultimate Stunters Main SCM
« on: March 23, 2008, 07:26:37 AM »
Oh well, i'm on it

Code: [Select]
DEFINE VERSION VICE 1.3

0002: jump ŁŁLabel008620
DEFINE MEMORY  34329

:Label008620
0002: jump ŁŁLabel008644
DEFINE OBJECTS  1
DEFINE OBJECT (no name)                  ; This is an unused object. You can put anything here.

:Label008644
0002: jump ŁŁLabel008658
DEFINE MISSIONS  0

;-------------MAIN---------------


:Label008658
03A4: name_thread "MAIN"
016A: fade  0 ()  0 ms
01F0: set_max_wanted_level_to  0
016C: restart_if_wasted at  2495.286 -1686.879  12.58  90.0
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  20  20
04E4: unknown_refresh_game_renderer_at  2495.221 -600.527
03CB: set_camera  2495.221 -600.527  131.922
032B: $6 = create_weapon_pickup #MP5LNG  15 ammo  500 at -1754.1  884.6  4295.88
0053: $PLAYER_CHAR = create_player #NULL at -1754.1  884.6  4295.88
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0247: request model #M4
0001: wait  0 ms
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
01B6: set_weather  0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ŁŁLabel00871A
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
0001: wait  50 ms
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR

:Label00871A
016A: fade  1 (back)  1000 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0248:   model #M4 available
004D: jump_if_false ŁŁLabel00873E
04BB: select_interiour  0 ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle widescreen  1 (on)
015F: set camera position  -1754.1  890.6  4292.88  0.0  0.0  0.0    
0160: point camera  -1754.1  884.6  4295.88  1      
0001: wait  40000 ms
01B7: release_weather

:Label00873E        
032B: $7 = create_weapon_pickup #CHROMEGUN  15 ammo  99999 at  2482.4 -1691.4  13.5
01B2: give actor $PLAYER_ACTOR weapon  26 ammo  9999  
032B: $8 = create_weapon_pickup #MINIGUN  15 ammo  99999 at  2482.4 -1791.4  13.5
014B: $9 = init_parked_car_generator #MAVERICK -1 -1  1 alarm  0 door_lock  0  0  10000 at  2430.9 -1639.5  27.3 angle  0.0
014C: set_parked_car_generator $9 cars_to_generate_to  101
014B: $A = init_parked_car_generator #RHINO -1 -1  1 alarm  0 door_lock  0  0  10000 at  2473.1 -1698.2  13.5 angle  0.0
014C: set_parked_car_generator $A cars_to_generate_to  101
014B: $B = init_parked_car_generator #PCJ600 -1 -1  1 alarm  0 door_lock  0  0  10000 at  2511.8 -1670.7  13.5 angle  0.0
014C: set_parked_car_generator $B cars_to_generate_to  101
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0001: wait  50 ms
0055: put_player $PLAYER_CHAR at  2495.286 -1686.879  12.58    
02EB: restore camera with jumpcut
0001: wait  50 ms
004F: create_thread ŁŁLabel008842  
004F: create_thread ŁŁLabel0088A0
004F: create_thread ŁŁSWEETIN      
004F: create_thread ŁŁSWEETOUT              
  
:Label008842
0001: wait  20 ms
00D6: if  1
00F6:   player $PLAYER_CHAR  1 ()near_point_on_foot  2495.341 -1690.552  13.825 radius  1.3  1.3  1.3
00E1:   key_pressed  0  15
004D: jump_if_false ŁŁLabel008842
016A: fade  0 (back)  1000 ms  
0001: wait  4000 ms
04BB: select_interiour  5 ;; select render area
0055: put_player $PLAYER_CHAR at  2496.016 -1695.120 1013.7
016A: fade  1 (in)  1000 ms
0001: wait  2000 ms

:Label0088A0
0001: wait  20 ms
00D6: if  1
00F6:   player $PLAYER_CHAR  1 ()near_point_on_foot  2496.05 -1692.93  1013.75 radius  1.3  1.3  1.3
00E1:   key_pressed  0  15
004D: jump_if_false ŁŁLabel0088A0
016A: fade  0 (back)  1000 ms  
0001: wait  4000 ms
04BB: select_interiour  0 ;; select render area
0055: put_player $PLAYER_CHAR at  2495.177 -1687.521 12.581    
016A: fade  1 (in)  1000 ms
0001: wait  2000 ms  
0002: jump ŁŁLabel008842

:SWEETIN
0001: wait  20 ms
00D6: if  1
00F6:   player $PLAYER_CHAR  1 ()near_point_on_foot  2522.638 -1679.242 14.556 radius  1.3  1.3  1.3
00E1:   key_pressed  0  15
004D: jump_if_false ŁŁSWEETIN
016A: fade  0 (back)  1000 ms  
0001: wait  4000 ms
04BB: select_interiour  5 ;; select render area
0055: put_player $PLAYER_CHAR at  2526.46 -1679.09 1014.5
016A: fade  1 (in)  1000 ms
0001: wait  2000 ms

:SWEETOUT
0001: wait  20 ms
00D6: if  1
00F6:   player $PLAYER_CHAR  1 ()near_point_on_foot  2524.920 -1679.355 1014.5 radius  1.3  1.3  1.3
00E1:   key_pressed  0  15
004D: jump_if_false ŁŁSWEETOUT
016A: fade  0 (back)  1000 ms  
0001: wait  4000 ms
04BB: select_interiour  0 ;; select render area
0055: put_player $PLAYER_CHAR at  2520.753 -1679.049 14.233
016A: fade  1 (in)  1000 ms
0001: wait  2000 ms  
0002: jump ŁŁSWEETIN
004E: end thread

5
GTA Modding / Ultimate Stunters Main SCM
« on: March 23, 2008, 06:46:25 AM »
It's really up to you! If you do it, i can focus on other mission scripting related things (eg. Interors, garages and other stuff).

