Suddently its Me ! Group: Members
Joined: Aug 4, 2010
QUOTE (fastman92 @ Thursday, Dec 29 2011, 19:00)
QUOTE (Convetors @ Thursday, Dec 29 2011, 20:57)
QUOTE (fastman92 @ Thursday, Dec 29 2011, 18:53)
See the spinners of cycle or hour & minutes spinners above the clock.
yEAH I SAW THAT but that is stop timing or just give me the time that i want the it keep running
It will be done in 1.1 version. Tell me what`s missing and it may be implemented in 1.1. Currently i`m focused on GTA4 C# scripting. Otherwise you can do it yourself and will get it faster. I included original source of script and functions.
Thing that need to done : -Stop timing when editing -write number using keyboard (this is not necessary) Thats All and thnks man You Rock !!! i give you
See the spinners of cycle or hour & minutes spinners above the clock.
yEAH I SAW THAT but that is stop timing or just give me the time that i want the it keep running
It will be done in 1.1 version. Tell me what`s missing and it may be implemented in 1.1. Currently i`m focused on GTA4 C# scripting. Otherwise you can do it yourself and will get it faster. I included original source of script and functions.
Thing that need to done : -Stop timing when editing -write number using keyboard (this is not necessary) Thats All and thnks man You Rock !!! i give you
Possible, 1.1 version will be released after the new year already.
See the spinners of cycle or hour & minutes spinners above the clock.
yEAH I SAW THAT but that is stop timing or just give me the time that i want the it keep running
It will be done in 1.1 version. Tell me what`s missing and it may be implemented in 1.1. Currently i`m focused on GTA4 C# scripting. Otherwise you can do it yourself and will get it faster. I included original source of script and functions.
Thing that need to done : -Stop timing when editing -write number using keyboard (this is not necessary) Thats All and thnks man You Rock !!! i give you
Possible, 1.1 version will be released after the new year already.
Good thinking. That writing numbers with keyboard would be very usefull and it will make work faster then using the spinners. And the stop time is also very usefull.
I have a vehicles.img separated from the gta3.img cause my gta3.img is too big, so rebuilding takes too long, so I extracted all vars into a vehicles.img and told the gta.dat to read a vehicles.img.
it crashed with your editor
I put all cars back to the gta3.img, and deleted the vehicles.img, rmoved the line in gta.da and it worked. maybe CLEO FileSystemOperation crashes when some files like gta.dat are edited...
Video that explains how to install In-game timecyc editor to GTA San Andreas.
That is a script to properly export & remove all vehicles & models from gta3.img to models\parts and models\vehicles http://pastebin.com/f6DKfXDb
Place SparkCS.exe to models directory. Run it from batch mode
CODE
Sparkcs.exe -script "script.txt"
You can import these files into vehicles.img.
I have external vehicles.img too, but anyway it isn`t reason why the game crashes. If so, did you try to remove in-game timecyc editor? Remove TimecycEditor.cs || TestCheat_CPad__DoCheats_mark_hasKeyBeenPressed.cs || opcode_003D.cs so the game started suddenly working?
This post has been edited by fastman92 on Friday, Mar 23 2012, 15:56
Uhm yes I followed your advice, deleted the three files and it worked. now I have reinstalled my SA, installed all mods I have usually like SRT, project oblivion etc and I have the same problem again -.- with all files--->crash, those three files deleted--->no crash
btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?
This post has been edited by Marty McFly on Sunday, Jan 1 2012, 13:31
Uhm yes I followed your advice, deleted the three files and it worked. now I have reinstalled my SA, installed all mods I have usually like SRT, project oblivion etc and I have the same problem again -.- with all files--->crash, those three files deleted--->no crash
btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?
CODE
btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?
Not yet. GTA SA is not Painkiller where it tries to read files from directory, otherwise from .pak file.
***** Changes ** 1.1 version: - added possibility to stop the time, button is placed near the clock
Disinformation Agent Group: Members
Joined: Apr 13, 2008
Good work, man. Though, the biggest problem I have with this is that I can only edit a time 30 in-game minutes later. So it has to be 6:30 for me to edit 6:00 weather.
Good work, man. Though, the biggest problem I have with this is that I can only edit a time 30 in-game minutes later. So it has to be 6:30 for me to edit 6:00 weather.
