Author Topic: [REL] GTA United 1.2  (Read 63628 times)

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Offline LiveLife

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Re: [REL] GTA United 1.2
« Reply #90 on: July 25, 2013, 05:33:29 AM »
Do you mean something like using the scm command "0ADF: add_dynamic_GXT_entry" while using CLEO? Otherwise I don't know what you actually want to describe. Anyway, working on the american.gxt shouldn't be a big problem, I'm just trying to get into it, now using the GXT Editor 1.3 by Hammer.

Edit 1:
Can someone please tell me, if in United 1.1 with USCM textboxes popup, when the functions "Car Colour", "Flip Car", "Weather Change" and "Remember Car" get triggered?


Edit 2:
Well. Good and bad news. Good one is, I'm sure now, that the USCM for United 1.1 didn't included the mentioned textboxes above, that I will change for the 1.2 USCM so the package is complete. Bad one is, after I looked a bit deeper in the matter it seems now that beside those missing ones mentioned no other textboxes are misssing and hence are not causing my crashes. Which brings me back again to the point not knowing what the problem actually is. Therefore .. I will continue looking out for the problem and hopefully I will be able to find it.


Edit 3:
Okay, adding the missing entries worked!  ;) Here the new textbox of "Car Colour":



And another thing: Besides "Car Colour" and "Car Vulnerability" the function "Add NOS/Hydraulics" is working aswell.
« Last Edit: July 25, 2013, 11:04:35 AM by LiveLife »

Offline LiveLife

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Re: [REL] GTA United 1.2
« Reply #91 on: July 26, 2013, 05:43:48 AM »
Well, it seems that I need help of someone with experience regarding scm/cleo. If figured out some things, know more or less what the individual parts of Dannye's code are doing but after all something is conflicting with the United 1.2 script and I don't know what it is.

So these functions work:
  • Car Colour
  • Car Vulnerability
  • Add NOS / Hydraulics
  • Car Spawner 1
  • Car Spawner 2

The two Spawner only work if I haven't got into a car before. Furthermore my game crashes, if I'm on foot and press either "Sprint", "Crouch" or "Change Camera", also if I try to change the weather, so combination of "Action" and "Look Behind" (using only one of those bottons does not crash my game) is crashing my game. My game crashes also every time I swim (so if I fall into the water).

First I thought missing entries in the american.gxt would cause my problems, but that wasn't the case. There were indeed 4 missing, but they weren't in the United 1.1 USCM aswell and there they did not cause a crash either. Anyway, I already added those missing 4 to my United 1.2 USCM and it's working well; but that doesn't help me with the crashes.

I then thought, well could there be some trouble because of doubleusing of global variables ($Example123)? But that isn't it either, no doubleusing.

Now I currently try to get a deeper understanding of what Dannye actually did within this code and here I get to one point I can't seem to get further. For example I try to understand how he accomplished it that the player get's a Jetpack if he presses "Change Camera" (V) while on foot. (because as mentioned, pressing "Change Camera" and therefore the Jetpack function crashes my game)

These codeparts are relevant:

Code: [Select]
:ULTSCM
03A4: name_thread 'ULTSCM'
055E: set_player $PLAYER_CHAR max_health += 150
055F: set_player $PLAYER_CHAR max_armour += 150
$11242 = 0
$11243 = 0
$11244 = 0
$11245 = 0
$11246 = 12
$11247 = 0
$11248 = 13
$11249 = 1
$11250 = 0       // Wanted Level
$11251 = 1
$11252 = 0
$11253 = 1
$11254 = 1
$11255 = 0
$11256 = 0
set_weather 13
01B5: force_weather 13
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car
0572: enable_taxi_nitros 1
Player.InfiniteRun($PLAYER_CHAR) = True
055D: make_player $PLAYER_CHAR fireproof 1
Actor.WeaponAccuracy($PLAYER_ACTOR) = 100

