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 [CLEO4]NewOpcodes by DK22Pac

 100 new opcodes
 
DK22Pac  
Posted: Friday, Aug 17 2012, 20:16
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They're just constants defined in stdc. Like
CODE

const
   a = 0@
end
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Deji  
Posted: Saturday, Aug 18 2012, 02:51
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Coding like a Rockstar!
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[Ignore this post... if it's past 2AM, just go to sleep tounge2.gif]

This post has been edited by Deji on Saturday, Aug 18 2012, 02:52
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DK22Pac  
Posted: Tuesday, Aug 21 2012, 23:54
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Hey guys, I have good news!
Some guy working on new GUI system for SA, and we decided to include his work into newOpcodes.
So you could create beautiful interface (like in SAMP or MTA) for your mods. Forget about default panels and texboxes! colgate.gif

This post has been edited by DK22Pac on Wednesday, Aug 22 2012, 00:00
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Albreht  
Posted: Wednesday, Aug 29 2012, 11:00
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let me caps
GREAT JOB biggrin.gif
I've been waiting for this!

I have an idea,
how about making Live TV Screens code?
it may useful for car back-mirro, TV screen and so on.

and last, thank you and keep it up!
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Grove Street Boy  
Posted: Wednesday, Aug 29 2012, 16:02
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Hi DK22Pac, I see that you have "draw corona over entity" opcodes, is it possible to use this opcode to increase the number of stars in the sky? maybe add nebulae and galaxies as well since you can load a texture and use is as a corona?
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Link2012  
Posted: Saturday, Nov 3 2012, 16:44
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Wut?
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A opcode to create object without adding it to the save game will be very useful
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Tanvir_Rafi  
Posted: Sunday, Nov 4 2012, 15:21
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i am using CLEO4 but where do i find SBsa Folder?
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Midnightz  
Posted: Tuesday, Nov 13 2012, 02:01
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Populus vult decipi.
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Cool. icon14.gif Sounds funny but I wish there was a way to view a PDF file from within SA's main menu. It would be useful for modders who want to provide a complete graphical guide for their TC or heavily modded game. The user would then be able to look up key info to complete tasks etc without having to exit or minimize the game. It would also provide a quick and dirty way to include more content in SA without requiring tons of code or files. The list of possible mods with a PDF feature is endless.
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irganc  
Posted: Saturday, Dec 1 2012, 11:48
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What about III and VC?
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Bad.boy!  
Posted: Monday, Dec 17 2012, 17:53
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I'm having trouble with this mod. It always says that "msvcr100d.dll" is missing. Since I have Visual Studio installed and everything that comes with it I think this is very strange. I don't feel like downloading the missing dll from a dodgy site. So is there anyway you could use "msvcr100.dll" instead?
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DK22Pac  
Posted: Monday, Dec 17 2012, 18:09
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Bad.boy!  
Posted: Monday, Dec 17 2012, 19:44
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That one works, thanks.
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DK22Pac  
Posted: Sunday, Jan 20 2013, 01:13
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An update is coming... Soon...
Audio
CODE
0DXX: HMP3EFFECT = set_audiostream HMP3 effect AUDIOSTREAMEFFECT_ECHO

with default BASS effects
CODE
AUDIOSTREAMEFFECT_CHORUS
AUDIOSTREAMEFFECT_COMPRESSOR
AUDIOSTREAMEFFECT_DISTORTION
AUDIOSTREAMEFFECT_ECHO
AUDIOSTREAMEFFECT_FLANGER
AUDIOSTREAMEFFECT_GARGLE
AUDIOSTREAMEFFECT_I3DL2REVERB
AUDIOSTREAMEFFECT_PARAMEQ
AUDIOSTREAMEFFECT_REVERB

CODE
0DXX: set_audiostream HMP3 position_time 30.0

Already did these things on CLEO (for a quick test tounge.gif )
Drawing
CODE
0DXX: print "Hello, world!" at 20.0 20.0 scale 1.0 1.0 font FONT_GOTHIC color 255 255 255 255 // basic version
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arijitsen  
Posted: Sunday, Jan 20 2013, 03:36
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That's pretty good news..Waiting for the update..icon14.gif
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DK22Pac  
Posted: Tuesday, Jan 22 2013, 23:25
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Update uploaded.
D/L
Added opcodes:
CODE
0D64: 0@ = load_texture_png_from "image.png" // IF and SET

CODE
0D65: print "Hello, world" at 50.0 50.0 scale 1.0 1.0 style FONT_GOTHIC

CODE
0D66: print "Hello, world" at 50.0 50.0 scale 1.0 1.0 style FONT_GOTHIC prop TRUE align ALIGN_LEFT wrap 600.0 justify FALSE color 255 255 255 255 outline 0 shadow 0 dropColor 0 0 0 0 background FALSE backColor 0 0 0 0

CODE
0D67: set_audiostream 0@ position_time 30.0

CODE
0D68: 1@ = get_audiostream 0@ position_time

CODE
0D69: 1@ = set_audiostream 0@ effect AUDIOSTREAMEFFECT_ECHO priority 0

CODE
0D6A: remove_audiostream 0@ effect 1@

CODE
0D6B: set_audiostream_effect 0@ parameters_from_buf 1@

CODE
0D6C: get_audiostream_effect 0@ parameters_to_buf 1@

CODE
0D6D: reset_audiostream_effect 0@

CODE
0D6E: set_audiostream 0@ attribute AUDIOSTREAMATTR_PAN to -1.0

CODE
0D6F: 1@ = get_audiostream 0@ attribute AUDIOSTREAMATTR_PAN

CODE
0D70: set_3d_audiostream 0@ _3d_attributes_mode 3DAUDIOSTREAM3DMODE_NORMAL min -1.0 max -1.0 iangle -1 oangle -1 outvol -1.0

CODE
0D71: get_3d_audiostream 0@ _3d_attributes_mode_to 1@ min_to 2@ max_to 3@ iangle_to NULL oangle_to NULL outvol_to NULL

CODE
0D72: get_sfx_volume_to 0@ radio_volume_to NULL type TYPE_FLOAT

CODE
0D73: get_screen_width_to 0@ height_to 1@ type TYPE_FLOAT

Info added into help files.
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arijitsen  
Posted: Wednesday, Jan 23 2013, 05:32
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Well done icon14.gif You are just amazing dude..
Going to try it out..wink.gif

EDIT: I tried it this one is just awesome (Previous version didn't worked for me) although I was really waiting for this opcode:

CODE
0D72: get_sfx_volume_to 0@ radio_volume_to NULL type TYPE_FLOAT



Thanks a lot..Great & amazing work..cookie.gif cookie.gif icon14.gif


This post has been edited by arijitsen on Wednesday, Jan 23 2013, 07:12
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Rafal22  
Posted: Monday, May 13 2013, 13:41
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Hi, this could use some more destroy_texture to opcode
CODE
0D64: 5@ = load_texture_png_from 10@v
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juarez  
Posted: Monday, May 13 2013, 14:07
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I think you can destroy this texture using function:
CODE
.text:007F3820    ; int __cdecl RwTextureDestroy(RwTexture *texture)


This post has been edited by juarez on Monday, May 13 2013, 14:13
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