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Pages: (4) « First ... 2 3 [4]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Compiled Path Nodes

 nodes*.dat
 
pingdanlantian  
Posted: Friday, Jun 1 2007, 17:05
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But i cant open your website , can U upload it to the forum? thanks
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steve-m  
Posted: Friday, Jun 1 2007, 20:40
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If you want to use my tool instead, just run the exe (without parameters) and it'll create a set of empty node files in the same directory.
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pingdanlantian  
Posted: Saturday, Jun 2 2007, 17:48
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Thak U very much , I,m working on a plan for "War of GTA in the Internet bar",it's a race

I want more chinese know and love GTA, it's my dream. I worry about the Government preventing my plan.

Do u know MED? Is it essential in Map model?
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dertyjerzian  
Posted: Sunday, Jun 3 2007, 08:54
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QUOTE (pingdanlantian @ Jun 2 2007, 12:48)
Do u know MED? Is it essential in Map model?

MEd is very useful, but not essential.

@steve: Anything new on your path tool?
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Aschratt  
Posted: Sunday, Jun 3 2007, 14:11
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QUOTE (pingdanlantian @ Jun 1 2007, 18:05)
But i cant open your website , can U upload it to the forum? thanks

Alternative DLs

http://gta-worldmods.planet-multiplayer.de...&contentid=2792
http://www.gtainside.com/download.php?do=c...=11885&orderBy=

I think if steve continued coding his tool you would know ^^
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LordReco  
Posted: Wednesday, Jul 4 2007, 14:27
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Thak U very much teşekkürler saol smile.gif
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Tjong  
Posted: Tuesday, Dec 11 2007, 19:15
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Hi i'm new here and if i'm wrong in this theme i'm sorry

I just want to ask if there is a possibility to get the coordinates of the points between the cars are moving and the connections of this point to others
and can i decompile it in a .txt file?

thx Tjong
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rjcnz333  
Posted: Thursday, Dec 11 2008, 15:58
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Hi, guys. I`m making bots for MTA SA DM (multiplayer for GTA SA), and my purpose is to make them to emulate the road traffic. I decompiled standart path files and as a whole have understood its structure. But I still can`t get one moment: Why the node will have only one Link ID, if it is connected with 2 or more other nodes? How to find another nodes with which our node is linked? I need to collect all nodes and navi-nodes in one array, and store for each node IDs of all nodes it connected with.

Also I will be glad if someone can explain me GTA paths system from the beginning, especially in Russian, so I will be sure I do all correctly.

Sorry for bad English, I`m from Russia alien.gif

This post has been edited by rjcnz333 on Thursday, Dec 11 2008, 16:00
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Andrew  
Posted: Thursday, Apr 23 2009, 22:14
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Unpinned topic, topic is included in forum header.
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NTAuthority  
Posted: Friday, Oct 16 2009, 10:13
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Some information on path node flag bits 16-19 and their relation to paths.ipl. These values relate to 'Flag3' in paths.ipl, which contains a floating point value of which the purpose is was unknown. These bits are the value of the following formula:

CODE

floor(flag3 * 15)


The usual one (1) indeed comes out to 15 (1111). Other examples used for this are 1 (1.5, floor() makes it 1, 0001) and 0.5 (official nodes contain 0111, 7 -- 0.5 * 15 = 7.5, floor(7.5) = 7, 7 = 0111). Knowing these values, and that the different values used indeed differ between VC and SA may help somebody with figuring out what this value does... it might be some sort of multiplier smile.gif

These also, possibly, correlate to 4 of the unknown bits of the node flag in IV...

EDIT: it's the spawn chance.. which was known since 2006, strangely.
EDIT2: also, not every path from VC can be converted to SA unchanged, some ped paths have a width of > 32... but it might be VC already ignores those.

This post has been edited by NTAuthority on Friday, Oct 16 2009, 10:36
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MeapydayCax  
Posted: Friday, Apr 27 2012, 21:18
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Hi Seldaek,

What I want to do is disable the function or set an option that does not generate compiled files in the compiled directory...
I.E. -> Run all files without compiling to a file, parse each view every time... ???

Does anyone know if it is possible to stop generating the compiled files???

Thanks

Rajah
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