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Attention:
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[TuT] Adding cars to GTA SA Not replacing, I said adding...
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Fatalpipe  |
Posted: Saturday, Jan 7 2012, 01:17
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Pipeworker

Group: Members
Joined: May 2, 2010


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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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SomeGuy86  |
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Dodo Pilot

Group: Members
Joined: Dec 14, 2010

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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
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fastman92  |
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фастман92 | ف

Group: Members
Joined: Jul 28, 2009


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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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fastman92  |
Posted: Tuesday, Feb 21 2012, 16:57
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фастман92 | ف

Group: Members
Joined: Jul 28, 2009


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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=1061053214Use this car spawner on CLEO4 (must be CLEO4 for .ini to work or else no .ini configuration): http://www.gtaforums.com/index.php?showtopic=462929You`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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