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Pages: (12) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

 The Modders Lounge

 Ideas/Feedback/Suggestions
 
fireguy109  
Posted: Monday, Apr 30 2012, 21:24
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QUOTE (Bad.boy! @ Monday, Apr 30 2012, 03:26)
QUOTE (fireguy109 @ Monday, Apr 30 2012, 03:37)
If it's here, might as well use it. tounge.gif

I'm looking for a beta tester for a SA cleo mod, you'll need to compile the txt yourself though. All the other details are in the readme file. smile.gif

http://upload.tjbp.net/time%200.1.zip

Thanks in advance.

To keep this on topic (if there is one), I've tested your mod fireguy109, but the time is set to 00:01 and I've runned your batch file.
Don't know why you'd want the compiled script, but here it is: link.

This wasn't some sort of trick, was it? I feel sort of stupid uploading that script and running your batch file (which is harmless).

Thanks for trying it. No, it wasn't a trick. I don't have SA, so I can't compile it; however, yesterday I had an idea for a mod and I wanted to make a version for SA. If it had worked, I would have needed that compiled script for the release. I'll have to pick through it and figure out the problem. Seems I must have messed up my jumps somehow, lol. Thanks for testing it. cookie.gif
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SilentPL  
Posted: Monday, Apr 30 2012, 21:40
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It would be much more reliable to use real GetLocalTime via CLEO script. It's not that hard tounge.gif
And it wouldn't need any bad-looking batch files.
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fireguy109  
Posted: Monday, Apr 30 2012, 21:41
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QUOTE (SilentPL @ Monday, Apr 30 2012, 16:40)
It would be much more reliable to use real GetLocalTime via CLEO script.

wow.gif

fireguy109 leaves to do research.


That's not one I'm familiar with. If I knew that existed this script would have already been released, lol.
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Deji  
Posted: Monday, Apr 30 2012, 22:10
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It can even be called via 0x81E514 (1.0 US address). Works just like how it's written on MSDN documentation. Popping the stack isn't required in this case.
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Dr. John13  
Posted: Tuesday, May 1 2012, 03:06
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QUOTE (Deji @ Tuesday, May 1 2012, 00:51)
As flattering as it is to be considered eligable to be a moderator, I am indeed busy administrating (and still building on) my own site (which does just target GTA modders, now) and trying to finish all my other modding projects.

I see. But don't take us wrong. We aren't flattering. You know have more experience and thus we thought you deserve a place in Modding Group. smile.gif
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Bad.boy!  
Posted: Tuesday, May 1 2012, 12:05
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I have a question: is it possible to use globals like $0, $1? If not so, why?

EDIT:
For San Andreas

This post has been edited by Bad.boy! on Tuesday, May 1 2012, 14:59
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KARR VS KITT  
Posted: Tuesday, May 1 2012, 14:49
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New Account : ( Michael.Knight1 )

I can say why this is and what prompted me to .
I Banned 7 ones from GTA Network Because The Spam !
but I'm not The Started , Everyone and Everytime [ SilenPL , Bad.boy , Fastman92 . . . ] Started The Spam in My All Topic I Start it and my Mod Showroom , And Me I do not wanna this in my Mod showroom Special or My Topic in all GTA Forums .
GTA Network is Give Me 2 Verbal Warning in MichaelKnight1 Original Account Then is Banned it , But Did not want to hear my talk . Also I Thinks this Account is Banned 100% , ok goodbye
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SilentPL  
Posted: Tuesday, May 1 2012, 15:04
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Get the f*ck out, wypierdalaj stąd and so on.
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ZAZ  
Posted: Tuesday, May 1 2012, 15:10
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QUOTE (KARR VS KITT @ Tuesday, May 1 2012, 14:49)
New Account : ( Michael.Knight1 )

I can say why this is and what prompted me to .
I Banned 7 ones from GTA Network Because The Spam !
but I'm not The Started , Everyone and Everytime [ SilenPL , Bad.boy , Fastman92 . . . ] Started The Spam in My All Topic I Start it and my Mod Showroom , And Me I do not wanna this in my Mod showroom Special or My Topic in all GTA Forums .
GTA Network is Give Me 2 Verbal Warning in MichaelKnight1 Original Account Then is Banned it , But Did not want to hear my talk . Also I Thinks this Account is Banned 100% , ok goodbye

I miss youuuuuu..... lol.gif
you're a real ghost now and your posts are coming more and more amusing as long as you keep it small
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Link2012  
Posted: Tuesday, May 1 2012, 17:49
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QUOTE (Bad.boy! @ Tuesday, May 1 2012, 09:05)
I have a question: is it possible to use globals like $0, $1? If not so, why?

