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Pages: (111) « First ... 75 76 [77] 78 79 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [REL] OpenIV (including openFormats)

 for GTA IV & Max Payne 3
 
lpgunit  
Posted: Sunday, Apr 29 2012, 01:31
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QUOTE (nkjellman @ Sunday, Apr 29 2012, 00:32)
QUOTE (GooD-NTS @ Saturday, Apr 28 2012, 22:59)
QUOTE (SilentPL @ Sunday, Apr 29 2012, 01:30)
QUOTE (GooD-NTS @ Tuesday, Apr 24 2012, 21:29)
About GTA V I believe will have map system like RDR not like IV.

I wonder, what's the difference?

They are (RDR and GTA map systems) is totally not the same.
RDR Map is based on RAGE Recourses, here is no any .dat/.ide/.ipl/.*pl files like in GTA games.

Explain a little more please? How is RDR mapped?
GTA V may have the GTA mapping system. Reason why is it is GTA. Rockstar seemed to stick to that format for their GTA games. However I think the bounds will be increased. Usually different parts of Rockstar develop different games, and the GTA devs are used to the GTA system.

But MP3 I know will have a new map system. Simply because its a game that loads many maps such as levels and MP maps separately. Not one large map.

Like what I said earlier, I bet MP3 might make use of binary-space partitions as with most first-person or third-person shooters.
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nkjellman  
Posted: Sunday, Apr 29 2012, 01:40
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QUOTE (lpgunit @ Sunday, Apr 29 2012, 01:31)
QUOTE (nkjellman @ Sunday, Apr 29 2012, 00:32)
QUOTE (GooD-NTS @ Saturday, Apr 28 2012, 22:59)
QUOTE (SilentPL @ Sunday, Apr 29 2012, 01:30)
QUOTE (GooD-NTS @ Tuesday, Apr 24 2012, 21:29)
About GTA V I believe will have map system like RDR not like IV.

I wonder, what's the difference?

They are (RDR and GTA map systems) is totally not the same.
RDR Map is based on RAGE Recourses, here is no any .dat/.ide/.ipl/.*pl files like in GTA games.

Explain a little more please? How is RDR mapped?
GTA V may have the GTA mapping system. Reason why is it is GTA. Rockstar seemed to stick to that format for their GTA games. However I think the bounds will be increased. Usually different parts of Rockstar develop different games, and the GTA devs are used to the GTA system.

But MP3 I know will have a new map system. Simply because its a game that loads many maps such as levels and MP maps separately. Not one large map.

Like what I said earlier, I bet MP3 might make use of binary-space partitions as with most first-person or third-person shooters.

Would that be multiple map files? Or is that like the different universe thing like in SA with the interiors?
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Chipsman  
Posted: Sunday, Apr 29 2012, 05:44
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In RDR the terrain is separated from other map's models. There are 5 lod-levels in terrain. The whole terrain is divided into parts exactly 50x50 units (every level has different number of tiles for each file).
The map models are in models dictionaries. Each map area has one main file - sectorInfo, which linked to other same files (for city or etc.). SectorInfo - compared to GTA - this is the ide and ipl in one "precompiled" resource.
Something like that.
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lpgunit  
Posted: Sunday, Apr 29 2012, 06:00
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QUOTE (nkjellman @ Sunday, Apr 29 2012, 01:40)
Would that be multiple map files? Or is that like the different universe thing like in SA with the interiors?

BSPs, as in like the ones found in Half-Life, Doom, Quake, etc, which are map files drawn with an editor and optimised as a level, rather than the GTA-style individual-models-as-objects approach.
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Fantaseb  
Posted: Sunday, Apr 29 2012, 15:51
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QUOTE (Chipsman @ Sunday, Apr 29 2012, 05:44)
In RDR the terrain is separated from other map's models. There are 5 lod-levels in terrain. The whole terrain is divided into parts exactly 50x50 units (every level has different number of tiles for each file).
The map models are in models dictionaries. Each map area has one main file - sectorInfo, which linked to other same files (for city or etc.). SectorInfo - compared to GTA - this is the ide and ipl in one "precompiled" resource.
Something like that.



