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[REL|SA|CLEO] GPS

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Silent
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#1

Posted 29 September 2010 - 07:26 PM Edited by SilentPL, 02 May 2011 - 06:25 PM.

Global Positioning System mod
  1. What is it?
  2. Download mirror
  3. Installation
  4. Usage
  5. Known bugs
What is it?
    This mod is a first one, that brings real satelite navigation in SA.
    Mod can navigate you straight to target marker position, including leading to highways.
Download mirrorInstallation
  1. Extract files from archive to game directory.
  2. Open gps.ini from CLEO folder and configure mod settings as you want (more information about options in gps.ini file).
  3. [optional] Download voices and extract them to game directory.
  4. [optional, but recommended] Download latest routes.dat build and extract it to game directory.
Usage
  • Press F12 in vehicle after placing target marker on map to enable GPS. Note that you might have to press that button for about 0.5s.
  • Pressing F12 again or getting out of the vehicle will disable mod.
Known bugs
  • Sometimes GPS leads are inaccurate (routes.dat updates should solve some of that problems, so please check regularly for updates).
  • [only for CLEO3] Voices sometimes gets stuck (enabling and disabling game menu solves it) and they're played unsmooth.
  • [only for slow PC's] Voices gets bugged in SA-MP (if you have Dual or Quad Core CPU, then setting gta_sa.exe process to all CPU's should help, it's SA-MP bug).
Made by Silent
GFX art by Spray/Witex15
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lolleroz
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#2

Posted 29 September 2010 - 07:37 PM

THIS IS MADN....This is awesome! Good job, if I would still play SA I would definately D/L this.

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#3

Posted 29 September 2010 - 10:05 PM

Holy f*cking sh*t! Can't wait for release.

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#4

Posted 29 September 2010 - 10:34 PM

Wow sounds great! Is it possible to have those lines on the radar that highlight what path to take like on the real GPS? It sounds pretty complicated but I'm sure you can do it... You're one of the best coders I know! biggrin.gif

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#5

Posted 30 September 2010 - 08:48 AM

Damn, that sounds absoloutly nice :lol! Really looking foreward to use it icon14.gif

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#6

Posted 30 September 2010 - 10:29 AM

QUOTE (Adler @ Sep 30 2010, 00:34)
Is it possible to have those lines on the radar that highlight what path to take like on the real GPS?

Sadly it won't be possible, so GPS also won't recognize blind ways (streets that have connection with only one road, like Grove Street or street new Loco Low Co).

GPS is working for now, but I have to make that instructions more accurate - for now mod has problems with some roads, like confusing Las Colinas ones. Also I have to test it deeply on whole San Andreas state.

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#7

Posted 30 September 2010 - 03:28 PM

man cant wait for the release.

Silent
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#8

Posted 30 September 2010 - 06:45 PM

Added new optional feature:

http://i1178.photobu...ki/ff4d63f9.jpg

However that arrow shows way to marker in straight line, it isn't connected by GPS leads.

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#9

Posted 30 September 2010 - 07:43 PM

hehe that arrow is pretty COOL...MIDNIGHT!xD

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#10

Posted 30 September 2010 - 07:58 PM

LOOL YESS, Midnight Club FTW.

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#11

Posted 02 October 2010 - 06:11 PM Edited by SilentPL, 10 October 2010 - 05:59 PM.

After 2 days of working, got that arrow to work properly smile.gif

To-do:
  • fix some bugs with GPS leads
  • tell mod that highways exists (she [GPS has female voice] can't drive properly from SF to LV so far) tounge.gif - DONE!
  • block overlapping commands (sometimes when car is stopped, GPS can tell 'after 200 meters turn left' or sth repeatedly)
  • add some INI options - DONE!
  • add support for some CLEO4 options (mod will recognize if you're using CLEO3 or CLEO4 by itself) - DONE!
  • test in game
  • test in game
  • test in game again tounge.gif
  • release!

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#12

Posted 03 October 2010 - 12:39 PM

say man this is too good to be true, gotta try it out!!! icon14.gif

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#13

Posted 03 October 2010 - 02:36 PM

Hm, sounds nice, and I hope it works well! I wonder, did you implement this using manual reading of path nodes, using stuff like the 'get next route' command, or did you use some other weird hacks? tounge.gif

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#14

Posted 03 October 2010 - 02:51 PM

QUOTE (NTAuthority @ Oct 3 2010, 16:36)
Hm, sounds nice, and I hope it works well! I wonder, did you implement this using manual reading of path nodes, using stuff like the 'get next route' command, or did you use some other weird hacks? tounge.gif

I've used get_path_nearest_to_coords opcode, but I'll have to implement some constant points manually, like ramps to highways etc.

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#15

Posted 03 October 2010 - 05:12 PM

I wondered the same question as NTAuthority said but how did you manage to work with that opcode? To be more correct, there are a few opcodes which are really similar and have a "type" or "in_direction" param. These descriptions don't mean anything but I found out they were used by R* to skip the nearest route path and get the next closest one by a specified number (from 0 to n).

