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GTA Lib & Vice City Project: Old thread from the past: Archived
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X-Seti  |
Posted: Wednesday, Jul 6 2005, 12:14
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Ahhi!!

Group: Members
Joined: Jun 28, 2005



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I know what your saying, and it's cool, but that's being done already. I can't rain on someone elses project, I'll leave the snow mod for a theme pack sometime in the future, or if the GTA engine can even handle seasonal weather changes. (thats an idea there). col zones  here is an update.. and i'm in need of a voting poll?  Downtown construction, note the map above.  This post has been edited by Mc-Kay on Tuesday, Dec 6 2005, 19:37
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teun.steenbekkers  |
Posted: Wednesday, Jul 6 2005, 13:33
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Confused Clown

Group: Andolini Mafia Family
Joined: Feb 15, 2005


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It's me again, from home now, Mc-Kay, did you mean my storyline with this: | QUOTE | | (The Story line I see is a good one), I want things to fit in with GTA only. |
If so, I'll create the third one too. But I understand the islands have to be merged at first offcourse. And I totally love the Vice Engine too but here are some ideas of mine: 1. Custom Player selection: After playing through all missions and episodes, you can pick one of the player models used in the episodes. Every player will have his own custom weapons and HUD. If possible, an other voice also, but I think this isn't possible, not even in SA where different voices are defined in peds.ide. Also a safehouse (for example a church or tall building) would feature the player selection screen and give the player predefined weapons from some weapon groups (pistols, melee, etc.) and when the player comes back to select another player I could make a piece of code which checks which weapon groups the player posesses and if you posess a weapon group, it will give you the predefined weapon from the character from that weapon group. This way you'll never get extra's and it will look more professional. 2. Radio Stations New radio stations, this would require voice actors and songs. Also maybe the player can predefine a radio station so every time you'd get into a car you would have to press a button to get your favourite radio station on. Not actually needed, but still... 3. Modernize shops, billboards I presume the storyline will feature Liberty City and Vice City in 2006, so then billboards, shops, car textures maybe, clothing, fashion would have to be updated. 4. Indeed a bruising third island! Cool roads, a mountainvillage with alot of nature and industrial stuff. EDIT: Edited the storyline post! EDIT: Wow! Now I see the bridge in the corner of your pic. Really cool, but me and my shortterm mind: Is there anything else different? Don't remember Downtown so well. This post has been edited by teun.steenbekkers on Wednesday, Jul 6 2005, 16:22
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X-Seti  |
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Ahhi!!

