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The Mod Showroom is only for posting previews/downloads of completed or near finished mods. All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
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[SA] Oksu's Mods CLEO's, textures and more!
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oksa8  |
Posted: Saturday, Jul 23 2011, 09:37
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Just call me Oksu

Group: Members
Joined: Sep 30, 2010



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 Welcome! Here I'll be uploading, updating and informing about any mods I'll make. Ask anything, request anything, at minimum I'll be trying.

GTAGarage - 2-Color Main.scm [FINAL][MAIN.SCM] Allows secondary car color to be changed on any vehicle which enters TransFenders or other tuning shop. No need for starting new game in most cases!
GTAGarage - AmmoLimit [FINAL] Allows you to limit your weapons ammo. Includes .ini-file!
GTAGarage - New HUD [WIP] Improves HUD elements by re-sizing and re-positioning them
GTAGarage - Vehicle CleoSpeed-Pack [WIP] NOW UPLOADED AND IMPROVED AS THEIR OWN MODS, NOT AS A PACK!
Contains four Cleo-mods: Speedometer Speedlimit Ignition WantedLights
GTAGarage - HUD & Radar Enabler/Disabler [FINAL] Allows you to enable/disable most of the HUD elements
GTAGarage - Regeneration [WIP] Your health will regenerate if damage isn't taken in a while.
GTAGarage - Slowdown [FINAL] Allows you to control game-speed by simple keypresses.
GTAGarage - Digital Speedometer v1.1 - Fix #3 [FINAL] Simple and compact digital speedometer with gears, supports MPH and KPH and includes a configuration file. Configuration file is reloaded every time you re-enter your vehicle. Note: Removed reload-function in Fix #3, caused speedometer to disappear randomly!
GTAGarage - Speedlimit v1.0 Enhanced Rewritten script, more compact and less laggy Added .ini-file for easy speedlimit configuration
GTAGarage - Oksu's General Car Control v1.0 General control over current vehicle, including engine and light switches, and radio volume changing while in car.
GTAGarage - Oksu's Handling Helper v2.0 Allows you to get more info about handlings while in-game, mostly about acceleration times.
Any of the mods haven't been tested on Cleo 3, some of those might work, some not.
For more info about each mod, see mod-page on GTAGarage.

GTAGarage - HD Roadsignfont [WIP] Changes San Andreas original low quality roadsign font to more detailed one.
GTAGarage - Radio-fix for Vehicle Audio Loader Thanks to Fastman92 for creating this plug-in. This mod is a new configuration for his plug-in, removing radios from vehicles that aren't supposed to have one, and adds emergency-radio to some vehicles. This post has been edited by oksa8 on Monday, Aug 6 2012, 18:57
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oksa8  |
Posted: Tuesday, Jul 26 2011, 19:08
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Just call me Oksu

Group: Members
Joined: Sep 30, 2010



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2 PM's already sent, 2 more going...  And, some real on-topic stuff: Soon uploading new version of HUD/Radar Enabler/Disabler, with keypress-combos for: Disabling and enabling HUD (CTRL+Shift+1) Disabling and enabling radar (CTRL+Shift+2) Disabling and enabling car name display (CTRL+Shift+3) Disabling and enabling zone name display (CTRL+Shift+4) Disabling and enabling all above (CTRL+Shift+5) And I'm also working on new version of Regeneration, which has armor regeneration, which fills up really slowly and get's filled to about 50%, and health regeneration is limited to 70-80%.
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fastman92  |
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фастман92 | ف

