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Pages: (21) « First ... 19 20 [21]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [Official] Paths and Mission Scripts

 We need to get something sorted out...
 
Mr. Myriad  
Posted: Tuesday, Jun 7 2011, 01:46
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Super addition! I'm waiting updates yet.
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Gforce  
Posted: Tuesday, Jun 7 2011, 17:10
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excellent work Aad, works perfect smile.gif
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aad  
Posted: Wednesday, Jun 8 2011, 16:58
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QUOTE (Gforce @ Tuesday, Jun 7 2011, 17:10)
excellent work Aad, works perfect  smile.gif

good to hear, i assume it didn't crashed within the 30 minutes time line the next thing i amplanning on adding are the traffic lights i got some of them to work but somehow the East and North are getting mixed up which causes a pile-up at the junctions so i still need to get a good method on getting them to work properly.


EDIT:

http://www.youtube.com/watch?v=emjYdtGOPEg

it is some sort of working but then again gta-sa sucks at streaming cars if you look away and look back the cars are gone or other cars are there instead which is causing the traffic lights to not work properly cause the cars also stream in between the 2 traffic lights and there you will have some cars driving that pass the red lights etc.

so i am still not done with the crappy path system gta-sa uses even though the north and south are working it really depends on the distance between 1 traffic light and the other if you look at gta-sa there is never a big gap between them cause that will cause problems and pile-ups so im wondering how Illurb or the other parts of black messa will work out its just a hell of a job and the tools that are availble are limited and crash a lot so the only updated that will come soon are added paths for pedistrians and some for new lots and connections between the islands.

so if anyone wants to try and help me out just let me know and i will give you the files needed for developing path files

This post has been edited by aad on Sunday, Jun 12 2011, 08:13
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Mr. Myriad  
Posted: Friday, Jun 17 2011, 07:10
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Are there any news for the mod?)BTW u Aad or Gforce please update the latest links on map's fixes, missions, unreleased stuffs and scripts or say when are u going to release new version?

This post has been edited by Mr. Myriad on Friday, Jun 17 2011, 07:24
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aad  
Posted: Sunday, Aug 28 2011, 10:21
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UPDATE

It took a while to sort out what was causing the scripts for the paths not to export properly or crashing during exporting after some talking on IRC with Gforce and investigating the current path files we found out that the script boundaries were causing some problems. So by staying in the boundaries of the map with the paths and also by staying in the boundaries written in the path script we finally got things working again.

So here it is a new update of the path node files which includes some minor fixes for now

- fixed gti boat paths (stuff at kamsterdam)
- small fixed on illurb and illress at the roundabout stuff

more fixes will follow but then i will just edit this post the download link stays the same

Download latest paths files

Some areas are untested so if you notice any bugs or missing stuff just let us know in this topic.

how to add them:
1 open gta3.img with an img editor
2 delete all the current files node00 to node63
3 rebuild or save the img file
4 add the new nodes from this release
5 rebuild or save
6 have fun ingame

UPDATED: time: 20:27 date: 28-08-2011
- fixed illurb car paths (some junctions)
- added the Loco_G library lot on illurb
- fixed the GTI boat paths to not run on the seabed.

This post has been edited by aad on Sunday, Aug 28 2011, 18:37
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Mr. Myriad  
Posted: Monday, Aug 29 2011, 23:55
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Cool, new update.
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