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 The Modders Lounge

 Ideas/Feedback/Suggestions
 
SilentPL  
Posted: Wednesday, Jun 20 2012, 14:41
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It uses ] sign in Pricedown font. So just select font ID 0 and use ].
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DK22Pac  
Posted: Thursday, Jun 21 2012, 22:56
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Assembly. / Acceмбли.
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Wanted to show you copmarkers script, was done 2 weeks ago.
link
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Wesser  
Posted: Friday, Jun 22 2012, 18:58
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The complexity simplifier, the efficiency optimizer
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Why do you show your codes that cannot even be decompiled due to missing include files and/or new third party opcodes? tounge.gif
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DK22Pac  
Posted: Friday, Jun 22 2012, 19:17
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I'm planning to release these opcodes soon here.
And for include files, you can find them here. "Begin" file contain timers re-setting.
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DK22Pac  
Posted: Wednesday, Jun 27 2012, 15:01
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Some unused SA functions:
CODE
0AA6: call_method 0x73A8D0 struct 0@ num_params 2 pop 0 6@ 5@

Creates a laser dot for weapon.
CODE
0AA5: call 0x7233F0 num_params 1 pop 1 0@

Creates a blur streak for player's weapon (remember katana in Vice City).
!Notice it looks weird in SA
CODE
{$CLEO}
0AC7: 5@ = var 1@ offset
0AC7: 6@ = var 4@ offset
while true
   wait 0
   if
       player.Defined(0)
   then
       0470: 0@ = actor $3 current_weapon
       if and
           00E1: player 0 pressed_key 6 // stdc: KEY_AIMWEAPON
           0@ == 34 // stdc: WEAPON_SNIPER
       then
           0A96: 0@ = actor $3 struct
           0@ += 0x648
           0AA6: call_method 0x73A8D0 struct 0@ num_params 2 pop 0 6@ 5@
       else
           if or
               0@ == 2 // stdc: WEAPON_GOLFCLUB
               0@ == 5 // stdc: WEAPON_BAT
               0@ == 8 // stdc: WEAPON_KATANA
           then
               0AA5: call 0x7233F0 num_params 1 pop 1 0@
           end
       end
   end
end


This post has been edited by DK22Pac on Wednesday, Jun 27 2012, 15:08
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oksa8  
Posted: Monday, Jul 2 2012, 11:22
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Just call me Oksu
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@DK22Pac

Had to try the katana-blur "fix", I guess R* never decided to use it as the blur seems to create another katana, the blurred one, which is pretty much just a stick which leaves temporary copys of itself, making it look stupid while walking etc.


Aaaaand, quick question, can I run several NewOpcodes.CLEO, and if yes, then how? Just rename them or what?

This post has been edited by oksa8 on Monday, Jul 2 2012, 11:24
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fireguy109  
Posted: Tuesday, Jul 3 2012, 20:52
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Anybody know an opcode to put the camera on an object? Similar to 0158 but for spawned objects instead of cars/peds. smile.gif
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DK22Pac  
Posted: Tuesday, Jul 3 2012, 22:56
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QUOTE (oksa8 @ Monday, Jul 2 2012, 14:52)
@DK22Pac

Had to try the katana-blur "fix", I guess R* never decided to use it as the blur seems to create another katana, the blurred one, which is pretty much just a stick which leaves temporary copys of itself, making it look stupid while walking etc.


Aaaaand, quick question, can I run several NewOpcodes.CLEO, and if yes, then how? Just rename them or what?

No.

I added opcode to draw non-permanent searchlight
user posted image

user posted image

This post has been edited by DK22Pac on Tuesday, Jul 3 2012, 23:06
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Bad.boy!  
Posted: Monday, Jul 30 2012, 14:56
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SA modder
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Anyone know a tool I could make for SA? I'm bored and want to practise some C++.
And this is an official topic revive tounge.gif
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Michael-Knight1  
Posted: Monday, Jul 30 2012, 16:43
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Never Give UP
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QUOTE (Bad.boy! @ Monday, Jul 30 2012, 14:56)
Anyone know a tool I could make for SA? I'm bored and want to practise some C++.
And this is an official topic revive tounge.gif


Make A Screen Seeting as on resident evil 4 , i make a one but he doesn't work because i don't knew much about c++ programming , I still Learning it and this program is just an test wink.gif

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About Screen Seeting : Program able to :

- change the windows mode between : ( window or full screen )
- can Toggle enable or disable the widescreen mode
- can change the window size mode as 800 x 600 or 1024 x 768 , etc ...