It`s correct. Really 6AM isn`t meant to started at 6:00 in game. Proof:
CODE
.data:008CDECC _timeCycleStartHours db 0 ; 0 .data:008CDECC ; DATA XREF: sub_5603D0:loc_56056Fr .data:008CDECC ; sub_5603D0:loc_56051Br .data:008CDECC ; sub_5603D0+1A6r .data:008CDECC ; sub_5603D0:loc_560540r .data:008CDECC db 5 ; 1 .data:008CDECC db 6 ; 2 .data:008CDECC db 7 ; 3 .data:008CDECC db 12 ; 4 .data:008CDECC db 19 ; 5 .data:008CDECC db 20 ; 6 .data:008CDECC db 22 ; 7 .data:008CDECC db 24 ; 8 .data:008CDED5 db 0 .data:008CDED6 db 0 .data:008CDED7 db 0 .data:008CDED8 ; byte timeCycleStartMinutes[8] .data:008CDED8 _timeCycleStartMinutes db 30 ; 0 .data:008CDED8 ; DATA XREF: sub_5603D0+FDAr .data:008CDED8 ; sub_5603D0+FE5r .data:008CDED8 db 30 ; 1 .data:008CDED8 db 30 ; 2 .data:008CDED8 db 50 ; 3 .data:008CDED8 db 60 ; 4 .data:008CDED8 db 60 ; 5 .data:008CDED8 db 50 ; 6 .data:008CDED8 db 35 ; 7
See the second (2) cycle, third cycle in game starting from 1. Start hour = 6 Star minute = 30
Disinformation Agent Group: Members
Joined: Apr 13, 2008
That's interesting, I did an experiment setting 6:00 sky color to pure red and 7:00 to pure green, 6:30 came out with a yellow, which would seem to suggest it is in between the two and not a key time.
This post has been edited by boxmonster on Tuesday, Jan 3 2012, 23:20
That's interesting, I did an experiment setting 6:00 sky color to pure red and 7:00 to pure green, 6:30 came out with a yellow, which would seem to suggest it is in between the two and not a key time.
Thank you for your contribution. Adresses that i posted apparently determine half time (50%) of cycle. In-game Timecyc Editor 1.2 is going to be released today.
Cycle ID & name
Half time
Half time measured in minutes
Starting time
0: Midnight
0:30
30
0:00
1: 5AM
5:30
330
5:00
2: 6AM
6:30
390
6:00
3: 7AM
7:50
470
7:00
4: Midday
12:60
780
12:00
5: 7PM
19:60
1200
19:00
6: 8PM
20:50
1250
20:00
7: 10PM
22:35
1355
22:00
This post has been edited by fastman92 on Wednesday, Jan 4 2012, 19:22
Fastman92, I found an anoying bug with your in-game timecyc editor. Once saved with your tool, all Illumination will be gone. So the game becomes ugly again without Illumination. And I have to add the Illumination manually at every end of the line
It's disabled until you enable it in CLEO\TimecycEditor.ini under name WriteIllumination, set it true, 1 or yes. The reason why it's disabled by default is simple - other Timecyc editors e.g TimecycSA will crash when trying to edit generated file with saved illumination and people will complain on this. It's not bug. It's a feature.
It's disabled until you enable it in CLEO\TimecycEditor.ini under name WriteIllumination, set it true, 1 or yes. The reason why it's disabled by default is simple - other Timecyc editors e.g TimecycSA will crash when trying to edit generated file with saved illumination and people will complain on this. It's not bug. It's a feature.
Ah, so that's why TimeCycSA is crashing when opening a timecyc with Illumination. Never knew about that. Thank you very much for clearing that up.
Tho' I have never complained about this. In the end after reinstalled Windows, I copied and paste the timecyc with that generated Illumination. Before I added that, it opened fine. I had some suspicion since I added it.
This post has been edited by Jacko427 on Wednesday, Jan 4 2012, 22:40
Version 1.3 released: - added indicators for intensity of taken values from current and next cycle the way interpolation works. When it`s start of time - 100% intensity of current cycle values, 0% intensity of next cycle values - fixed stopping of time - time wasn`t stopped according to icon, but in fact it was, caused by cmp dword ptr [_IsTimeStopped], 0 instead of cmp byte ptr [_IsTimeStopped], 0
This post has been edited by fastman92 on Friday, Jan 6 2012, 13:59