Code: [Select]
:ULTSCM_171
wait 10
Actor.Armour($PLAYER_ACTOR) = 250
Actor.Health($PLAYER_ACTOR) = 250
Actor.SetImmunities($PLAYER_ACTOR, $11253, $11253, $11253, $11253, $11253)
03BF: set_player $PLAYER_CHAR ignored_by_everyone $11251
01F0: set_max_wanted_level_to $11252
if
   Player.Defined($PLAYER_CHAR)
else_jump @ULTSCM_171
if
   not Actor.Driving($PLAYER_ACTOR)
else_jump @ULTSCM_1887
if
84AD:   not actor $PLAYER_ACTOR in_water
else_jump @ULTSCM_5453                                                  //////////  FOOT FUNCTIONS  //////////
if or
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
80E1:   not player 0 pressed_key 19    // Key 19 = Look Behind
else_jump @ULTSCM_5835                                                  // TP Save (Foot)
if or
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
80E1:   not player 0 pressed_key 17    // Key 17 = Fire
else_jump @ULTSCM_5897                                                  // TP Load (Foot)
if or
80E1:   not player 0 pressed_key 4     // Key  4 = Action
80E1:   not player 0 pressed_key 17    // Key 17 = Fire
else_jump @ULTSCM_4482                                                  // Wanted Level
if or
80E1:   not player 0 pressed_key 4     // Key  4 = Action
80E1:   not player 0 pressed_key 19    // Key 19 = Look Behind
else_jump @ULTSCM_3768                                                  // Weather Change
if or
80E1:   not player 0 pressed_key 18    // Key 18 = Crouch
80E1:   not player 0 pressed_key 13    // Key 13 = Change Camera
else_jump @ULTSCM_3514                                                  // Freeze Time
if
80E1:   not player 0 pressed_key 13    // Key 13 = Change Camera
else_jump @ULTSCM_3838                                                  // Jetpack
if or                                                                   
80E1:   not player 0 pressed_key 18    // Key 18 = Crouch
80E1:   not player 0 pressed_key 19    // Key 19 = Look Behind
else_jump @ULTSCM_3650                                                  // Player Vulnerability
if or
80E1:   not player 0 pressed_key 18    // Key 18 = Crouch
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
else_jump @ULTSCM_3368                                                  // Ghosttown
if or
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
80E1:   not player 0 pressed_key 6     // Key  6 = Aim weapon
else_jump @ULTSCM_528                                                   // Spawner 1 + Spawner 2
if
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
else_jump @ULTSCM_3071
if
  $11249 == 1
else_jump @ULTSCM_171
00C0: set_current_time_hours_to $11246 minutes_to $11247
01B5: force_weather $11248
jump @ULTSCM_171

Code: [Select]
:ULTSCM_3838
018C: play_sound 1058 at 0.0 0.0 0.0
03E5: show_text_box 'JETON'
032A: set_behind_camera_mode_to 1
wait 250
jump @ULTSCM_3885

:ULTSCM_3885
wait 30
if
   Player.Defined($PLAYER_CHAR)
else_jump @ULTSCM_3885
Actor.Armour($PLAYER_ACTOR) = 250
Actor.Health($PLAYER_ACTOR) = 250
068D: get_camera_position_to 6@ 7@ 8@
068E: get_camera_target_point_to 9@ 10@ 11@
000F: 9@ -= 6@  // Note: the incorrect math opcode was used here
000F: 10@ -= 7@  // Note: the incorrect math opcode was used here
0604: get_Z_angle_for_point 9@ 10@ store_to 12@
Actor.Angle($PLAYER_ACTOR) = 12@
00E2: get_player $PLAYER_CHAR key 0 state_to 4@
if
   not 4@ == -128
else_jump @ULTSCM_4302
if
   not 4@ == 128
else_jump @ULTSCM_4364
if
80E1:   not player 0 pressed_key 14    // Key  14 = Jump
else_jump @ULTSCM_4131
if
80E1:   not player 0 pressed_key 18    // Key  18 = Crouch
else_jump @ULTSCM_4188
if
80E1:   not player 0 pressed_key 1     // Key  1 = Forward/Backward
else_jump @ULTSCM_4245
if
80E1:   not player 0 pressed_key 13    // Key  13 = Change Camera
else_jump @ULTSCM_4428
if
  $11249 == 1
else_jump @ULTSCM_3885
00C0: set_current_time_hours_to $11246 minutes_to $11247
01B5: force_weather $11248
jump @ULTSCM_3885

