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 [SA] Oksu's Mods

 CLEO's, textures and more!
 
oksa8  
Posted: Saturday, Jul 23 2011, 09:37
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Just call me Oksu
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user posted image
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.





user posted image


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.




user posted image

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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BnB  
Posted: Sunday, Jul 24 2011, 20:52
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Nice but I guess you could have added more features.

PS: You should PM a mod instead.
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oksa8  
Posted: Monday, Jul 25 2011, 12:28
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PM'd already about it, (I think it was Andrew dozingoff.gif)

And, I also thought of something of adding armor-regeneration with slower regen-rate. And also, suggest something tounge.gif
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BnB  
Posted: Tuesday, Jul 26 2011, 18:58
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QUOTE (oksa8 @ Monday, Jul 25 2011, 14:28)
PM'd already about it, (I think it was Andrew dozingoff.gif)

Obviously you need to PM some one again. tounge.gif
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oksa8  
Posted: Tuesday, Jul 26 2011, 19:08
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2 PM's already sent, 2 more going... tounge2.gif

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%. smile.gif
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oksa8  
Posted: Wednesday, Aug 3 2011, 11:29
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Just call me Oksu
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See the first post for newest mod, Slowdown!

Info about usage of the mod and what it does can be found from first post or from clicking the link above.


Oh, and sorry for double post blush.gif
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methodunderg  
Posted: Thursday, Aug 4 2011, 03:20
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I don't think Slowdown or Regeneration would classify as a reality mod.

Good work anyways !

Can you create a script so that radio is always off in vehicles?
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oksa8  
Posted: Thursday, Aug 4 2011, 09:22
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Alright. HUD & Radar Enabler/Disabler v3.0 Final uploaded on GTAGarage, more info can be found from first post or from GTAGarage.




Methodunderg: I think it's better to post them in here instead of making separate topic. sly.gif

This post has been edited by oksa8 on Thursday, Aug 4 2011, 12:41
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fastman92  
Posted: Thursday, Aug 4 2011, 14:46
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CODE
0A8C: write_memory 0x004EA03B size 2 value 0xC030 virtual_protect 1 // xor al, al
0A8C: write_memory 0x004EA03D size 2 value 0x9090 virtual_protect 1 // nop, nop
0A8C: write_memory 0x004EA03F size 1 value 0x90 virtual_protect 1 // nop

Now radio will play when game is slowed down.
This address is for GTA San Andreas v1.0 [US] HOODLUM No-CD Fixed EXE
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oksa8  
Posted: Friday, Aug 5 2011, 08:31
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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.
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oksa8  
Posted: Friday, Sep 9 2011, 17:09
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Just call me Oksu
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Vehicle CleoSpeed-Pack finished!

Contains following mods:

-Speedometer
-Speedlimit
-Ignition
-WantedLights

Read more from here and download.

This post has been edited by oksa8 on Saturday, Sep 10 2011, 18:46
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fastman92  
Posted: Sunday, Sep 11 2011, 12:20
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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  
Posted: Monday, Sep 26 2011, 14:12
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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... biggrin.gif


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  
Posted: Sunday, Oct 16 2011, 08:11
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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

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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oksa8  
Posted: Sunday, Oct 16 2011, 17:48
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Fastman92

First one was made by experimenting, and I made second speedometer depending from running animations. I can, of course, fix that, as I didn't know this part:

QUOTE
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.
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oksa8  
Posted: Sunday, Nov 20 2011, 14:03
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EDIT: All done, all gone... sad.gif

This post has been edited by oksa8 on Thursday, Jun 21 2012, 15:34
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oksa8  
Posted: Wednesday, Dec 7 2011, 00:15
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AmmoLimit released!

AmmoLimit allows you to limit your weapons ammo through .ini-file, which you can reload during game and even disabling it!
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oksa8  
Posted: Tuesday, Dec 13 2011, 21:12
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Just call me Oksu
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2-Color Main.scm published!

Allows secondary car color to be changed on any vehicle which enters TransFenders or other tuning shop.
In most cases doesn't require starting new game!
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methodunderg  
Posted: Friday, Dec 16 2011, 01:30
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Keep it up bro ! xD
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fastman92  
Posted: Wednesday, Dec 28 2011, 15:35
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The source of Slowdown script looks crappy, but it isn`t mine..

CODE
0A8C: write_memory 0x004EA03B size 2 value 0xC030 virtual_protect 1 // xor al, al
0A8C: write_memory 0x004EA03D size 2 value 0x9090 virtual_protect 1 // nop, nop
0A8C: write_memory 0x004EA03F size 1 value 0x90 virtual_protect 1 // nop


Why can`t you put it after
CODE
03A4: name_thread 'SLOW'

One these values are written to memory (executable code is modified), it doesn`t need to be written hundred of times again.
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