Yeh your right, I managed to open these pre-compiled resources, thats why I was asking for your Placement editor source on ICQ other day happy.gif From what I have managed to map out from the files inside the RPF there is even WPL files, and a few IDE I sent the list, with a huge list of Native functions to listener the other day, and I am just finshing of finding out more Natives with my friends help.


Anyway console modding is not allowed, so lets not talk about in his GooD thread, and keep it to pm.

This post has been edited by Fantaseb on Sunday, Apr 29 2012, 15:59
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nkjellman  
Posted: Wednesday, May 2 2012, 02:23
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I'm interested in a few things and I thought Id ask.

1. Do you know what the gta_cache.dat does?
2. Is it possible to have a 3rd Episode directory added to EFLC? (I would like to do a Dubble Pack but the Trilogy Pack would be nice with the III era game to Rage mods that are out there.)
3. Is it possible to get EFLC to load GTA IV? (With out renaming the Episodes. Add it as a option in the menu.)
4. I see Xbox modders mod the taskparams.dat file. Its in common/data on Xbox, however on PC its in PC/game.rpf (something like it, don't remember) It does nothing when I mod it on PC. Is it possible to mod it on PC?
5. Is it possible to mod the menu colors on TBOGT and TLAD? (Ive done it on Xbox, but on PC it doesn't seem to do anything at all.)
6. Is the parachute portable to GTA IV? Or is there hard coded data that I can't edit.

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.
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Blaster_nl  
Posted: Wednesday, May 2 2012, 14:19
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QUOTE (nkjellman @ Wednesday, May 2 2012, 04:23)
I'm interested in a few things and I thought Id ask.

1. Do you know what the gta_cache.dat does?
2. Is it possible to have a 3rd Episode directory added to EFLC? (I would like to do a Dubble Pack but the Trilogy Pack would be nice with the III era game to Rage mods that are out there.)
3. Is it possible to get EFLC to load GTA IV? (With out renaming the Episodes. Add it as a option in the menu.)
4. I see Xbox modders mod the taskparams.dat file. Its in common/data on Xbox, however on PC its in PC/game.rpf (something like it, don't remember) It does nothing when I mod it on PC. Is it possible to mod it on PC?
5. Is it possible to mod the menu colors on TBOGT and TLAD? (Ive done it on Xbox, but on PC it doesn't seem to do anything at all.)
6. Is the parachute portable to GTA IV? Or is there hard coded data that I can't edit.

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


1. Where is this file? I can't find it.
2 & 3: Probably Hardcoded
4. Try to delete it, nothing changes? Then it's one of the many xbox leftovers.
5. In IV it's hudcolor.dat, I guess episodes it's the same.
6. Maybe, u would need: the models, animations, sound, sco code?, act as a weapon? and some of it might also be hardoded if your our of luck.
QUOTE

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


A IDE\WPL system would be odd for RDR, I never expect to have it running on a gta system, it's not the type of map that would need this system. In IV, it's still the same system as RW, but I must say it's got a lot more messy in IV than it was in RW. Luckily gims and openivs made it very well editable, but still a sh*tload of unresearched resources and unknow values.
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pez2k  
Posted: Wednesday, May 2 2012, 20:31
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Hope nobody minds me making a little feature request:

Would it be possible in a future version to edit textures embedded in WDR and WFT files using the nice WTD-editing panel? SparkIV allows editing of WDR textures, so it seems to be feasible, but I've not found any tool that works with WFT textures.
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GTARandom  
Posted: Wednesday, May 2 2012, 20:55
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QUOTE (pez2k @ Wednesday, May 2 2012, 22:31)
Hope nobody minds me making a little feature request:

Would it be possible in a future version to edit textures embedded in WDR and WFT files using the nice WTD-editing panel? SparkIV allows editing of WDR textures, so it seems to be feasible, but I've not found any tool that works with WFT textures.