This post has been edited by Michael-Knight1 on Monday, Jul 30 2012, 16:52
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fireguy109  
Posted: Monday, Jul 30 2012, 19:33
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Come in, cause trouble, leave for another week.
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Does anybody know a way to trick Sanny Builder into thinking a game is installed? For example, I have some scripts I want to compile for VC and SA but I have neither installed. I don't need to run/test them, I just need to compile, but when I change the version in the lower right corner it says I have an invalid installation. Help, please? smile.gif
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SilentPL  
Posted: Monday, Jul 30 2012, 19:39
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For III/VC, you need such a folder to trick Sanny:

CODE
.\
gta3.exe or gta-vc.exe
.\data
   default.ide


For SA, you need

CODE
.\
gta_sa.exe
.\data
   default.ide
   peds.ide
   vehicles.ide
   .\script
       [can be empty]
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fireguy109  
Posted: Monday, Jul 30 2012, 19:54
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Come in, cause trouble, leave for another week.
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Wow, thanks dude. That worked like a charm! I just grabbed the ides from some backup files at GTA Downloads, so even the cars and peds should work. Can't wait to get converting. inlove.gif
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Link2012  
Posted: Monday, Jul 30 2012, 19:56
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Wut?
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No need for text\american.gxt? I ever guessed that I should have it...
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SilentPL  
Posted: Monday, Jul 30 2012, 19:58
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QUOTE (Link2012 @ Monday, Jul 30 2012, 21:56)
No need for text\american.gxt?

Nope.
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Ify24  
Posted: Tuesday, Jul 31 2012, 11:28
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Hy guys, I have a problem with a texture draw.

I made this image in paint:

http://ch-slike.com/images/2012/07/31/8ZCtT.png

and I saved it as a baronelo.png.

I made another image, alpha for baronel.png:

http://ch-slike.com/images/2012/07/31/Q1xBy.png

and I saved it as a baroneloa.bmp.

I opened a TXD Workshop and I made a new TXD, I chosed 32BPP and I imported a baronelo.png. Then I switched on alpha and I imported a baroneloa.bmp.

I checked checkbox "Alpha is used" in propeties and I saved a TXD file BAR.txd in my GTA:SA directory in TXD folder.

And here is the script:

CODE

create_thread @BAR


CODE

// Bar
:BAR
thread 'BAR'
wait 1000 ms
0390: load_txd_dictionary 'BAR'
038F: load_texture "baronelo" as 1 // Load dictionary with 0390 first

:BAR_01
wait 0 ms
03F0: enable_text_draw 1
038D: draw_texture 1 position 320.0 220.0 size 200.0 20.0 RGBA 128 128 128 255
03E3: set_texture_to_be_drawn_antialiased 1
wait 5000 ms
03F0: enable_text_draw 0
wait 2000 ms
jump @BAR_01


In-game behavior: nothing happens, new game loads normally, no crash, but also no texture.

So can anybody tell my what is wrong ?
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SilentPL  
Posted: Tuesday, Jul 31 2012, 11:58
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Textures need to be drawed in loop.
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Ify24  
Posted: Tuesday, Jul 31 2012, 17:47
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Now I got another 'problem'.
So:

This is an image (baronelo):

http://ch-slike.com/images/2012/07/31/VxMWD.png

This is alpha (baroneloa)
http://ch-slike.com/images/2012/07/31/VSnoT.png

And this is how it looks in-game:
http://ch-slike.com/images/2012/07/31/CFWlO.png

Can someone help me?

This post has been edited by Ify24 on Tuesday, Jul 31 2012, 17:50
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Deji  
Posted: Tuesday, Jul 31 2012, 17:53
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Coding like a Rockstar!
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That's how it's supposed to look. Black in the alpha represents full transparency, gray is semi-transparent (depending on how gray, of course) and white is opaque.

@down
ph34r.gif

This post has been edited by Deji on Tuesday, Jul 31 2012, 17:57
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SilentPL  
Posted: Tuesday, Jul 31 2012, 17:53
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Black alpha makes it transparent.

@up
Ninja.
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