6
GTA Modding / Ultimate Stunters Main SCM
« on: March 23, 2008, 04:57:32 AM »
Dannye! If you'd be kind enough to code some stunting functions in our SCM, i'd be glad for it... Since i'm only working on the interiors and other things, and it would save time for me too.. Of course you'd be credited for your work


7
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 22, 2008, 01:47:53 PM »
Well, could you ask Taz, what he did when installing SAiVC? BTW, i'm off! Tomorrow, you'll get an updated scm with some stunt options integrated..

8
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 22, 2008, 01:32:32 PM »
Quote from: UtterGarbage
i agree, finish VA this is NOT stble. when you dl a mod you usually ont have to input values yourself and such... its highly confusing opposed to the gtalc for example. i call this nearly impossible to set up (im on attempt four) btw on this whole controversy. its all about money. if the police know your illegally doing smething I.e. uploading a movie on a torrent the first move is they contact the ORGINAL creator. so lets say for example george lucas if they find star wars or indianna jones (doo doo doooo dododo doodododo do doo doo dooo doo) will attempted to be contacted. if they cannot contact they will graba warrent and get eh uploader HOWEVER if george was to say yes i wan tthem arressted they would do the aforementioned. however if george said to allow it, the police would not bother with that person. R* knows about gta lc sol over 1000's of mods and possibly even VA. and they frankly dont car, because you still need the orignial game to use these mods... i.e more people buy the game! R* wouldnt care, maybe if someone uploaded a full gta3.img then it may be different but ho knows maybe im wrong :.

You idiot.. This is like sharing a .executable file, when someone has the other needed files of the game from an other modification... If you share the exe, he'll get Vice City for free... Have you ever thought about this? And you don't need to adjust anything in LC, because it has a stand-alone launcher which injects every single option automatically, when you start it...

This is still a freakin' beta which has BUGS! Yes, it has bugs, as any other modification in this f*cking community has! If you can't stand bashing this, then GTFO and be that kind to not post in this topic! THANKS.

@BoxXx: Ask him about his gta-vc.exe version. if it has a higher version number than 1.0, this mod isn't going to work with it. If that isn't the problem, then i can't really help.

9
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 22, 2008, 08:59:34 AM »
FYI Mc-Kay and X-Seti is the same person

10
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 22, 2008, 05:52:22 AM »
I'm pretty sure they've got permission from Rockstar then.. Since X-Seti [creator of GTA SOL] have e-mailed them to get permission, so he can release SOL with a stand-alone executable file..

Because if they havn't got permission, that means it's illegal in so many ways..

BTW, the last time i've downloaded the LC mod, it had a launcher called gta-lc.exe, which executed the original gta-vc.exe file and injected the modified options, needed for the modification to work properly.

11
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 22, 2008, 05:34:26 AM »
It's a launcher, not the executable itself.. But if you have the experience to program a launcher which is like the LC one, you are welcome to complain about the executable.

And just to let everyone know: Since the MAP of San Andreas is much bigger than the original VC map, the radar will not work until the first non-beta release of our modification. The main reason for this is that, i don't really have the knowledge to edit the executable at all, and setting up the radar would need a lot of hard coding...

Some of you may know, VC is stretching the radar textures what are out of game boundaries.

The stunt scm is coming along nicely, just tell me what features would you like to see in it.

@THEFTman: Mate, you really have the option to not download this modification.. if you have nothing better than just bashing this mod, then pls leave or cry me a river..

@Nitz: The only tweaking this modification needs ATM [other than some one-sided fences] is to set the values through Limit Adjuster, and a proper SCM.. Since i'm working on the mission script right now, it shouldn't take long to make this mod more stable.

But this doesn't means that you can't continue working on VA... since you directly made it for stunters, and have put a lot of effort in it with your team, i suggest you to release it...

For everyone here, who doesn't like SAiVC, because of its setting: We'll try to code fully usable fast-food restaurants, vending machines, and everything what sa had... Of course, some of the features will only be implemented in a later release, when we've got everything freakin' stable.

Until then, be kind to report every bugs or glitches you encounter!

12
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 21, 2008, 04:55:59 PM »
Doh.. Wait 40 secs and it'll be okay...

Have you read through the first post in this topic?

13
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 21, 2008, 04:42:36 PM »
Thanks for the the feedback, and sorry Nitz, we didn't want to compete with your modification at all... we are just doing it in a different way, and maybe your mod'll be more stable.. who knows..

If you need help in finishing VA, then don't hesitate to catch me up on WLM

About the VC vehicles: There's a small archive on the official website [gtaplace.hu/saivc] which you can download and install, through a .bat file. The main.scm will be updated the day after tomorrow, with some interiors coded in it [sweet's, the johnson house, the green bottle, and some others]. After i'm done with the interiors, i'll start coding the save houses and garages...and if anything goes well, i'll release a seperate pack which will be a lot smaller than the main release.

BoxXx: What loading crash are you talking about?

14
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 21, 2008, 04:30:49 AM »
That's weird :/ What kind of GPU do you have?

Try lowering the streaming memory value..

15
GTA Modding / [REL | RC2] San Andreas in Vice City
« on: March 21, 2008, 04:20:58 AM »
[img=http://img507.imageshack.us/img507/9537/nvtelenbi6.th.png]

Don't really know what's the problem at you, but it's working :/

@Kremlin: Thanks mate! The RC 2 release will be a lot more stable, and it'll have an SCM for stunters.. With basic car spawning and some other stuff too!

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