EDIT:
For San Andreas

You can, but you shouldn't, this will result in some errors, the jump at the top of the main is used to calculate the number of variables to save in a save game, and $0 and $1 will replace that jump...
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BnB  
Posted: Saturday, May 5 2012, 12:15
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QUOTE (fastman92 @ Monday, Apr 30 2012, 09:53)
The time has come to reform GTAG moderation and assign this group to deserved members who are online here everyone.
If it won't happen quality of GTAG will keep on going down gradually.

That's absolutely right, but apparently mods fail to understand that and they don't care about it at all. Sadly, there were many topics in the Network support, like Dr.John's topic, but there were no answers by the mods. I can't understand why they don't respond and why they don't want voluntary help by members of the modding community, who are trusted and have been here for many years. Also, if GTA Garage dies, because of spam, etc, the modding section of GTA Forums will lose its popularity and eventually will die. Because many new members come from GTA garage. Moreover, I think there is lack of moderating in the III Era Modding section, most of the led bys don't even visit the forum, Actually this forum isn't about Modding or even GTA anymore.

Sorry for the bump
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Adler  
Posted: Saturday, May 5 2012, 17:55
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QUOTE (BnB @ Saturday, May 5 2012, 04:15)
Moreover, I think there is lack of moderating in the III Era Modding section, most of the led bys don't even visit the forum

It's true that some of the ledbys rarely come around from what I've seen, but I as well as some Global Moderators and Admins check reports from here and have dealt with them routinely. III Era Modding doesn't require nearly as much moderation as the V section so there doesn't need to be any more moderation than is currently present.

QUOTE (BnB @ Saturday, May 5 2012, 04:15)
Actually this forum isn't about Modding or even GTA anymore.

What makes you say that? The Modding community here is still present and churning out works as always, and GTA is still the primary focus of GTAForums, in case you haven't checked.

QUOTE (BnB @ Saturday, May 5 2012, 04:15)
Sorry for the bump

Neh. Might as well use the topic for something.
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Dr. John13  
Posted: Sunday, May 6 2012, 04:00
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I am thinking that Girish should also be in GTAG staff. I saw Mark's last visit in GTAG. It was 2011. dozingoff.gif I only saw STM being active in the list. But I think he is only online so that he can delete some mods and not to approve any. confused.gif
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Bad.boy!  
Posted: Sunday, May 6 2012, 08:17
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QUOTE (Dr. John13 @ Sunday, May 6 2012, 06:00)
I am thinking that Girish should also be in GTAG staff. I saw Mark's last visit in GTAG. It was 2011. dozingoff.gif I only saw STM being active in the list. But I think he is only online so that he can delete some mods and not to approve any. confused.gif

Girish is a mod already
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Dr. John13  
Posted: Sunday, May 6 2012, 13:14
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No, I meant in GTA Garage and not here. He and Seddo are the most active staff.

I checked my mod and it looks like people are seriously angry:

QUOTE
can you please upload it at mediafire? unlocking here takes ages -.-


I can't do that! My mod will be deleted but at the other hand the users who want to play my mod will be upset with me. It's killing your best friend or die. sad.gif

Moderators, please see the pain which we are getting. cry.gif

This post has been edited by Dr. John13 on Sunday, May 6 2012, 13:30
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Bad.boy!  
Posted: Sunday, May 6 2012, 15:06
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Your mod is last updated today. I think you should start complaining when it takes over 1-2 weeks. A day is really short, the mods aren't super humans.
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Bad.boy!  
Posted: Sunday, May 6 2012, 19:45
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Sorry for double posting, but I want to talk about a couple of opcodes
About these:
CODE
08A2: set_hydra 2@ attack_with_rockets_car_of_player $2 radius 75.0


This opcode is pretty straight forward, the hydra will attack the car of the player. But why radius? It's not a radius.
If you set it for example to 20.0, the attacking hydra will make very wide turns. You can easily shake of the hydra, and it doesn't follow you anymore. On the other hand if you set this to 75.0, the hyra will make very narrow turns, and is almost impossible to lose.