What's your ace in the hole? Does the arrow follow each route path found? If so, it'll rotate every time the route changes. confused.gif

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#16

Posted 03 October 2010 - 05:16 PM

QUOTE (Wesser @ Oct 3 2010, 19:12)
I wondered the same question as NTAuthority said but how did you manage to work with that opcode? To be more correct, there are a few opcodes which are really similar and have a "type" or "in_direction" param. These descriptions don't mean anything but I found out they were used by R* to skip the nearest route path and get the next closest one by a specified number (from 0 to n).

What's your ace in the hole? Does the arrow follow each route path found? If so, it'll rotate every time the route changes. confused.gif

CODE
0407: store_coords_to 6@ 7@ 8@ from_car 2@ with_offset 0.0 1@ 1.0
02C1: store_to 12@ 13@ 14@ car_path_coords_closest_to 6@ 7@ 8@


Simple and easy tounge.gif

Arrow is pointing straight to target marker, not to paths.

Wesser
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#17

Posted 03 October 2010 - 05:22 PM

So how do you call it GPS if there's no indicator which shows the real path to follow?

I cannot see that in the first picture though. tounge2.gif

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#18

Posted 03 October 2010 - 05:34 PM

Wait, wait. I'm talking above white arrow above my car - pointing to target marker. Textures and voices are showing path way, and it is working ~75% fine smile.gif

'Telling' GPS about highways and other constant points for now...

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#19

Posted 04 October 2010 - 10:21 AM

Yeah, I realized it by myself before your answer. There should be a better way like R* made with DRIVE_TO task which always follow the shortest path. smile.gif

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#20

Posted 05 October 2010 - 05:45 AM

Is this real wow.gif ?
Oh my f*cking god, i cant believe it.

Im never look in coding section, because it was boring.
But when i saw this..

OH my f*cking god!!!

I dont know it can be made, cos i dont know nothing about coding tounge.gif

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#21

Posted 10 October 2010 - 06:02 PM Edited by SilentPL, 10 October 2010 - 06:15 PM.

Completed path routing, GPS now will recognize highways smile.gif

However that option will read data from external routes.dat file, which will be updated often (and will be uploaded on GTA Garage separately, like voices will be). So when first release will be uploaded, that option might be still a bit buggy, but DAT updates will solve all bugs. I think that files for map mods would be done too*.

BTW. Sadly mod will work ONLY with normal SA map, or maps that have car paths!

* Because routes.dat will have map coordinates, INI file will allow to disable routings, to prevent leading to SA highways when user has modded map.

Because that CLEO is one of my biggest and the most complex mods, at the moment I have 21 backups of source on my PC - one backup after each important change cookie.gif

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#22

Posted 12 October 2010 - 04:02 PM

awesome mod keep up the good work cookie's for you: cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

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#23

Posted 12 October 2010 - 04:46 PM

QUOTE (SilentPL @ Sep 29 2010, 21:26)
To-do:

  • fix some bugs with GPS leads

Only one thing to do left smile.gif

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#24

Posted 12 October 2010 - 11:22 PM

Silent deserves Rockstars Modding Award for this tounge.gif

(not sure where the apostrophe goes in that one x0)

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#25

Posted 13 October 2010 - 03:54 PM

QUOTE (SilentPL @ Oct 12 2010, 21:46)
QUOTE (SilentPL @ Sep 29 2010, 21:26)
To-do:


  • fix some bugs with GPS leads


Only one thing to do left smile.gif

you the man, man..........this has to get an award like deji said

@deji:u one great modder lol (sorry for off topic)

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#26

Posted 14 October 2010 - 08:03 PM

Mod is finished, currently I'm doing some finish stuff, like readme etc.
I think that I'll upload files (files - script, Polish and English voices, routes.dat file will be separated uploads - voices are optional, and routes.dat will be updated more often than script) soon, in around 30 minutes.

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#27

Posted 15 October 2010 - 10:11 AM

QUOTE (SilentPL @ Oct 15 2010, 01:03)
Mod is finished, currently I'm doing some finish stuff, like readme etc.
I think that I'll upload files (files - script, Polish and English voices, routes.dat file will be separated uploads - voices are optional, and routes.dat will be updated more often than script) soon, in around 30 minutes.

i'm going to faint lol, awesome looking forward and SilentPL if gta garage is going to take time why don't u upload it somewhere else cause i can't wait another day

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#28

Posted 15 October 2010 - 05:29 PM

Great job man, I'm sure gonna try this out. icon14.gif
Also, thanks for the little tip about those timer stuff, made things a lot easier.

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#29

Posted 15 October 2010 - 06:10 PM

Mod has been uploaded on GTA Garage, soon I'll upload mirror on GTAG too.

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#30

Posted 15 October 2010 - 06:19 PM

QUOTE (SilentPL @ Oct 15 2010, 20:10)
Mod has been uploaded on GTA Garage, soon I'll upload mirror on GTAG too.

No przecie to to samo tounge.gif




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