Group: Members
Joined: Jun 28, 2005



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Nothing much to write home about this time around.. Just moving all the images that belong to LC into there respective map folders and renaming them on the fly, (Even editing the IPL and IDE files) this way they will not conflict with existing VC file names. when building them into the map. | CODE | /* GTA Universal Data Sorter v0.04 ©2005 Keith Capel (AKA MC-Kay) & Michael Trebilcock (AKA Zenithousity)
$VER: GTA-DS.rexx 0.04 (09.Jul.05) GTA Universal Data Sorter 0.04
Coder's system specs (Michael):
Processor Hard Disk Drives ========= ================
AMD Athlon 64 3000+ 80GB Seagate (ST380011A) (Winchester) @ 1.8ghz 120GB (WDC WD1200JB-00GVA0)
Operating System Experience ================ ==========
Custom made WinUAE1.0 9 years AREXX coding installation. AmigaOS3.9 w/ BoingBag-2 upgrade
Coder's system specs (Keith):
Processor Hard Disk Drives ========= ================
Twin P4 @ 2 x 1.8ghz 4 x 200GB Segate
Operating System Experience ================ ==========
6 years of AREXX coding Direct boot to WinUAE1.0 4 years of GFX design installation / WinXP pro Texture mapping AmigaOS3.9 w/ BoingBag-2 Game level designer 2 years with Moo Mapper */
Parse Arg Args
SAY "[1mGTA Universal Data Sorter 0.04[0m" SAY "©2005 Keith Capel (AKA MC-Kay) &" SAY "Michael Trebilcock (AKA Zenithousity)" SAY ""
ADDRESS COMMAND 'RequestFile TITLE="Please browse to your data/maps/ folder" >T:RFOut.tmp'
Call Open(File,"T:RFOut.tmp","R") MFld=Strip(ReadLn(File),,d2c(34)) Call Close(File)
ADDRESS COMMAND 'LIST "'MFld'" DIRS QUICK >T:LOut.tmp'
Call Open(File,"T:LOut.tmp","R")
i=1 DO UNTIL EOF(File) MDir.i=ReadLn(File) i=i+1 End
MDirs=i-3
Call Close(File)
ADDRESS COMMAND 'RequestFile TITLE="Select path of your txd/dff/col files" >T:RFOut.tmp'
Call Open(File,"T:RFOut.tmp","R") IMGFld=Strip(ReadLn(File),,d2c(34)) Call Close(File)
ADDRESS COMMAND 'RequestFile TITLE="Select an empty directory" >T:RFOut.tmp'
Call Open(File,"T:RFOut.tmp","R") STFld=Strip(ReadLn(File),,d2c(34)) /* ST = Store */ Call Close(File)
SAY "Caching all maps data, please wait approximately 2 minutes.." SAY ""
Call Open(EXEFile,"T:ExecuteThis.script","W")
DO i=1 TO MDirs CDir=MDir.i Call WriteLn(EXEFile,'MakeDir "'STFld''CDir'"') ADDRESS COMMAND 'LIST "'MFld''CDir'" QUICK >T:LOut.tmp' Call Open(File,"T:LOut.tmp","R") i2=0 DO UNTIL EOF(File) Out=ReadLn(File) IF Right(Out,4)=".ide"|Right(Out,4)=".ipl" THEN DO i2=i2+1 MFile.CDir.i2=Out End End MFiles.CDir=i2 Call Close(File) DO i3=1 TO MFiles.CDir SAY "Processing file "MFld""CDir"/"MFile.CDir.i3 Call Open(DFile,MFld""CDir"/"MFile.CDir.i3,"R") DO UNTIL EOF(DFile) Out=ReadLn(DFile) Words=Words(Out) DO i4=1 TO Words MWord=Word(Out,i4) IF MWord.MWord~="MWORD."MWord&Find(MWord.MWord,CDir)="0" THEN MWord.MWord=MWord.MWord""CDir" " ELSE IF MWord.MWord="MWORD."MWord THEN MWord.MWord=CDir" " End End Call Close(DFile) End End
SAY "" SAY "Maps data has been cached" SAY "" SAY "Storing a list of all files extracted from the .img"
ADDRESS COMMAND 'LIST "'IMGFld'" QUICK >T:LOut.tmp'
Call Open(File,"T:LOut.tmp","R")
i5=1 DO UNTIL EOF(File) IFile.i5=ReadLn(File) i5=i5+1 End
IFiles=i5-3
Call Close(File)
SAY "Done, there are "IFiles" stored in "IMGFld SAY "" SAY "Matching "IFiles" files to their respective maps folders" SAY ""
DO i6=1 TO IFiles IMatch=IFile.i6 IMatch=Left(IMatch,Length(IMatch)-4)"," Match=MWord.IMatch DO i7=1 TO Words(Match) CDir=Word(Match,i7) IF Left(CDir,6)~="MWORD." THEN DO Call WriteLn(EXEFile,'Copy "'IMGFld''IFile.i6'" TO "'STFld''CDir'/'Args''IFile.i6'"') IF Args~="" THEN DO i8=1 TO MFiles.CDir MPath=CDir"/"MFile.CDir.i8 IF MPath.MPath~="MPATH."MPath&Find(MPath.MPath,IMatch)="0" THEN MPath.MPath=MPath.MPath""IMatch" " ELSE IF MPath.MPath="MPATH."MPath THEN MPath.MPath=IMatch" " End End End End
Call Close(EXEFile)
IF Args~="" THEN DO SAY "[1m(!RENAME MODE!)[0m" SAY "" DO i9=1 TO MDirs CDir=MDir.i9 DO i10=1 TO MFiles.CDir MPath=CDir"/"MFile.CDir.i10 TWords=MPath.MPath /* Texture Words */ SAY "Renaming textures in "MFld""CDir"/"MFile.CDir.i10 Call Open(OFile,MFld""CDir"/"MFile.CDir.i10,"R") /* OFile = Original File */ Call Open(NFile,MFld""CDir"/"Args""MFile.CDir.i10,"W") /* NFile = New File */ DO UNTIL EOF(OFile) Out=ReadLn(OFile) OWords=Words(Out) DO i11=1 TO OWords OWord=Word(Out,i11) FindR=Find(TWords,OWord) IF FindR>0 THEN DO FindR2=Find(Out,OWord) Done="" DO i12=1 TO FindR2-1 Done=Done""Word(Out,i12)" " End Done=Done""Args DO i12=i12 TO OWords Done=Done""Word(Out,i12)" " End Done=Left(Done,Length(Done)-1) Out=Done End End IF ~EOF(OFile) THEN Call WriteLn(NFile,Out) End Call Close(NFile) Call Close(OFile) End End End
SAY "An executeable file has been stored in T:ExecuteThis.script" SAY "Please now type C:Execute T:ExecuteThis.script" SAY "" IF Args~="" THEN DO SAY "In addition to matching up the textures with their map folders, you" SAY "have opted to prefix all textures and texture names inside of the .ide" SAY "and .ipl files with '"Args"', please check to see this has been done." End Exit
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 I may be renaming and moving stuff.. but i've overlooked the data stored in the col files, and i'm not sure if I can mass edit these files just yet, for all my shortcuts, saving time it looks like I will be doing alot of stuff by hand.. UQID, Texture changed - Comnbtm.ide 12075, lc_Jetty, lc_compark, 1, 163, 0 12076, lc_tenmnt6ad, lc_comtenblock6b, 1, 120, 0 12077, lc_tenament1ad, lc_tenblock6aa, 1, 152, 0 12078, lc_tenament3ad, lc_tenblock6a, 1, 144, 0 12079, lc_plyrsv_htl, lc_tenblock6a, 1, 150, 0 UQID , Textures changed with prefix lc_ - Comnbtm.ipl 12075, lc_Jetty, 53.6399, -605.708, 23.1283, 1, 1, 1, 0, 0, 0, 1 12076, lc_tenmnt6ad, 174.219, -439.071, 41.2535, 1, 1, 1, 0, 0, 0, 1 12077, lc_tenament1ad, 33.8497, -429.853, 34.4108, 1, 1, 1, 0, 0, 0, 1 12078, lc_tenament3ad, 21.764, -460.2, 42.5043, 1, 1, 1, 0, 0, 0, 1 12079, lc_plyrsv_htl, 131.17, -503.107, 64.5708, 1, 1, 1, 0, 0, 0, 1 Now the UQID asfar as I know is only used in theses files, what I would like to know is where esle they could be called apon. ??? This post has been edited by Mc-Kay on Thursday, Jul 21 2005, 20:10
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X-Seti  |
Posted: Tuesday, Jul 12 2005, 13:37
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Ahhi!!