This has something to do with the radius, but it does the complete opposite of what I expected from it. Does anyone know a good word to describe what the opcode does?

CODE
0742: unknown_plane 2@ unknown_set 1.5

If I recall this right, according to ZAZ this opcode makes the plane perform aerobatics after refrences are removed. But with or without the opcode, the hydra which I used this on, just flew away in a straight line. But it did however made the plane fire heet seekers instead of normal (sort of hunter) rockets. Does anyone have experience with this opcode, and can he/she post code and the effect?

This post has been edited by Bad.boy! on Sunday, May 6 2012, 20:04
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Deji  
Posted: Monday, May 7 2012, 09:51
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ZAZ  
Posted: Monday, May 7 2012, 17:02
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i said, Hydra steers up in that angle which is set in opcode 0742:, after removing reference and then makes acrobatics

try the script below, go to a free area and press backspace to spawn Hydra 255 units infront of player and look what happens
CODE
{$CLEO .cs}
:Hydraspawninfront
03A4: name_thread 'HYDSPWI'
//wait 3000
//00A1: put_actor $PLAYER_ACTOR at -1175.6548 1994.0078 138.4408
1@ = -1

while true
wait  0
   if
       0256:   player $PLAYER_CHAR defined
   then
       if
           0AB0:   key_pressed 8//-----------------------------press backspace
       then
           04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0  255.0  10.2
           0172: 14@ = actor $PLAYER_ACTOR Z_angle
           0247: request_model #HYDRA
           0247: request_model #SWMOCD
           038B: load_requested_models
           00A5: 1@ = create_car #HYDRA at 11@ 12@ 13@
           14@ += 180.0
           0175: set_car 1@ z_angle_to 14@
           0129: 2@ = create_actor  8 #SWMOCD in_car 1@ driverseat
           0249: release_model #HYDRA
           0249: release_model #SWMOCD
           08E6: set_plane 1@ landing_gear 1
           04BA: set_car 1@ speed_instantly 200.0
           wait 2000
           0742: unknown_plane 1@ unknown_set 17.5
           wait 500
       end
   end
   if
       not 1@ == -1
   then
       01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian
       01C3: remove_references_to_car 1@  // Like turning a car into any random car
       1@ = -1
   end

end    


then decomment opcode 0742 and test again
test it also with longer wait after opcode 0742 to see that it do it after removing reference
CODE
0742: unknown_plane 1@ unknown_set 17.5
wait 5000

works only with Hydra

This post has been edited by ZAZ on Monday, May 7 2012, 17:06
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Deji  
Posted: Monday, May 7 2012, 17:39
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I honestly doubt that's it's true purpose. As I've said many times, 01C3 (and related opcodes) do not "remove references". I'd actually like to know what the person who named that opcode actually thought references were at the time tounge2.gif It most importantly sets the game as the owner of the vehicle instead of the script being the owner, so this will most likely have no effect on how the game treats the member of a struct.

Another thing, the part of the struct which the opcode changes (CPlane+0x998) is also changed by the control input of the player when in the plane (the 'special' up and down controls). Interestingly, when the plane health is lower than 25%, the value is stuck to -0.1 (going doooowwnnn!). Hence SET_PLANE_THROTTLE was chosen as the best match from the IV natives list and the previous name would've been SET_PLANE_TRAJECTORY anyway, which is on the right path.

So why does it do acrobatics when we mark it as no longer needed? Well, possibly because the game has control of the plane or the pilot is trying to save himself after you sent his trajectory heading straight to hell (or in your case, so high it just falls down backwards). The hydra never flies straight anyway.

It's great to see what happens in-game but even more great to see what happens in the games code. Generally, if I dedicate something to the Opcode Database, it's after having thoroughly looked into it's effect, use and inner workings.
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