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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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GTAGarage.com : Free mod hosting, attach your files and screenshots to your topics
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Hell on Wheels 50 new missions, new gangs, bikes, ect.
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Big_Mitch_Baker  |
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=Å= Angels of Death - Founder

Group: Members
Joined: Feb 23, 2005


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@ arijitsen: Right on, let me know when/if it turns out  @ SilentPL: That makes sense, if anything from CLEO messes with the main.scm it would explain the issues. Also HoW is missing a lot of the external scripts and side-missions (like Caesar's yayo courier missions), so if any CLEO scripts attempt to call on them it would also cause instability. I guess for now the best bet for people is either using Arijitsens' fix or not installing CLEO at all. As for the script, it was my first attempt at coding anything in SCM (actually I tired once before to make this very same mod when SA first came to PC, but I was even less computer savy back then and all I could do was add car spawns  ). It's messy, but it does follow a certain "logic" once you see it (like DCCUT1 is the cutscene that leads into the mission DC_1, ect...). I don't expect that every minor bug can be fixed, Crash free would be fine enough....I can honestly say my copy doesn't crash any more often than the original unmodded San Andreas, so I can only assume it should be crash free for everyone
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SilentPL  |
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Senior File Manager

Group: Members
Joined: Feb 1, 2010



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| QUOTE (Big_Mitch_Baker @ Friday, Aug 17 2012, 05:14) | As for the script, it was my first attempt at coding anything in SCM (actually I tired once before to make this very same mod when SA first came to PC, but I was even less computer savy back then and all I could do was add car spawns ). It's messy, but it does follow a certain "logic" once you see it (like DCCUT1 is the cutscene that leads into the mission DC_1, ect...). I don't expect that every minor bug can be fixed, Crash free would be fine enough....I can honestly say my copy doesn't crash any more often than the original unmodded San Andreas, so I can only assume it should be crash free for everyone  |
Indeed, I got no crashes yet, either with and without CLEO mods. As for the missions - as I said, they are mostly playable and enjoyable despite them not having a proper script, but some things are noticeable - save names are not set when mission is complete (this way, you don't increase "Mission Passed" stat, thus making legit 100% impossible), some onscreen glitches like guys being locked yet trying to run in the 1st mission (when the guys start to attack Snake and his friends). I like the idea of 'convoy ride' in TLAD style, but it would work better if the goons actually respawned when they get too far away (and are not onscreen). @About CLEO issue As I said, it's mostly unfixable and is a fault of badly scipted CLEOs. For example, when somone uses a global variable $2000 (which is evil), he may succeed in vanilla SA and never get a crash, because the var may be used once/unused/used only in one mission. However, the same var in HoW may be used for something very important, thus making it crash (notice that vars are being saved by ID, NOT by name - that's why so many people think they are safe to use in CLEO!). PROPERLY scripted CLEOs shouldn't crash. There are some exceptions from 'not use global vars' rule, like $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION etc. However, all of them go on right IDs in HoW, so they don't make problems  @Coding tip Cutscenes could go into mission code aswell  | QUOTE (Big_Mitch_Baker @ Friday, Aug 17 2012, 05:14) | | I guess for now the best bet for people is either using Arijitsens' fix or not installing CLEO at all. |
The problem is, such "fix" doesn't "fix" nothing. You ship whole SA dir (with lots of garbage in it - tons of decompiled and compiled main.scms!), so it's quite logical that you have to overwrite your stock DLL files with ASI Loader in order to get CLEO to work again. Without it, ASI plugins will never load, and that's not even a bug. This post has been edited by SilentPL on Friday, Aug 17 2012, 11:27
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Big_Mitch_Baker  |
Posted: Saturday, Aug 18 2012, 02:38
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=Å= Angels of Death - Founder

Group: Members
Joined: Feb 23, 2005


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I'm glad it works for you, I think you hit the nail on the head with CLEO being the problem for the minority of players with major issues. I would love to have the mission names with the saves, I can easily replace them in the gxt (I think I already might have) however I'm not sure what opcode to use to increment missions...is it 0318? For some reason I remember having trouble with it but I can't remember why And I was hoping nobody would notice the extra files lol, I forgot to remove them in v 1.2 (that's why it's slightly bigger than v. 1.1, in which I remembered to remove them before compiling the .rar file). When I release v1.3 I'll remember to remove that extra crap again. Luckily it only adds a few mb to the overall file size. I must say you've really enlightened me somewhat on CLEO and how it works, I appreciate the info  And next time I'll be sure to combine the cutscene and mission into one thread, much easier to keep track of This post has been edited by Big_Mitch_Baker on Sunday, Aug 19 2012, 04:10
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Big_Mitch_Baker  |
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=Å= Angels of Death - Founder

Group: Members
Joined: Feb 23, 2005


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@ arijitsen: That would be awesome if you can find anything, if you have any questions about something in the coding just let me know. I would really appreciate it if someone could fix it, or at least figure out why it happens. I've had theories that the problem might be with the removal of the external scripts, or perhaps some of the "open ended" threads like Bikefest, but if that was the case I can't explain why it only crashes for some  I'll see what I can do about uploading another savegame around your progress level, but I can only expect it'll happen again until we find a fix Everybody Else: Glad the mod is working for most of you, keep up the reviews  And don't forget to check out the Strategy Guide/Video Playthrough I'll keep working on the DLC, hopefully I'll have it out before V is released This post has been edited by Big_Mitch_Baker on Monday, Aug 27 2012, 07:34
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Big_Mitch_Baker  |
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=Å= Angels of Death - Founder

Group: Members
Joined: Feb 23, 2005


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@ SatournFan: Sorry to hear that, it's a shame too 'cause you're only 2 missions away from the end...So I've gone ahead and played through the mod and completed the mission "Thunder Run" and I've uploaded the savegame for you  Just visit the page linked below, and download the corresponding mission save, then replace your existing one in your GTA User files. Hope that helps, thanks again for playing GTA HOW Savegames@ Arijitsen: I've done the same for you, click the linked page above and there's a savegame for you with "Nobody f*cks with us" already complete. Also keep in mind the savegame will only work with the original Hell on Wheels SCM, if you've made any changes to the script you'll have to replace it with the original before the savegame will work. If you haven't changed anything in the SCM, then just replace the savegame file in your GTA User files with the one in the .rar file. I hope it helps you enjoy the mod further  Also, you can check out anything you've missed in the mission (storyline, ect...) by watching the mission playthrough here: GTA HOW Guide with Videos
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