Group: Members
Joined: Jun 28, 2005



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| QUOTE (teun.steenbekkers @ Jul 11 2005, 21:08) | | So, Mc-Kay, what's the progress so far? When it's done I can code the stuff. Damn, if someone would just post the gta-vc.exe file here, I get a memory allocation error (not for SA). |
Est: 54% until job done. But i'm running into unforseen problems... [QUOTE] I may be renaming and moving stuff.. but i've overlooked the data stored in the col files, and i'm not sure if I can mass edit these files just yet, for all my shortcuts, saving time it looks like I will be doing alot of stuff by hand.. UQID, Texture changed - Comnbtm.ide 12075, lc_Jetty, lc_compark, 1, 163, 0 12076, lc_tenmnt6ad, lc_comtenblock6b, 1, 120, 0 12077, lc_tenament1ad, lc_tenblock6aa, 1, 152, 0 12078, lc_tenament3ad, lc_tenblock6a, 1, 144, 0 12079, lc_plyrsv_htl, lc_tenblock6a, 1, 150, 0 UQID , Textures changed with prefix lc_ - Comnbtm.ipl 12075, lc_Jetty, 53.6399, -605.708, 23.1283, 1, 1, 1, 0, 0, 0, 1 12076, lc_tenmnt6ad, 174.219, -439.071, 41.2535, 1, 1, 1, 0, 0, 0, 1 12077, lc_tenament1ad, 33.8497, -429.853, 34.4108, 1, 1, 1, 0, 0, 0, 1 12078, lc_tenament3ad, 21.764, -460.2, 42.5043, 1, 1, 1, 0, 0, 0, 1 12079, lc_plyrsv_htl, 131.17, -503.107, 64.5708, 1, 1, 1, 0, 0, 0, 1 Now the UQID asfar as I know is only used in theses files, what I would like to know is where esle they could be called apon. ??? ???? I'm also interested in Andy's boundry hack, So Andy, if you have read this thread drop me a line
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X-Seti  |
Posted: Wednesday, Jul 13 2005, 20:52
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Ahhi!!

