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Compiled Path Nodes

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  • pingdanlantian

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Posted 01 June 2007 - 05:05 PM

But i cant open your website , can U upload it to the forum? thanks

  • steve-m

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Posted 01 June 2007 - 08:40 PM

If you want to use my tool instead, just run the exe (without parameters) and it'll create a set of empty node files in the same directory.

  • pingdanlantian

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Posted 02 June 2007 - 05:48 PM

Thak U very much , I,m working on a plan for "War of GTA in the Internet bar",it's a race

I want more chinese know and love GTA, it's my dream. I worry about the Government preventing my plan.

Do u know MED? Is it essential in Map model?

  • dertyjerzian

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Posted 03 June 2007 - 08:54 AM

QUOTE (pingdanlantian @ Jun 2 2007, 12:48)
Do u know MED? Is it essential in Map model?

MEd is very useful, but not essential.

@steve: Anything new on your path tool?

  • Aschratt

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Posted 03 June 2007 - 02:11 PM

QUOTE (pingdanlantian @ Jun 1 2007, 18:05)
But i cant open your website , can U upload it to the forum? thanks

Alternative DLs


I think if steve continued coding his tool you would know ^^

  • LordReco

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Posted 04 July 2007 - 02:27 PM

Thak U very much teşekkürler saol smile.gif

  • Tjong

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Posted 11 December 2007 - 07:15 PM

Hi i'm new here and if i'm wrong in this theme i'm sorry

I just want to ask if there is a possibility to get the coordinates of the points between the cars are moving and the connections of this point to others
and can i decompile it in a .txt file?

thx Tjong

  • rjcnz333

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Posted 11 December 2008 - 03:58 PM Edited by rjcnz333, 11 December 2008 - 04:00 PM.

Hi, guys. I`m making bots for MTA SA DM (multiplayer for GTA SA), and my purpose is to make them to emulate the road traffic. I decompiled standart path files and as a whole have understood its structure. But I still can`t get one moment: Why the node will have only one Link ID, if it is connected with 2 or more other nodes? How to find another nodes with which our node is linked? I need to collect all nodes and navi-nodes in one array, and store for each node IDs of all nodes it connected with.

Also I will be glad if someone can explain me GTA paths system from the beginning, especially in Russian, so I will be sure I do all correctly.

Sorry for bad English, I`m from Russia alien.gif

  • Andrew

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Posted 23 April 2009 - 10:14 PM

Unpinned topic, topic is included in forum header.

  • NTAuthority

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Posted 16 October 2009 - 10:13 AM Edited by NTAuthority, 16 October 2009 - 10:36 AM.

Some information on path node flag bits 16-19 and their relation to paths.ipl. These values relate to 'Flag3' in paths.ipl, which contains a floating point value of which the purpose is was unknown. These bits are the value of the following formula:


floor(flag3 * 15)

The usual one (1) indeed comes out to 15 (1111). Other examples used for this are 1 (1.5, floor() makes it 1, 0001) and 0.5 (official nodes contain 0111, 7 -- 0.5 * 15 = 7.5, floor(7.5) = 7, 7 = 0111). Knowing these values, and that the different values used indeed differ between VC and SA may help somebody with figuring out what this value does... it might be some sort of multiplier smile.gif

These also, possibly, correlate to 4 of the unknown bits of the node flag in IV...

EDIT: it's the spawn chance.. which was known since 2006, strangely.
EDIT2: also, not every path from VC can be converted to SA unchanged, some ped paths have a width of > 32... but it might be VC already ignores those.

  • MeapydayCax

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Posted 27 April 2012 - 09:18 PM

Hi Seldaek,

What I want to do is disable the function or set an option that does not generate compiled files in the compiled directory...
I.E. -> Run all files without compiling to a file, parse each view every time... ???

Does anyone know if it is possible to stop generating the compiled files???



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