CLEO 3 vs CLEO 4
Posted 24 October 2010 - 10:18 PM
I don't know what should I use, because I have mods that only work with CLEO 3, but I'm seeing some mods that are made for CLEO 4...
Do you think that is worth to change from 3 to 4?
Give me your advice...
Posted 24 October 2010 - 10:31 PM
Posted 24 October 2010 - 10:36 PM
Posted 25 October 2010 - 04:42 AM
anyway, now i use thousands of asi's, without having to put the asi loader and replace the CLEO
Posted 25 October 2010 - 06:32 AM
To correct what yair said: CLEO 3 uses the ASI loader as an (or two) external files whereas CLEO4 has its ASI loader in another file which makes the other ASI loader unneccessary.
I personaly prefer 3 because its running very stable and works with all mods for 3 whereas CLEO 4 doesn't allow me to use my mods in a firm way so I used a another copy for CLEO4 only.
Posted 25 October 2010 - 12:57 PM
Posted 25 October 2010 - 02:08 PM
However, this SA Function can easily be re-coded using CLEO 4 opcodes (which I've done for one of my mods). Essentially, this can be fixed by either using SA's openfile functions or using CLEO 4 opcodes to do what he used functions for.
This is the only incompatibility issue I'm aware of.. perhaps any other issues are a similar thing.. they mostly appear in Ryosukes mods and he's one of the few who use functions so frequently.
I just keep two copies of CLEO. CLEO 3 named "cleo.asi3" to disable it. Often I don't need to touch it, but it's good to have in case I ever do. CLEO 4 has many more possibilities, so definitely keep it at hand
Shame Ryosuke's not gonna be doing anything else with GTA
Posted 25 October 2010 - 04:43 PM
And I'm angry to see only a cleo4 explanation at cleo.sannybuilder.com
I allready got pms from some fans who asked about cleo4 problems and I said, go back to 3 you need 4 only for cleo4 mods.
So question: which mods requires cleo4?
to see mods which runs on 3 click on my sig
Posted 25 October 2010 - 06:05 PM
I can't quite tell if that question is rhetorical or whether you are generally curious about how CLEO 4 is actually providing good mods.
Burst Missile Mod, Replay Saver, Weather ID Selector, Tactical Laser System, CD, Carmen, GPS (CLEO 4 isn't required, but adds extra features and fixes audio bugs), On-Screen Keyboard, CLEO Music Player, Black Market Mod and quite a few scripts at the Sanny Builder forums... That's just a list of the ones I know about.
But I am interested.. what mods of yours don't work in CLEO 4? I've not found any problems with CLEO 3 mods except for Ryosukes extra advanced scripts... which are fixable. I guess CLEO 4 is more of a good thing for people who know how to use the new and more advanced opcodes it provides.
Posted 25 October 2010 - 07:02 PM
Alien has to satisfy our needs first before modifing opcodes which are widely used with the previously version, not just creating those opcodes for his personal purposes.
I think, the last version is still in the early stage on the basis of our expectations, meaning it's beta. We mustn't make it growing up the number of mods on-line which uses the fourth version.
Posted 25 October 2010 - 07:12 PM
So my answer is - CLEO4, but only when you have mods designed for that version. If you're using only CLEO3 mods, then stick with old version.
Posted 25 October 2010 - 07:40 PM
People don't like switching for each version when it's really needed.
Posted 25 October 2010 - 09:00 PM
But going by that logic, CLEO might as well just be a script loader. An expert user can replicate every functionality in SCM! CLEO 1 and 2 basically did just that.
The only problem with CLEO 4 is it focuses too much on getting easy C++ functionality into CLEO. The crash in Ryosukes missile script with CLEO 4 is caused by the fact that CLEO 4 returns a different kind of file handle to CLEO 3. I would say here that CLEO 3's method is better purely because it works with GTA Functions... Unfotunately it is probable that there is no way to get the file operations to work with both C++ operations and GTA Functions.
I probably should've taken a chance to note Alien of this difference. He managed to increase the compatibility with older CLEO Scripts by allowing to type the file open mode in the old hex/dec way or the C++ "rt" "rb etc. way. It would probably be better if he'd made the older style handle return if the user didn't pass a string. Still, it's something that can be considered for updates. I'd bet every CLEO 4 user took advantage of the string method. So the next CLEO could increase compatibility with them both.
So basically, it's all about waiting for further updates on CLEO.. Which can better dictate whether CLEO's new functions are better than what we can do manually. It's hard to predict what updating CLEO can do for compatibility with thousands of CLEO scripts across the world... A few months ago everyone was excited about an update. The specific compatibility issues can't be predicted, but extra assurances can be made for the next update.
Posted 25 October 2010 - 10:31 PM
|QUOTE (Deji @ Oct 26 2010, 00:00)|
|I probably should've taken a chance to note Alien of this difference. He managed to increase the compatibility with older CLEO Scripts by allowing to type the file open mode in the old hex/dec way or the C++ "rt" "rb etc. way. It would probably be better if he'd made the older style handle return if the user didn't pass a string. Still, it's something that can be considered for updates. I'd bet every CLEO 4 user took advantage of the string method. So the next CLEO could increase compatibility with them both.|
I've informed Alien about this problem and a suggested solution. Hope he will fix it sometime.
Posted 26 October 2010 - 02:27 AM Edited by Deji, 26 October 2010 - 02:31 AM.
However, I'm guessing this will remove compatibility with the new CLEO 4 file opcodes... So they'd have to be used separately according to requirements.
I've not witnessed many problems aside from that one. Although I don't really download many other mods. If someone else knows of an issue, feel free to let me know and I'll try and figure out the cause.
I tested the Car Saloon mod quite a bit. The only unworking feature is the save game script. However, this still bugs out for me in CLEO 3. The save diskette doesn't reappear.
In CLEO 4, it seems to crash at "0051: return" - the problem is not on saving, but on loading. Maybe information about the position which the gosub was called from is lost?
I modified the script, took the gosub out of the equasion. The save diskette is now reappearing on both CLEO 3 and CLEO 4. I can save in either version and load fine. So while in CLEO 4 it crashes, in CLEO 3 it bugs.
Posted 18 April 2013 - 03:27 PM
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