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 [TuT] Adding cars to GTA SA

 Not replacing, I said adding...
 
gtafan113  
Posted: Thursday, Dec 15 2011, 23:31
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QUOTE (fastman92 @ Thursday, Dec 15 2011, 17:36)
Add new entries to handling.cfg. Spawn PCJ600 and you`ll see what happens.
Adding new handling entries is not possible yet and i`m workin on it

That explains all those problems I was having crashing into invisible bikes and such...
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1stresponse  
Posted: Wednesday, Jan 4 2012, 02:51
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possible
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SilentPL  
Posted: Wednesday, Jan 4 2012, 16:41
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QUOTE (1stresponse @ Wednesday, Jan 4 2012, 03:51)
possible

What's possible? dozingoff.gif
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Fatalpipe  
Posted: Saturday, Jan 7 2012, 01:17
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QUOTE
Don't add any new entries to handling.cfg, unless you want the game to be really f*cked up


Well,things worked fine to me until now.
I will say something to you people:"I spent about 2 months,some weeks,many days and a lot of hours editing lines,files,things,replacing files,downloading,reading,asking,answering... Lots of crashes,reinstalls,oh my,hard times... All this to add things in GTA SA to my son!!
Things goes wrong many times,but you need to take your time to exploit the possibilities,as I did with help of many others from here(GTAForums).
And you know what?At 25yr old,I've learned a lot about how to code Cleo things,learned about game textures,about mixing things/mods together,but most important thing I've learned is that you need to know SA in a particular way,as -BLITZ- already explained:
QUOTE
I remember when I started to mod my SA, after 12 cars installed, my game was crashing on some point if I was driving on some specific street. I didn't know how to install them correctly at that time of handling, vehicles.dat because I was new to this stuff.

Take note that, you have to rebuild arhives everytime when you install something or more than 2-3 files on that install. My game crashes in hours or luckly doesn't crash in that day at all. You really have to know understand SA, then you have no problems.


Well,that's it.Hope people still playing and modding SA and have fun.
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1stresponse  
Posted: Thursday, Jan 12 2012, 02:53
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tsk,..months of exploring? me year of playing with added vehicles biggrin.gif
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1stresponse  
Posted: Thursday, Jan 12 2012, 03:00
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It is possible of adding and playing with these toys,. i'll show gamers that i can in my next visit,.. for now im busy texturing my newly created toy

good day and peace
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1stresponse  
Posted: Thursday, Jan 12 2012, 03:06
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Fatalpipe, i understand..
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SomeGuy86  
Posted: Friday, Jan 20 2012, 04:35
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Just thought I'd make a small contribution to this topic... This tool is NOT MADE by me, but I recommend you guys post it within the first post, tool list.
Despite the wrong category and description, this is SA tool, and it'll convert any standard car handling into the new format, which is used by the latest version of handling adder.

Not only I confirmed it myself, but I also added over 300 new, functional handlings smile.gif

DOWNLOAD
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gtafan113  
Posted: Friday, Jan 20 2012, 04:37
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Does this fix the crash that happens when you drive too fast.in a car?
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SomeGuy86  
Posted: Friday, Jan 20 2012, 21:03
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QUOTE (gtafan113 @ Friday, Jan 20 2012, 04:37)
Does this fix the crash that happens when you drive too fast.in a car?

Good question... This tool comes with the option to "Set Maximum fVelocity to 1,226" which I assume has to do with speed crashes. HOWEVER, during the initial testing, I still experienced crashes when going too fast, especially when I crash into something, whenever going off-road & hitting a bump or crashing into the another vehicle.
These are not really crashes, more like hangs, as San Andreas stops responding...

So I guess it's not 100% reliable, but still the best way yet to add functional handlings into the game smile.gif
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viva yo  
Posted: Saturday, Jan 21 2012, 21:08
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is it possible to add cars that act like plice cars? I mean, they will appear on the street drived by policeman
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SilentPL  
Posted: Saturday, Jan 21 2012, 21:25
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It requires extra memory hacking.
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viva yo  
Posted: Saturday, Jan 21 2012, 22:40
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I tried this but I hve this message

GTA:SA Crashed, Debug Info Follows:

GTA Info:

Version: US 1.0
Last File Loaded: HANDLING.CFG
Last Library Loaded:
Error: Unknown

Assembly Info:

Exception At Address: 0x008214E4
Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)

Registers:

EAX: 0x00000000 EBX: 0x00000008

ECX: 0x00000008 EDX: 0x4C415453

ESI: 0x00000000 EDI: 0x00000000

EBP: 0x0022FC9C ESP: 0x0022FC90



Edit: when I don't use a custom Handling line it works, How can I solve this problem?

