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[REL|VC] Maxo's Vehicle Loader

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Silent
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#1921

Posted 17 October 2013 - 06:13 PM

MVL does not add any SCM opcodes at all. You can, though, manage some of its features via Python scripts.

Rainbow Party
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#1922

Posted 17 October 2013 - 06:16 PM Edited by Rainbow Party, 17 October 2013 - 06:27 PM.

Oops, I was really confused then. Thanks!


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#1923

Posted 16 November 2013 - 09:06 AM Edited by maxorator, 16 November 2013 - 09:07 AM.

Actually in the latest test version there are two custom opcodes - one forces any next text draw to show the name of the specified vehicle and the other one is for spawning weapon pickups where weapon ID is used instead of weapon model ID.

 

I'm currently making a way to create custom opcodes via Python scripting, so to create opcodes for messing with vehicle tuning parts and playing animations, all you need is something like this:

import mscm
import manim
import mveh

def scmPedPlayAnimation(ped, groupId, animId):
	manim.blendPedAnimation(ped, manim.getStockAnimation(groupId, animId), 1)
	
def scmGetTuningPartCount(modelIndex):
	return mveh.getTuningPartCount(modelIndex)
	
def scmGetTuningPartVarCount(modelIndex, partIndex):
	return mveh.getTuningPartVarCount(modelIndex, partIndex)
	
def scmGetVehUsedTuningPart(vehicle, partIndex):
	return mveh.getVehUsedTuningPart(vehicle)
	
def scmSetVehUsedTuningPart(vehicle, partIndex, varIndex):
	mveh.setVehUsedTuningPart(vehicle, partIndex, varIndex)

mscm.registerHandler(0x850, scmPedPlayAnimation, "Pii")
mscm.registerHandler(0x851, scmGetTuningPartCount, "i")
mscm.registerHandler(0x852, scmGetTuningPartVarCount, "ii")
mscm.registerHandler(0x853, scmGetVehUsedTuningPart, "Vi")
mscm.registerHandler(0x854, scmSetVehUsedTuningPart, "Vii")


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#1924

Posted 16 November 2013 - 01:54 PM

I am curious what does "Pii", "Vii" and those other mean?


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#1925

Posted 16 November 2013 - 01:58 PM

Arguments' list.


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#1926

Posted 20 November 2013 - 11:07 PM Edited by TJGM, 23 March 2014 - 08:30 AM.

Holy Christ we get it! Will you have a bit of patience and stop spamming!

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#1927

Posted 21 November 2013 - 02:00 AM

plz brother help me .... 


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#1928

Posted 21 November 2013 - 03:29 AM

plz brother help me .... 

If we couldn't help you the first time you asked, don't ask the same exact people again. Being patient and waiting will get you help, doing the opposite will get you in to trouble.


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#1929

Posted 21 November 2013 - 12:10 PM

 

I have use  maxo's vehicle loader v0.98b and I also used celo v 1.1.1.6 

my problem is when I used parkour_cleo_4.1

tommy always jump and jump ... and he don't stop .... but my parkour_cleo_4.1 perfectly working when i was used maxo's vehicle loader v0.98a .... now can anyone help me ... how do i used parkour_cleo_4.1 perfectly ???????? on maxo's vehicle loader v0.98b ....  plz plz plz I need A help .... "(

 

I've warned you about spamming. You've been reported.


djopu
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#1930

Posted 21 November 2013 - 12:33 PM

hay brother I do not spamming .... I face some prb on my internet connection ... that why my post r 3 time publishing .... but U thing I was spamming  ....  :cry:


maxorator
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#1931

Posted 21 November 2013 - 12:40 PM

Try with this one. Can't really say if it helps, but I guess anything's possible.

 

http://maxorator.com...mod_scmtest3.7z

 

(Easter egg: set "trashbin" to "true" in globalm.xml's internal section, then press Alt+0 in-game)


ThirteenAG
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#1932

Posted 21 November 2013 - 12:58 PM

Are you going to fix <models>, <texdicts> and <colfiles> sections related crash, maxo?

maxorator
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#1933

Posted 21 November 2013 - 01:15 PM

Are you going to fix <models>, <texdicts> and <colfiles> sections related crash, maxo?

 

Yeah, I'll try to fix the bugs related to setting their combined value over 32k.