Zmodeller is the only known tool at the moment that can allow editing embedded WFT textures but it is very glitchy and i deffinatly don't recommend using it too much for anything else other then vehicles.
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quechus13  
Posted: Wednesday, May 2 2012, 21:56
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QUOTE (GTARandom @ Wednesday, May 2 2012, 20:55)
QUOTE (pez2k @ Wednesday, May 2 2012, 22:31)
Hope nobody minds me making a little feature request:

Would it be possible in a future version to edit textures embedded in WDR and WFT files using the nice WTD-editing panel? SparkIV allows editing of WDR textures, so it seems to be feasible, but I've not found any tool that works with WFT textures.

Zmodeller is the only known tool at the moment that can allow editing embedded WFT textures but it is very glitchy and i deffinatly don't recommend using it too much for anything else other then vehicles.

Well it works for Weapons too since GIMS IV doesn't seem to make them position correctly.
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GTARandom  
Posted: Wednesday, May 2 2012, 22:18
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Is there any way to move collision configuration on vehicles from the boat group to train? I've just found out that using the boat type(group) in vehicles.ide will let you walk inside the vehicle's interior freely, and it won't ragdoll in motion... I'm just reporting this because many people wanted train shootouts (inside them) and walking around in any vehicle as it moves and the cols in this type are read precisely (especially tugboat) , by precisely i mean accurate unlike cars, trains and a few others where there's an invisible wall preventing you to enter. tounge.gif

This post has been edited by GTARandom on Wednesday, May 2 2012, 22:21
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nkjellman  
Posted: Wednesday, May 2 2012, 22:33
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QUOTE (Blaster_nl @ Wednesday, May 2 2012, 14:19)
QUOTE (nkjellman @ Wednesday, May 2 2012, 04:23)
I'm interested in a few things and I thought Id ask.

1. Do you know what the gta_cache.dat does?
2. Is it possible to have a 3rd Episode directory added to EFLC? (I would like to do a Dubble Pack but the Trilogy Pack would be nice with the III era game to Rage mods that are out there.)
3. Is it possible to get EFLC to load GTA IV? (With out renaming the Episodes. Add it as a option in the menu.)
4. I see Xbox modders mod the taskparams.dat file. Its in common/data on Xbox, however on PC its in PC/game.rpf (something like it, don't remember) It does nothing when I mod it on PC. Is it possible to mod it on PC?
5. Is it possible to mod the menu colors on TBOGT and TLAD? (Ive done it on Xbox, but on PC it doesn't seem to do anything at all.)
6. Is the parachute portable to GTA IV? Or is there hard coded data that I can't edit.

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


1. Where is this file? I can't find it.
2 & 3: Probably Hardcoded
4. Try to delete it, nothing changes? Then it's one of the many xbox leftovers.
5. In IV it's hudcolor.dat, I guess episodes it's the same.
6. Maybe, u would need: the models, animations, sound, sco code?, act as a weapon? and some of it might also be hardoded if your our of luck.
QUOTE

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


A IDE\WPL system would be odd for RDR, I never expect to have it running on a gta system, it's not the type of map that would need this system. In IV, it's still the same system as RW, but I must say it's got a lot more messy in IV than it was in RW. Luckily gims and openivs made it very well editable, but still a sh*tload of unresearched resources and unknow values.

Thanks for reply.
1. gta_cache.dat is on the Xbox version. I think it tells the game which files to store in the cache.
2. With some major hacking I think it may be done. I remember ShakingASS saying he had a debug menu accessible from the start menu. I think it was a lie though or I misread it and it really was an idea or something.
3. Might be possible to use IV's menu for 1.0.7.0, but it may check for the DLC being owned.
4. I don't know how this file works on PC. I might have to investigate it more. I think it may be hard coded after a patch. Weird that its not needed on PC. On older patches the task params file was in common/data. Same equivalent spot as IV. But the mod Ive seen them do was one that makes the player spaz out and glitch around the map. I want to try to make something else with it and the retard superman mod is kinda funny. There may be other things in this file that I could do. May not need to though.
Video of it:


But I also wonder what the files in the root of the gta directory do.
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ShakingASS  
Posted: Wednesday, May 2 2012, 23:19
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QUOTE (nkjellman @ Wednesday, May 2 2012, 22:33)
QUOTE (Blaster_nl @ Wednesday, May 2 2012, 14:19)
QUOTE (nkjellman @ Wednesday, May 2 2012, 04:23)
I'm interested in a few things and I thought Id ask.