:ULTSCM_4131
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 5.0
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @ULTSCM_3885

:ULTSCM_4188
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -5.0
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @ULTSCM_3885

:ULTSCM_4245
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 -1.0
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @ULTSCM_3885

:ULTSCM_4302
018C: play_sound 1058 at 0.0 0.0 0.0
5@ = Actor.Angle($PLAYER_ACTOR)
5@ += 5.0
Actor.Angle($PLAYER_ACTOR) = 5@
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Camera.SetBehindPlayer
jump @ULTSCM_3885

:ULTSCM_4364
018C: play_sound 65535 at 0.0 0.0 0.0
5@ = Actor.Angle($PLAYER_ACTOR)
5@ -= 5.0
Actor.Angle($PLAYER_ACTOR) = 5@
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Camera.SetBehindPlayer
jump @ULTSCM_3885

:ULTSCM_4428
018C: play_sound 1058 at 0.0 0.0 0.0
03E5: show_text_box 'JETOFF'
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
032A: set_behind_camera_mode_to 1
wait 250
jump @ULTSCM_171

Now note two things. First the comments are made by me and not Dannye (so the //... things) .. so I do BELIEVE they comment the code the right way but there is no 100% surety. And second, don't worry that the global variables here defined in the beginning differ to the ones in the SA USCM by Dannye. Aschratt changed them for the United 1.1 USCM so it works within our 1.1 script and as mentioned, they doesn't interfere with the 1.2 script aswell. No worries there.

Anyway, when I look at that script I don't really understand how that code gives me the actuall jetpack ingame. There simply seems to be no line which would do that, or am I wrong? I know of these two commands regarding the jetpack:

Code: [Select]
07A7: put_jetpack_on_actor $PLAYER_ACTOR
0A0C: player $PLAYER_CHAR on_jetpack

But neither of them is to be found in Dannye's :ULTSCM thread. So I don't really get how it's accomplished.


Conclusion
I need help with this. If someone of you guys think he can help me and actually know one or another thing about scm, that would be great .. because I'm running out of ideas. And Dannye did not visited the forum since April aswell .. so yeah.
« Last Edit: July 26, 2013, 11:17:11 AM by LiveLife »

Offline VaNilla

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Re: [REL] GTA United 1.2
« Reply #92 on: July 26, 2013, 07:01:46 AM »
Dannye should get an email if you PM him, try that :ajaja:

Offline LiveLife

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Re: [REL] GTA United 1.2
« Reply #93 on: July 26, 2013, 01:15:11 PM »
How are you doing Paul?  :mellow: Regarding Dannye, I might gonna do that.

Edit:
Haha oh man.  :lol: I feel a bit old now. No wonder that Dannye's Jetpack function does not include a command for a Jetpack. Because it doesn't include a Jetpack - ingame. It's only named after that. I simply forgot about that. It's more like a fast travel thing. That means the problem here is definitely the Change Camera button and not the jetpack script itself.
« Last Edit: October 23, 2013, 09:33:25 AM by LiveLife »

Offline ATP

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Re: [REL] GTA United 1.2
« Reply #94 on: August 11, 2014, 01:26:41 PM »
gtaunited.net - Launch Successful
About one and a half years after the release of GTA United 1.2, there is now something new to report: gtaunited.net launched officially today!
So now Grand Theft Auto United has its own web presence, which allows to bundle all information around the modification in a central place.
Thus the site contains, among other things, all previously published news reports, pictures, videos and downloads of GTA United and its predecessor modifications LC2SA and VC2SA.
Originally such an 'archive' was planned earlier, but due to time constraints it is only now gone online.

The future of Grand Theft Auto United
Will there be a new version of GTA United?
This question is still not answered unequivocally, interest and motivation to develop the mod further are still there, especially in light of the new developments (1, 2) in the region of limit adjusting.
So with this, the original vision of GTA United - The merging of all maps of the GTA III trilogy in the San Andreas engine – came a little step closer, even if there are still some hurdles.
If there actually a new version will be released depends like so many things, on the fact if I will find enough time to create a version that contains enough new features that make a release worthwhile.

Stay tuned...