Group: Members
Joined: Jul 28, 2009


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| QUOTE (oksa8 @ Friday, Aug 5 2011, 10:31) | Fastman 92
I owe you. Where you're getting all of those addresses, do you find them by yourself, SannyBuilder forums or what?
And something about Cleo-mods... Video coming really soon, and I finally got my Window Crash -mod to work. And it's uploaded on GTAGarage. |
I have IDB for IDA Pro and i have already basic addresses which are pointed by. I`m using Cheat Engine too. So for game speed i have already: 0x00B7CB64 - fGameSpeed I know radio is disabled by checking this adress. I added this float to Cheat Engine and used "Find out what points to". Then i have about 5 addresses of ASM instructions which check it. I can modify a pointer in each of 5 adresses to new adress with float e.g 1.0, one of them will cause GTA plays radio. After all i came to conclusion it is checked by function: 0x00561AD0 - void _isGameSlowedDown() I`m checking it in IDA. | CODE | char __cdecl isGameSlowedDown() { return fGameSpeed < 1.0; } |
It returns true if fGameSpeed is lower than 1.0. But it is still a function and i shouldn`t mess it up. So that i`m using Cheat Engine to find out Return adress of function. This is one adress which calls isGameSlowedDown. I got adress: 0x004EA040 I go to it in IDA Pro I see what`s above: | CODE | .text:004EA03B call _isGameSlowedDown .text:004EA040 test al, al .text:004EA042 jz short loc_4EA051 .text:004EA044 mov [esp+14h+var_10], -100.0 .text:004EA04C jmp loc_4EA157 |
al is result from isGameSlowedDown here. jz short loc_4EA051 - jump if zero, it is where i want the code to jump jmp loc_4EA157 - when game is slowed down game would jump there So that one of possibilities to prevent checking if game is slowed down is to set eax to 0: xor al, al - set al to 0 But xor from above takes 2 bytes. We need to NOP bytes after xor al, al until 004EA042 jz short loc_4EA051 NOP - 0x90 hex code, do nothing, just go through instruction Now jz will always jump, because al is zero, it tests if al is zero.
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oksa8  |
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Just call me Oksu

Group: Members
Joined: Sep 30, 2010



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About Speedometer: Going to fix few things in it. #1: If CJ is passenger, speedo is still shown #2: If vehicles health is over 1000, health meter gets bugged. #3: Second version made with more realistic speed, read below for more info. Update will be uploaded on GTAGarage next weekend, hopefully GTAG staff will become a little more active and approve Vehicle CleoSpeed-pack after over two weeks...  And about more realistic speed, I'll be also including fixed version of Speedlimit-mod so the speeds will be matching. And it'll also include a little speedtest-script which shows your current speed when pressing Z, no matter if on foot or in vehicle. Also includes source for your own needs. I've used speedtest-script to check most realistic "speedmultiplier", and I've come to result that 2.5 is pretty realistic. Walk speed: 5 km/h Jogging: 13 km/h Sprinting: 20-30 km/h (Hard to measure, it's changing really fast). In vehicle: Around 100-200 km/h for each vehicle, needs fitted handlings. Hydra: ~450 km/h, maybe a slightly over. And, you can measure how much your current car would go with new speedo, as the multiplier in current speedometer is 3.3, and now it's 2.5. 3.3/2.5*CAR SPEED= Real car speed I hope I'm getting few responses is this wise move, as the car's are really fast at speeds over 200 km/h.
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fastman92  |
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фастман92 | ف

Group: Members
Joined: Jul 28, 2009


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| CODE | | 02E3: 188@ = car 59@ speed |
Unit of stored value: map points per second One map point is assumed to be one meter from real life and it works this way in game statistics. But speedometers in vehicles show value in unit KM\H or MPH\H. It is simple math as follows. Sample speed is 60.0 meters per second and needs to be converted into KM\H 60 meters \ second ? meters \ hour hour contains 60 minutes * 60 seconds = 3600 seconds 60*3600 meters \ hour 216 000 meters \ hour as you know, 1 KM = 1000 M (216 000 \ 1000) kilometers \ hour 216 KPH It can be done simpler. We know (one meter per second) 3.6 of KMH. (1 meter * 3 600) / 1 000 = 3.6 | CODE | 02E3: 188@ = car 59@ speed // returned meters per second 188@ *= 3.6 // now it is kilometers per second 188@ /= 1.609344 // in case if you wanted to convert it into MPH
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Hydra reaches 75.0 meters per second, 75.0 * 3.6 = 270.0 KPH Infernus: around 61.5 * 3.6 = 221.4 KPH
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