1. Do you know what the gta_cache.dat does?
2. Is it possible to have a 3rd Episode directory added to EFLC? (I would like to do a Dubble Pack but the Trilogy Pack would be nice with the III era game to Rage mods that are out there.)
3. Is it possible to get EFLC to load GTA IV? (With out renaming the Episodes. Add it as a option in the menu.)
4. I see Xbox modders mod the taskparams.dat file. Its in common/data on Xbox, however on PC its in PC/game.rpf (something like it, don't remember) It does nothing when I mod it on PC. Is it possible to mod it on PC?
5. Is it possible to mod the menu colors on TBOGT and TLAD? (Ive done it on Xbox, but on PC it doesn't seem to do anything at all.)
6. Is the parachute portable to GTA IV? Or is there hard coded data that I can't edit.

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


1. Where is this file? I can't find it.
2 & 3: Probably Hardcoded
4. Try to delete it, nothing changes? Then it's one of the many xbox leftovers.
5. In IV it's hudcolor.dat, I guess episodes it's the same.
6. Maybe, u would need: the models, animations, sound, sco code?, act as a weapon? and some of it might also be hardoded if your our of luck.
QUOTE

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


A IDE\WPL system would be odd for RDR, I never expect to have it running on a gta system, it's not the type of map that would need this system. In IV, it's still the same system as RW, but I must say it's got a lot more messy in IV than it was in RW. Luckily gims and openivs made it very well editable, but still a sh*tload of unresearched resources and unknow values.

Thanks for reply.
1. gta_cache.dat is on the Xbox version. I think it tells the game which files to store in the cache.
2. With some major hacking I think it may be done. I remember ShakingASS saying he had a debug menu accessible from the start menu. I think it was a lie though or I misread it and it really was an idea or something.
3. Might be possible to use IV's menu for 1.0.7.0, but it may check for the DLC being owned.
4. I don't know how this file works on PC. I might have to investigate it more. I think it may be hard coded after a patch. Weird that its not needed on PC. On older patches the task params file was in common/data. Same equivalent spot as IV. But the mod Ive seen them do was one that makes the player spaz out and glitch around the map. I want to try to make something else with it and the retard superman mod is kinda funny. There may be other things in this file that I could do. May not need to though.
Video of it:
(Video)

But I also wonder what the files in the root of the gta directory do.

I wasn't lying i did it once.You can be supprised what you research what the files that are unknown do.There's many things to be researched and cracked.
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nkjellman  
Posted: Wednesday, May 2 2012, 23:41
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QUOTE (ShakingASS @ Wednesday, May 2 2012, 23:19)
QUOTE (nkjellman @ Wednesday, May 2 2012, 22:33)
QUOTE (Blaster_nl @ Wednesday, May 2 2012, 14:19)
QUOTE (nkjellman @ Wednesday, May 2 2012, 04:23)
I'm interested in a few things and I thought Id ask.

1. Do you know what the gta_cache.dat does?
2. Is it possible to have a 3rd Episode directory added to EFLC? (I would like to do a Dubble Pack but the Trilogy Pack would be nice with the III era game to Rage mods that are out there.)
3. Is it possible to get EFLC to load GTA IV? (With out renaming the Episodes. Add it as a option in the menu.)
4. I see Xbox modders mod the taskparams.dat file. Its in common/data on Xbox, however on PC its in PC/game.rpf (something like it, don't remember) It does nothing when I mod it on PC. Is it possible to mod it on PC?
5. Is it possible to mod the menu colors on TBOGT and TLAD? (Ive done it on Xbox, but on PC it doesn't seem to do anything at all.)
6. Is the parachute portable to GTA IV? Or is there hard coded data that I can't edit.