Offline ATP

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Re: [REL] GTA United 1.2
« Reply #95 on: July 25, 2021, 09:26:04 AM »


Final Chapter


Due to the increasing DMCA takedowns against various GTA San Andreas map modifications, it is with a heavy heart that we must announce that we decided to preemptively take all remaining instances of GTA United, including its predecessors VC2SA and LC2SA, down.
This means that, while our team haven't received a takedown notice, we opted ourselves to say goodbye on our own conditions, and that effectively now all our official uploads are taken offline. We are sorry to all the people that enjoyed playing GTA United, many of which we had positive interactions with, but this is a step we felt was necessary, as Take Two and Rockstar Games seem to gradually reject more and more "Modding" of their games, even if it's the older ones.

We want to use this opportunity to say thanks to all the people that have helped with the creation, maintenance, hosting and support of GTA United. It has been a pleasure to work alongside such talented and dedicated people, an experience we shall never forget, and without all of you it would not have been possible to pull off.
There were so many layers to the whole project, so many little details and even small secrets hidden away, that at times it felt overwhelming to work on the project. To us, it wasn't just about merging the maps of two of our favourite games, it was about bringing them once again to life. From small missions and races, radio stations, a breathing world through working pedestrians in the streets, new load and menu screens, custom graffities and hundreds of items handplaced in the world, including our own collectables in form of United numplates. These are only a couple of the things we hoped would help people in immersing themselves once again in these iconic worlds.
Above all stands the fun we had while constructing this modification and the fun we had with people enjoying it, so once again, thanks a lot for the great time.

The GTA United Team

Offline Lex

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Re: [REL] GTA United 1.2
« Reply #96 on: July 25, 2021, 02:36:37 PM »
Do you have discord server?

Offline Erney

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Re: [REL] GTA United 1.2
« Reply #97 on: July 26, 2021, 06:12:35 AM »
Thank you for all the work you put throught the years, and fuck takes two.

Offline NEM

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Re: [REL] GTA United 1.2
« Reply #98 on: July 26, 2021, 06:56:59 AM »
fuck rockstar and takes two fuck them i really hope they die painfully in eternal pain screaming

Offline The Big V

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Re: [REL] GTA United 1.2
« Reply #99 on: July 26, 2021, 07:11:05 AM »


Final Chapter


Due to the increasing DMCA takedowns against various GTA San Andreas map modifications, it is with a heavy heart that we must announce that we decided to preemptively take all remaining instances of GTA United, including its predecessors VC2SA and LC2SA, down.
This means that, while our team haven't received a takedown notice, we opted ourselves to say goodbye on our own conditions, and that effectively now all our official uploads are taken offline. We are sorry to all the people that enjoyed playing GTA United, many of which we had positive interactions with, but this is a step we felt was necessary, as Take Two and Rockstar Games seem to gradually reject more and more "Modding" of their games, even if it's the older ones.

We want to use this opportunity to say thanks to all the people that have helped with the creation, maintenance, hosting and support of GTA United. It has been a pleasure to work alongside such talented and dedicated people, an experience we shall never forget, and without all of you it would not have been possible to pull off.
There were so many layers to the whole project, so many little details and even small secrets hidden away, that at times it felt overwhelming to work on the project. To us, it wasn't just about merging the maps of two of our favourite games, it was about bringing them once again to life. From small missions and races, radio stations, a breathing world through working pedestrians in the streets, new load and menu screens, custom graffities and hundreds of items handplaced in the world, including our own collectables in form of United numplates. These are only a couple of the things we hoped would help people in immersing themselves once again in these iconic worlds.
Above all stands the fun we had while constructing this modification and the fun we had with people enjoying it, so once again, thanks a lot for the great time.

The GTA United Team

Ah this sucks, really shitty decision by Takes Two. Blizzard did smth similar last year to the modders, having a bad experience and losing millions to mods like Dota.
Even if they start taking down officially all the mods it will be impossible to stop people from making mods for these games. Plus, they will never be able to remove all the mods and people from the community will still have copies of the mods and share it between them.
Like... shiet, 99-100% of gtas is playing on modified versions of VC/SA (Dannye's scm, LC/SAiVC and hundreds of other mapmods etc.) and some other filthy modders add their own illegal mods like gravity, antifall, collisions, but thats another story

 

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