|QUOTE (steve-m @ Nov 27 2005, 10:58)|
| I've tried exactly those before, and using yours the game still crashes for me. |
Strange... I wil try to make a simple path on my SA (peds walking in a square or something).
EDIT: Could section 4 mark the end of section 3 and the start of section 5? Sounds a bit strange, but why should that FF FF 00 00 be put in the nodes**.dat and not just in the executable?
EDIT2: (Steve, could you give me some more information about the links, it seems to me with your explanation that a link is done between node ID and area ID... A link must be between two nodes, isn't it? Or must it be this way to link node 00 to 01 (in area 36):
24 00 00 00 24 00 01 00) Sorry, I didn't read it well
EDIT3: My SA seems to be extremely tolerant. I've corrupted my section 6 (just deleted half of the entries), and the game still works. The only way to crash it is to delete a file or to write nonsense in a file. (That file was corrupted anyway, I made it myself, so I don't know what would happen if I corrupted an original)
EDIT4: Disabling "dontbuildpaths" does absoluty nothing. I've disabled it while having empty paths, and nothing happened.
EDIT5: (I made a simple nodes36.dat, but it doesn't work, can anyone help?) It was wrong anyway, I'll try to make a new one.
EDIT6: I finally got my game to crash... When I approach the path it crashes
EDIT7: (What is the link ID used for? If you have a node using link ID 2 and the second link is area ID 36 node ID 3, is the node then linked to node 3 (in area 36)? If it is that way, I understand it) Sorry I didn't read well
EDIT8: In section 2, the fifth argument is the area ID. The last two argument are (nearly) always zero. The tenth argument is for a whole bunch of lines the same. I can't find any coordinate-like data in it, so one of the arguments must be a node ID or link ID. The ninth argument is (nearly) always zero) (For information, I'm analyzing nodes36.dat, because it's from (0.0, 0.0) to (750.0, 750.0) and I like positive coordinates)
EDIT9: Are you sure the section 6 data is in full units? It seems to me a bit high (for example: 54, 31, 31, the first sec. 6 entries in nodes36). I think it's in 1/8's of the size, I'll check it later.
EDIT10: I think the link ID refers to the first link of that node. For example, in nodes36 (again
) node 0 has link ID 0, but no node has link ID 1. These are the first few entries:
#0000: 44 106
#0001: 36 1
#0002: 36 0
#0003: 36 3
#0004: 36 38
#0005: 36 3
#0006: 36 1
As you can see, node 0 links to an external node AND to an internal node, namely 1. And node 1 is linking back in line 0002, so that's another proof for Steve-m's double-link-theory.
#0213: 44 245
#0214: 44 109
#0215: 36 0
#0216: 44 16
#0217: 44 78
In line 0215, the external node (area 44, node 106) links back to area 36, node 0. (I see you already discovered this)
EDIT11: My decompiler reads all the stuff in structure-arrays, and it's pretty fast (about 2 sec. for a file). Check this topic on gtaforum.nl: SA Path Editor
. Progress going faster than I thought, a compile function is already available (no edit function!).
(Maybe this post can go into the Guinness Book of Records for the most edited post
Edited by JGuntherS@NL, 04 December 2005 - 06:54 PM.