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


1. Where is this file? I can't find it.
2 & 3: Probably Hardcoded
4. Try to delete it, nothing changes? Then it's one of the many xbox leftovers.
5. In IV it's hudcolor.dat, I guess episodes it's the same.
6. Maybe, u would need: the models, animations, sound, sco code?, act as a weapon? and some of it might also be hardoded if your our of luck.
QUOTE

But I thought that the RDR map system would be like a terrain file. I can agree that GTA V may use that system. RDR's map could easily of been made with one of those terrain tools to make the map. It would be a bitch to model it by hand. On IV they had to do it by hand. I think GTA V may use both map systems as IV's would be easier for cities and RDR's is easier for country and less populated areas.


A IDE\WPL system would be odd for RDR, I never expect to have it running on a gta system, it's not the type of map that would need this system. In IV, it's still the same system as RW, but I must say it's got a lot more messy in IV than it was in RW. Luckily gims and openivs made it very well editable, but still a sh*tload of unresearched resources and unknow values.

Thanks for reply.
1. gta_cache.dat is on the Xbox version. I think it tells the game which files to store in the cache.
2. With some major hacking I think it may be done. I remember ShakingASS saying he had a debug menu accessible from the start menu. I think it was a lie though or I misread it and it really was an idea or something.
3. Might be possible to use IV's menu for 1.0.7.0, but it may check for the DLC being owned.
4. I don't know how this file works on PC. I might have to investigate it more. I think it may be hard coded after a patch. Weird that its not needed on PC. On older patches the task params file was in common/data. Same equivalent spot as IV. But the mod Ive seen them do was one that makes the player spaz out and glitch around the map. I want to try to make something else with it and the retard superman mod is kinda funny. There may be other things in this file that I could do. May not need to though.
Video of it:
(Video)

But I also wonder what the files in the root of the gta directory do.

I wasn't lying i did it once.You can be supprised what you research what the files that are unknown do.There's many things to be researched and cracked.

I'm not sure about the menu part. But there is a debug.sco in the script.img. (I want to enable it and see what it does.)
But for the menu thing. Do you mean it was in the menu where you pick the game to play or in the start menu for the game you picked. (where it says Start Options Market Place Back)
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ShakingASS  
Posted: Wednesday, May 2 2012, 23:58
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QUOTE (nkjellman @ Wednesday, May 2 2012, 23:41)
I'm not sure about the menu part. But there is a debug.sco in the script.img. (I want to enable it and see what it does.)
But for the menu thing. Do you mean it was in the menu where you pick the game to play or in the start menu for the game you picked. (where it says Start   Options   Market Place    Back)

It has it's own menu would say debug mode you select it any time you want you can pause game.Also I have gotten the debug.sco enabled working before but like i said i lost the successful files.It is a very useful debug stuff.It could tell about the error of a model has and such.
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nkjellman  
Posted: Thursday, May 3 2012, 00:16
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QUOTE (ShakingASS @ Wednesday, May 2 2012, 23:58)
QUOTE (nkjellman @ Wednesday, May 2 2012, 23:41)
I'm not sure about the menu part. But there is a debug.sco in the script.img. (I want to enable it and see what it does.)
But for the menu thing. Do you mean it was in the menu where you pick the game to play or in the start menu for the game you picked. (where it says Start   Options   Market Place    Back)

It has it's own menu would say debug mode you select it any time you want you can pause game.Also I have gotten the debug.sco enabled working before but like i said i lost the successful files.It is a very useful debug stuff.It could tell about the error of a model has and such.