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#1934

Posted 21 November 2013 - 01:27 PM Edited by ThirteenAG, 21 November 2013 - 01:28 PM.

Yeah, I'll try to fix the bugs related to setting their combined value over 32k.

It produce crashes even with values below 32k. I disabled these settings, and tried to do this(for txd limit):



CPatch::SetInt(0x41065F, 31000);
CPatch::SetInt(0x580FD6, 31000);
CPatch::SetInt(0x58102D, 31000);

before game starts and it works fine.


maxorator
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#1935

Posted 21 November 2013 - 01:44 PM

 

Yeah, I'll try to fix the bugs related to setting their combined value over 32k.

It produce crashes even with values below 32k. I disabled these settings, and tried to do this(for txd limit):



CPatch::SetInt(0x41065F, 31000);
CPatch::SetInt(0x580FD6, 31000);
CPatch::SetInt(0x58102D, 31000);

before game starts and it works fine.

 

 

Can you give me an example of values that causes it to crash?

 


ALMOST610
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#1936

Posted 21 November 2013 - 01:49 PM Edited by ALMOST610, 21 November 2013 - 01:59 PM.

Try with this one. Can't really say if it helps, but I guess anything's possible.

 

http://maxorator.com...mod_scmtest3.7z

 

(Easter egg: set "trashbin" to "true" in globalm.xml's internal section, then press Alt+0 in-game)

Oh My...... I do not know what to think, that sure will come in handy on missions.

 

Edit:

 

I do not know if it is a coincidence or what but the week I start making/porting my XML Builder into a VB.net Version Maxo comes back with updates. Awesome Timing.

 

(I thought it might be time to give up on the old Javascript version for now as some features that I would like to include would be near impossible to achieve, I'll still keep it on the website and update it to better suit new browsers but at the moment there will be no new features added as I work on the desktop version which might get ported over to replace the Javascript)

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djopu
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#1937

Posted 21 November 2013 - 01:58 PM

vehmod.fit (710 Kb) its works perfectly but my cleo 1.1.1.6 wont working .... if it work ... then may be my prb is fixed .... 


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#1938

Posted 21 November 2013 - 02:29 PM

scmtest3 version and CLEO work together well, pretty sure the problem is on your side.

ThirteenAG
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#1939

Posted 21 November 2013 - 02:55 PM Edited by ThirteenAG, 21 November 2013 - 02:59 PM.

an you give me an example of values that causes it to crash?

I posted the errorlogs before, and just tried with latest version.
I installed latest mvl from previous post, downloaded savegame from here: http://www.gtasavega...e-City-Road-Kil
My settings is here: http://pastebin.com/T1WZSRrp
To reproduce the crash, i'm using autosave cleo mod here (compiled version).
After finishing 'Riot' mission i have this:
f8559ce3610de0be299386977be11959.jpg

Messagelog: http://pastebin.com/sttxpx0r
Errorlog: http://pastebin.com/gUuW6L5F

Crash appears during some other missions aswell, error code maybe different as far as i remember. I also had it when saving via pickup, so autosave mod is not responsible. With my txd limiter i don't have any crashes like this.

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#1940

Posted 21 November 2013 - 09:32 PM Edited by maxorator, 21 November 2013 - 09:32 PM.

 

an you give me an example of values that causes it to crash?

I posted the errorlogs before, and just tried with latest version.
I installed latest mvl from previous post, downloaded savegame from here: http://www.gtasavega...e-City-Road-Kil
My settings is here: http://pastebin.com/T1WZSRrp
To reproduce the crash, i'm using autosave cleo mod here (compiled version).
After finishing 'Riot' mission i have this:
f8559ce3610de0be299386977be11959.jpg

Messagelog: http://pastebin.com/sttxpx0r
Errorlog: http://pastebin.com/gUuW6L5F

Crash appears during some other missions aswell, error code maybe different as far as i remember. I also had it when saving via pickup, so autosave mod is not responsible. With my txd limiter i don't have any crashes like this.

 

 

Well, technically it still goes over 32k since the default models value is 6500. But I'll work on fixing the 32k problem.


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#1941

Posted 22 November 2013 - 08:06 AM

I haven't heard from you since a long time.