Group: Members
Joined: Jun 28, 2005



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| QUOTE (denracer @ Jul 4 2005, 13:10) | | QUOTE (teun.steenbekkers @ Jul 4 2005, 13:00) | Great plan, Mc-Kay! Maybe some custom islands? An Odie memorial statue? I love this already! But texture updates will have to be made and stuff. Oh, the links to the scripts don't work But when Liberty really gets in Vice City, I could do the coding. It would be the story before the story of my custom city which I started. |
yeah its a good idea but why do you get furder on Vice city and not on SAN ANDREAS ?? Maybe LC and VC in SA ? |
Ummmm, Yeah we are going to include SA in time Beta testing bench for SA: Picture 1 - VC side.   Picture 2 - LC Side. 12% ported   This does not show what the final version will look like. but for now i'm working on LC and VC, by the time we have finished this stage, alot of problems with SA would have been solved and maybe a good mapping tool would have been released. This post has been edited by Mc-Kay on Tuesday, Dec 6 2005, 19:38
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homer_simpson  |
Posted: Saturday, Jul 16 2005, 02:41
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Mark Chump

Group: Members
Joined: Dec 31, 2004

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| QUOTE | Right!!, Yeah, Sure...
I've been reading all your comments on the forum, with great amusement.
Maybe you can help with storylines and missions..
Show me what you know homer. |
LMFAO alrite k lets see i made this | CODE | :lighttest 0001: wait 0 ms 00D6: if 0 00DE: player $me driving_vehicle_type #PEREN; 004D: jump_if_false ££lighttest 03C1: $bttfcar = player $me car 02E3: $timespeed = car $bttfcar speed 0011: $timespeed *= 4.0;; floating-point values 00D6: if 1 0020: $timespeed > 141.6;; floating-point values 00E1: key_pressed 0 18 004D: jump_if_false ££lighttest 004F: create_thread ££makesparks 0001: wait 4500 ms 0459: end_thread_named: "SPARKS" 0169: set_fade_color 255 255 255 02E3: $timespeed = car $bttfcar speed 016A: fade 0 () 200 ms 0001: wait 200 ms 0055: put_player $me at -449.118 -482.38 10.5 0175: set_car $bttfcar z_angle_to 90.0 04BA: set_car $bttfcar speed_instantly $timespeed 016A: fade 1 (back) 200 ms 0001: wait 2000 ms 0002: jump ££lighttest
:makesparks 03A4: name_thread "SPARKS"
:sparking 0001: wait 0 ms 0174: $bttfangle = car $bttfcar z_angle 0009: $bttfangle += 90.0;; floating-point values 02F7: $xvar = sinus $bttfangle;; cosine swapped with sinus ; divgf $xvar, 2.0 02F6: $yvar = cosine $bttfangle;; sinus swapped with cosine ; divgf $yvar, 2.0 0208: $zspeed = random_float -0.5 0.5 0407: create_coordinate $parx $pary $parz from_car $bttfcar offset 0.0 3.0 0.0 0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary $zspeed 0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary 0.0 0208: $zspeed = random_float -0.5 0.5 0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary $zspeed 0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary 0.0 0011: $varx *= -1.0;; floating-point values 0011: $vary *= -1.0;; floating-point values 0208: $zspeed = random_float -0.5 0.5 0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary $zspeed 0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary 0.0 0208: $zspeed = random_float -0.5 0.5 0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary $zspeed 0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary 0.0 0002: jump ££sparking |
and this with some help | CODE | :RaceDrag 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££RaceDrag 00D6: if 0 00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot -1436.41 980.38 15.66 radius 1.0 1.0 1.0 004D: jump_if_false ££RaceDrag
:createcar 0247: request_model #MULE 0247: request_model #WMOCA 0247: request_model #OCEANIC
:carloop 0001: wait 0 ms 00D6: if 2 0248: model #MULE available 0248: model #WMOCA available 0248: model #OCEANIC available 004D: jump_if_false ££carloop 0395: clear_area 1 at -1448.07 958.34 range 10.78 5.0 00A5: $car = create_car #MULE at -1448.07 958.34 15.7 0175: set_car $car z_angle_to 180.0 02AC: set_car $car immunities 1 1 1 1 1 0423: car $car improve_handling 1.5 00A9: set_car $car to_normal_driver
00A5: $car2 = create_car #OCEANIC at -1460.86 956.34 15.7 0175: set_car $car2 z_angle_to 180.0 02AC: set_car $car2 immunities 1 1 1 1 1 036A: put_actor $PLAYER_ACTOR in_car $car2 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true) 0129: $DRIVER = create_actor 4 #WMOCA in_car $car driverseat 0249: release_model #MULE 0249: release_model #WMOCA 0249: release_model #OCEANIC
018A: $xEDC = create_checkpoint_at -1416.92 644.312 15.66
; 00A7: car $car drive_to -1416.92 644.312 15.66 039F: car $car race to -1416.92 644.312 00AD: set_car $car max_speed_to 55.0 0002: jump ££start