I think that was supposed to be for testing out other scripts and having access to all the functions in the game.
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ShakingASS  
Posted: Thursday, May 3 2012, 00:28
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QUOTE (nkjellman @ Thursday, May 3 2012, 00:16)
QUOTE (ShakingASS @ Wednesday, May 2 2012, 23:58)
QUOTE (nkjellman @ Wednesday, May 2 2012, 23:41)
I'm not sure about the menu part. But there is a debug.sco in the script.img. (I want to enable it and see what it does.)
But for the menu thing. Do you mean it was in the menu where you pick the game to play or in the start menu for the game you picked. (where it says Start   Options   Market Place    Back)

It has it's own menu would say debug mode you select it any time you want you can pause game.Also I have gotten the debug.sco enabled working before but like i said i lost the successful files.It is a very useful debug stuff.It could tell about the error of a model has and such.

I think that was supposed to be for testing out other scripts and having access to all the functions in the game.

It is use to debug everything added or edited in game.There was much more functions and ect.I don't remember all.
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nkjellman  
Posted: Thursday, May 3 2012, 00:56
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QUOTE (ShakingASS @ Thursday, May 3 2012, 00:28)
QUOTE (nkjellman @ Thursday, May 3 2012, 00:16)
QUOTE (ShakingASS @ Wednesday, May 2 2012, 23:58)
QUOTE (nkjellman @ Wednesday, May 2 2012, 23:41)
I'm not sure about the menu part. But there is a debug.sco in the script.img. (I want to enable it and see what it does.)
But for the menu thing. Do you mean it was in the menu where you pick the game to play or in the start menu for the game you picked. (where it says Start   Options   Market Place    Back)

It has it's own menu would say debug mode you select it any time you want you can pause game.Also I have gotten the debug.sco enabled working before but like i said i lost the successful files.It is a very useful debug stuff.It could tell about the error of a model has and such.

I think that was supposed to be for testing out other scripts and having access to all the functions in the game.

It is use to debug everything added or edited in game.There was much more functions and ect.I don't remember all.

I'm going to enable it. I'll try it on all three games on all three platforms, SP and MP. I may even find something that was going to be in the beta.
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ShakingASS  
Posted: Thursday, May 3 2012, 01:10
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QUOTE (nkjellman @ Thursday, May 3 2012, 00:56)
QUOTE (ShakingASS @ Thursday, May 3 2012, 00:28)
QUOTE (nkjellman @ Thursday, May 3 2012, 00:16)
QUOTE (ShakingASS @ Wednesday, May 2 2012, 23:58)
QUOTE (nkjellman @ Wednesday, May 2 2012, 23:41)
I'm not sure about the menu part. But there is a debug.sco in the script.img. (I want to enable it and see what it does.)
But for the menu thing. Do you mean it was in the menu where you pick the game to play or in the start menu for the game you picked. (where it says Start   Options   Market Place    Back)

It has it's own menu would say debug mode you select it any time you want you can pause game.Also I have gotten the debug.sco enabled working before but like i said i lost the successful files.It is a very useful debug stuff.It could tell about the error of a model has and such.

I think that was supposed to be for testing out other scripts and having access to all the functions in the game.

It is use to debug everything added or edited in game.There was much more functions and ect.I don't remember all.

I'm going to enable it. I'll try it on all three games on all three platforms, SP and MP. I may even find something that was going to be in the beta.

Why not we look at the lods that are in game to see beta buildings.I see all these III era beta mods based of making the beta map on lods and pics which we could do.I always get lods popping in that doesn't make sense maybe it was suppose to be something there.
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nkjellman  
Posted: Thursday, May 3 2012, 03:10
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Just checked. Both consoles have the same amount of debug files for each game. (same debug files) Have not checked PS3. I would like to look. Someone would need to send me a script.img and a script_network.img for IV, TLAD, and TBOGT.

Anyways in GTA IV's script.img and script_network.img I found no debug files. In TBOGT's script.img I found no debug files, but in TBOGT's script_network.img I found one debug sco. For TLAD's script.img I found a few debug files. In TLAD's script_network I also found a few debug files. However these debug files don't look like they do much. They look pritty striped down unless it is a small code that enables it. You would think it would be large code but the file may not do anything. However getting debug mode, you might be able to get some stuff on TBOGT online, but on TLAD you might be able to access more debug content. The code may be the same for all 3 games though.

Lets see what GooD-NTS says.
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