This post has been edited by viva yo on Saturday, Jan 21 2012, 22:56
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fastman92  
Posted: Sunday, Jan 22 2012, 20:31
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QUOTE (Fatalpipe @ Saturday, Jan 7 2012, 02:17)
QUOTE
Don't add any new entries to handling.cfg, unless you want the game to be really f*cked up


Well,things worked fine to me until now.
I will say something to you people:"I spent about 2 months,some weeks,many days and a lot of hours editing lines,files,things,replacing files,downloading,reading,asking,answering... Lots of crashes,reinstalls,oh my,hard times... All this to add things in GTA SA to my son!!
Things goes wrong many times,but you need to take your time to exploit the possibilities,as I did with help of many others from here(GTAForums).
And you know what?At 25yr old,I've learned a lot about how to code Cleo things,learned about game textures,about mixing things/mods together,but most important thing I've learned is that you need to know SA in a particular way,as -BLITZ- already explained:
QUOTE
I remember when I started to mod my SA, after 12 cars installed, my game was crashing on some point if I was driving on some specific street. I didn't know how to install them correctly at that time of handling, vehicles.dat because I was new to this stuff.

Take note that, you have to rebuild arhives everytime when you install something or more than 2-3 files on that install. My game crashes in hours or luckly doesn't crash in that day at all. You really have to know understand SA, then you have no problems.


Well,that's it.Hope people still playing and modding SA and have fun.

Test pcj600 motorbike, it won`t work. I know how gta_sa.exe loads handling entries and it uses table with names e.g LANDSTALKER, BUFFALO to locate ID of handling.
http://pastebin.com/H5tXqeik
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viva yo  
Posted: Monday, Jan 23 2012, 15:38
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is it possible for added cars to have paintjobs?, because i added a few and, even though in transfender has the option of painjobs they are some weird textures and not the ones they suppose to be
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kamils09  
Posted: Wednesday, Feb 1 2012, 17:19
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I add new car(converted form GTA VC), and doesn't work:
http://imageshack.us/photo/my-images/577/imageshackjr.jpg/

I tried everything, and nothing. Where is the problem? Please, help.

Sorry if i make mistakes, i'm Polish.
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viva yo  
Posted: Friday, Feb 3 2012, 00:29
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GTA:SA Crashed, Debug Info Follows:



GTA Info:



Version: US 1.0

Last File Loaded: AUDIO\STREAMS\AA

Last Library Loaded: d3d9.dll

Error: Unknown



Assembly Info:



Exception At Address: 0x007F18CF

Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)



Registers:

EAX: 0x00020000 EBX: 0x3F496FCD

ECX: 0x00000178 EDX: 0x0C5C8440

ESI: 0x3F4BCCA3 EDI: 0x0C5B3BA8

EBP: 0x037148C8 ESP: 0x0022FD04


How can I solve this. It apears +-5 min after i started to play
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viva yo  
Posted: Friday, Feb 10 2012, 12:35
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the problem i had now is solved, I just delete the d3d9.dll file and it works perfectly.


My question now is, can you make these added cars appear in some place parked?
I mean like the cars of the driving school
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Fatalpipe  
Posted: Tuesday, Feb 21 2012, 16:23
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QUOTE (viva yo @ Friday, Feb 10 2012, 09:35)
the problem i had now is solved, I just delete the d3d9.dll file and it works perfectly.


My question now is, can you make these added cars appear in some place parked?
I mean like the cars of the driving school

I think this is what you want.
Hope this help you.

This post has been edited by Fatalpipe on Tuesday, Feb 21 2012, 16:33
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fastman92  
Posted: Tuesday, Feb 21 2012, 16:57
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QUOTE (Fatalpipe @ Tuesday, Feb 21 2012, 17:23)
QUOTE (viva yo @ Friday, Feb 10 2012, 09:35)
the problem i had now is solved, I just delete the d3d9.dll file and it works perfectly.


My question now is, can you make these added cars appear in some place parked?
I mean like the cars of the driving school

I think this is what you want.
Hope this help you.

Helpless solution. If you don`t know something it`s better to avoid that than answer.

Function checks whether ID of vehicle is between 400 and 630 (range planned for vehicles by R*).
To fix it go here: http://www.gtaforums.com/index.php?showtop...st&p=1061053214

Use this car spawner on CLEO4 (must be CLEO4 for .ini to work or else no .ini configuration): http://www.gtaforums.com/index.php?showtopic=462929
You`ll be able to set up ranges of added, trailers and much more. Example of ranges:

CODE
[range_1]
start = 400
end = 611

[range_2]
start = 612
end = 613

[range_3]
start = 793
end = 799

[range_4]
start = 907
end = 909

[range_5]
start = 965
end = 965

[range_6]
start = 999
end = 999

[range_7]
start = 1194
end = 1203

In this version it is unnecessary to specify number of created ranges. Scripts checks for range 1, 2, 3, 4..... until it can`t find a range with iterator.

About paintjobs - another function that requires ID to be 400 <= x <= 630:
0x004C9360 - CVehicleModelInfo *__cdecl assignPaintjobToVehicle(char *TxdName, int TxdIndex)
TXD without .txd

Part of that function:
CODE
.text:004C93C2 02C                 push    630            ; high
.text:004C93C7 030                 lea     ecx, [esp+30h+PaintjobNumber]
.text:004C93CB 030                 push    400            ; low
.text:004C93D0 034                 push    ecx            ; name
.text:004C93D1 038                 mov     [esp+esi+38h+PaintjobNumber], 0
.text:004C93D6 038                 call    _getModelByNameInRange; returns Model ID

Someone change it and paintjobs on added vehicles will work. Or i will do it until the end of current moth.
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