:start 03D1: play_wav 1 00D6: if 0 0038: $car == 9;; integer values 004D: jump_if_false ££start1 00BA: text_styled "RACE1" 1200 ms 4;; ~g~3..2..1.. GO GO GO! 0002: jump ££dead
:dead 00D6: if 0 0119: car $car wrecked 004D: jump_if_false ££timer
:timer 0161: tie_marker $ECC to_car $car 0 1 03CC: car $car add_to_stuck_car_check .1 = 1000 03C3: set_timer_with_text_to $E81 type 0 text "R_TIME";; RACE TIME: 0002: jump ££won
:start1 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true) 00BA: text_styled "RACE2" 1500 ms 4;; ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 0001: wait 1500 ms 0395: clear_area 0 at -1460.86 956.34 range 10.9 1.0 00BA: text_styled "RACE3" 1500 ms 4;; ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 0001: wait 1500 ms 0395: clear_area 0 at -1460.86 956.34 range 11.167 1.0 00BA: text_styled "RACE4" 1500 ms 4;; ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 0001: wait 1500 ms 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 022F: set_actor $PLAYER_ACTOR stop_looking 00D6: if 0 8118: NOT actor $DRIVER dead 022F: set_actor $DRIVER stop_looking 0002: jump ££gogo
:gogo 00BA: text_styled "RACE5" 800 ms 4;; ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false) 0002: jump ££check
:check 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined jf ££check 00D6: if 23 81AD: NOT car $car 0 ()near_point -1416.92 644.312 15.0 15.0 8119: NOT car $car wrecked 8119: NOT car $car2 wrecked 8118: NOT actor $PLAYER_ACTOR dead jf ££lost 00D6: if 0 81AD: NOT car $car2 0 ()near_point -1416.92 644.312 15.0 15.0 jf ££won 0002: jump ££check
:lost 00BA: text_styled "M_FAIL" 5000 ms 1;; MISSION FAILED! 0002: jump ££end
:won 00BB: text_lowpriority "FIRST" 100 ms 1;; ~b~1st 0109: player $PLAYER_CHAR money += 5000
:end 009B: destroy_actor_instantly $DRIVER 00A6: destroy_car $car 0002: jump ££Racedrag
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and this | CODE | :Mysave 03A4: name_thread "Mysave"
:Save1 0001: wait 250 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Jumpthing 00D6: if 0 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false ££Jumpthing 00D6: if 0 0038: $ONMISSION == 0;; integer values 004D: jump_if_false ££Destroy 00D6: if 0 0038: $194 == 0;; integer values 004D: jump_if_false ££Save2 0213: $195 = create_pickup #PICKUPSAVE type 3 at X Y Z 0004: $194 = 1;; integer values
:Save2 00D6: if 0 0214: pickup $195 picked_up 004D: jump_if_false ££Jumping 0050: gosub ££Frozen 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Gofish 0215: destroy_pickup $195 0213: $195 = create_pickup #PICKUPSAVE type 3 at X Y Z 016A: fade 1 (back) 1000 ms 0395: clear_area 1 at X Y range 10.2 1.0 0055: put_player $PLAYER_CHAR at X Y Z 0171: set_player $PLAYER_CHAR z_angle_to 270.0
:Gofish 0050: gosub ££Savedone
:Jumping 0002: jump ££Jumpthing
:Destroy 00D6: if 0 0038: $194 == 1;; integer values 004D: jump_if_false ££Jumpthing 0215: destroy_pickup $195 0004: $194 = 0;; integer values
:Jumpthing 0002: jump ££Save1
:Frozen 0004: $ONMISSION = 1;; integer values 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 03D8: show_save_screen 0001: wait 0 ms
:Savedone 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Savedone2 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player
:Savedone2 0001: wait 500 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££Return 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 0004: $ONMISSION = 0;; integer values
:Return 0051: return |
and this | CODE | :FlyPort 0001: wait 0 ms 00D6: if 0 00E4: player $PLAYER_CHAR 1 (in-sphere)near point on foot -1389.29 -881.521 radius 0.6 1.3 004D: jump_if_false ££FlyPort 03BC: 0@ = create_sphere -1389.29 -881.521 21.9 1.5 03E5: text_box "TP1"; Stand here for 3 seconds to fly to Paradise Island 0001: wait 1000 ms 00D6: if 0 00E4: player $PLAYER_CHAR 1 (in-sphere)near point on foot -1389.29 -881.521 radius 0.6 1.3 004D: jump_if_false ££FlyPort 0001: wait 1000 ms 00D6: if 0 00E4: player $PLAYER_CHAR 1 (in-sphere)near point on foot -1389.29 -881.521 radius 0.6 1.3 004D: jump_if_false ££FlyPort 0001: wait 1000 ms 00D6: if 0 00E4: player $PLAYER_CHAR 1 (in-sphere)near point on foot -1389.29 -881.521 radius 0.6 1.3 004D: jump_if_false ££FlyPort 0169: set_fade_color 255 255 255 016A: fade 0 () 200 ms 0001: wait 200 ms 016A: fade 1 (back) 200 ms 0055: put_player $PLAYER_CHAR at X Y Z 0001: wait 0 ms 0002: jump ££FlyPort |
oh and and this  and im working on gta sc with a team and you can find more of my work here http://s9.invisionfree.com/future_gamerz/i...hp?showforum=42Now if your going to say something make it smart cause all the bullsh*t youve been blabbing away just backfired at your ass This post has been edited by homer_simpson on Saturday, Jul 16 2005, 02:47
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dertyjerzian  |
Posted: Saturday, Jul 16 2005, 04:10
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I have a custom member title. I call it "Solid Snake"

Group: BUSTED!
Joined: Jun 8, 2005


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X-Seti  |
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Ahhi!!

Group: Members
Joined: Jun 28, 2005



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OK  I've reached a point where i've got both maps into the VC engine.. but LC and VC are to packed together. Picture 1.  | CODE | rx sys:GTA-IPLHack.rexx yacht/yacht +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx washints/washints +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx washintna/washintna +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx washintn/washintn +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx stripclb/stripclb +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx starisl/starisl +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx stadint/stadint +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx oceandrv/oceandrv +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx oceandn/oceandn +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx nbeachw/nbeachw +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx nbeachbt/nbeachbt +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx nbeach/nbeach +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx mansion/mansion +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx mall/mall +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx littleha/littleha +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx lawyers/lawyers +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx islandsf/islandsf +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx golf/golf +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx haiti/haiti +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx haitiN/HaitiN +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx hotel/hotel +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx docks/docks +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx downtown/downtown +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx downtownn/downtownn +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx downtows/downtows +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx concerth/concerth +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx club/club +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx cisland/cisland +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx bridge/bridge +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx bank/bank +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx airportN/airportN +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx airportB/airportB +0 -100 -800 +0 1 @ rx sys:GTA-IPLHack.rexx airport/airport +0 -100 -800 +0 1 @
| Using Andy's boundry expander, there is still not much space on the (X axis). +/- (3000) Moving GTA3 (Lib City), (X) -1300, (Y) +800, (Z) 0 and VC, (X) +1000, (Y) 0 , (Z) 0  | CODE | rx sys:GTA-IPLHack.rexx comnbtm/comnbtm +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx comntop/comntop +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx comroad/comroad +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx comse/comse +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx comsw/comsw +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx indroads/indroads +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx industne/industne +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx industnw/industnw +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx industse/industse +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx industsw/industsw +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx landne/landne +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx landsw/landsw +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx subroads/subroads +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx temppart/temppart +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx making/making +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx props/props +0 +0 +500 +1 1 @ rx sys:GTA-IPLHack.rexx overview/overview +0 +0 +500 +1 1 @
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I need some input here.. as my only option now is to move VC by (Y axis) -800 ??[CODE] This post has been edited by Mc-Kay on Thursday, Jul 21 2005, 20:15
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X-Seti  |
Posted: Tuesday, Jul 19 2005, 10:01
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Ahhi!!

Group: Members
Joined: Jun 28, 2005



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| QUOTE (SMGbab16 @ Jul 16 2005, 02:22) | There is no more problem with Col (I Think) I've helped Mc-Kay to make the "Col Renamer"
I hope Andy will be able to hack the Boundaries and also the 20000 ID limit, So Mc-Kay will be able to put SA,VC ans LC into the same map |
yep.. Renaming col files is still a problem. I'm not able to run that script, nor am I able to come up with everything on my native platform that will do the job. Now I need to list what files the have X, Y and Z cords.. because i've overlooked stuff. 1. the (IDE 2dfx images) 2. Zon files. 3. Cull files. ????????????? 4. Any other files I should be considering? I've only renamed the DFF and changed the UNIDs in the IDE files. | CODE | 9075, 1Jetty, 1compark, 1, 163, 0 9076, 1tenmnt6ad, 1comtenblock6b, 1, 120, 0 9077, 1tenament1ad, 1tenblock6aa, 1, 152, 0
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Changed both the IDs, Cords, Dff, and Txd's in the IPL files. | CODE | 9075, 1Jetty, 0, 1353.64, 694.292, 43.1283, 1, 1, 1, 0, 0, 0, 1 9076, 1tenmnt6ad, 0, 1474.22, 860.929, 61.2535, 1, 1, 1, 0, 0, 0, 1 9077, 1tenament1ad, 0, 1333.85, 870.147, 54.4108, 1, 1, 1, 0, 0, 0, 1
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IDE files have the 2dfx images.. | CODE | ID X Y Z 9082, -33.7737, -15.3476, -0.129492, 117, 117, 117, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0
Etc: 9082, -32.4736, -15.3249, -0.129492, 119, 119, 119, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0 9082, -12.8104, -13.2537, -0.129492, 114, 114, 114, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0 9082, -12.8104, -11.9533, -0.129492, 109, 109, 109, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0
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Zon Files are interesting, they seems to have 2 sets of X Y Z cords. Mick look at: map.zon, navig.zon and info.zon..... all need changing. | CODE | X Y Z X2 Y2 Z2 DTOWN, 0, -1613.03, 413.128, 0.0, -213.73, 1677.32, 300.0, 1 BEACH3, 0, 163.656, -351.153, 0.0, 1246.03, 1398.85, 300.0, 1 BEACH2, 0, -103.97, -930.526, 0.0, 1246.03, -351.153, 300.0, 1 BEACH1, 0, -253.206, -1805.37, 0.0, 1254.9, -930.526, 300.0, 1 A_PORT, 0, -1888.21, -1779.61, 0.0, -1208.21, 230.39, 300.0, 1 STARI, 0, -748.206, -818.266, 0.0, -104.505, -241.467, 300.0, 1 PORNI, 0, -213.73, 797.605, 0.0, 163.656, 1243.47, 300.0, 1 GOLFC, 0, -213.73, -241.429, 0.0, 163.656, 797.605, 300.0, 1 JUNKY, 1, -1396.76, -42.9113, 0.0, -1208.21, 230.39, 300.0, 1 DOCKS, 0, -1208.21, -1779.61, 0.0, -253.206, -898.738, 300.0, 1 HAVANA, 0, -1208.21, -898.738, 0.0, -748.206, -241.467, 300.0, 1 HAITI, 0, -1208.21, -241.467, 0.0, -578.289, 412.66, 300.0, 1
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Moving on..  This is where i'm puzzled.. occlu.ipl ?????????  | CODE | 910.754, -331.091, 13.5316, 899.941, -378.175, 3.53162, 921.567, -284.008, 23.5316, 0, 0 910.754, -455.188, 18.8916, 899.941, -466.552, 13.8916, 921.567, -443.824, 23.8916, 0, 0 880.325, -455.143, 21.3704, 860.325, -466.552, 13.8704, 900.325, -443.734, 28.8704, 0, 0
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I've put my data folder up for downland: all the changed map files..Is there anything else i'm missing???? This post has been edited by Mc-Kay on Tuesday, Jul 19 2005, 16:40
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