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#1942

Posted 22 November 2013 - 07:56 PM

I wish VC would work for me... still it says ENTER CD OR PRESS ESC :(. Good work on this add-on Maxorator, good luck with other updates of it :)


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#1943

Posted 23 November 2013 - 12:56 PM

How do I open ASi file .... can anyone help ????


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#1944

Posted 23 November 2013 - 08:14 PM

How do I open ASi file .... can anyone help ????


Why would you want to open it? It's not a CLEO script.

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#1945

Posted 26 November 2013 - 10:42 PM

I want to open vehmod.flt ... but could not know how to open it ? i ask asi file open becoz flt/asi file both R same isn't it ?


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#1946

Posted 26 November 2013 - 11:25 PM

I want to open vehmod.flt ... but could not know how to open it ? i ask asi file open becoz flt/asi file both R same isn't it ?

I think the fact that it is a finished complied file means it has no need to be opened or edited, should you need to see the source code that badly ask Maxorator.


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#1947

Posted 27 November 2013 - 08:31 PM Edited by SilentPL, 27 November 2013 - 08:32 PM.

I think the fact that it is a finished complied file means it has no need to be opened or edited, should you need to see the source code that badly ask Maxorator.


He must be looking into some Magical Rainbow Unicorns® hidden in it!

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#1948

Posted 30 November 2013 - 08:39 PM

maxovehmod098c_beta crashes after starting new game, when save was loaded.
http://pastebin.com/1dtxAG00

I have a small amount of mods on my vc at the moment, and new game works just fine without mvl, so i think something needs to be fixed in MVL.

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#1949

Posted 30 November 2013 - 10:37 PM Edited by maxorator, 30 November 2013 - 10:39 PM.

Version 0.98c released.
 

--------------- NEW IN 0.98c ---------------

Custom weapon sounds can be used by including .wav files in the archive. You can include custom sound for shot, reload and echo (filenames should then be gunshot.wav, reload.wav, shotecho.wav). You can also set custom frequency, loop start and end positions by modifying the file name, for example: reload-f22050s100e1000.wav will sound like you set the frequency to 22050, loop start to 0 and loop end to 1000 (these values work the same way as in sfx.SDT). Vehicle engine sound can currently only be changed when you set the vehicle to use RC audio (RCAUDIO extra flag), in which case the filenames would be rcengine1.wav and rcengine2.wav (check sounds included with MW_29's Hydra).

New SCM opcodes can be added with Python scripts. Check the extraopcodes.py sample script to see some added opcodes for manipulating tuning parts. You must specify the list of arguments that your opcode takes when registering it: 'i' is integer, 'f' is float, 'V' is vehicle handle, 'P' is actor handle, 'O' is object handle. You can easily return multiple values by separating them with a comma. If you return only one value that is a ped/vehicle/object handle, then you must add a comma to the end (for example: "return ped,")! If you return a boolean (True/False), then that opcode works as any other is_xxxxx opcode.

There are also 2 built-in opcodes:
0800 - used to make next text draw call with label MVLNAME draw the name of the specified vehicle. If you want to tell it to draw the name of a vehicle by model index, then the first argument must be 1 and second argument must be the model index. If you want to pass a vehicle handle instead, the first argument must be 2 and the second the handle of the vehicle.
0810 - used to create weapon pickups by weapon ID instead of model ID. This can be used to spawn MVL weapon pickups. Arguments are: weaponId x y z ammo

When saving the game now, all MVL vehicles will instead be saved into the main save file as default vehicles (all cars are golf carts, all bikes are faggios, all boats are dinghys). The actual information about which MVL vehicle they are supposed to be is saved to a separate .xml file in the same folder as the save files. If all the vehicles still exist in your vehicles folder and MVL is present, then saving and loading will work fine - when you saved an MVL vehicle, on loading the MVL vehicle will also appear (tuning parts are also saved). However, if MVL is removed, all saved MVL vehicles will be loaded as some default vehicles (golf carts, faggios or dinghys). The same applies for vehicles which do not exist in your vehicles folder anymore. Saved MVL vehicles are not tied to the model ID, instead they are tied to archive checksum and archive name. If you change only one of them (archive contents or archive name), the game will still find the correct vehicle associated with a save. However, if you change both the contents and the name, then the vehicle will no longer be recognized.

--------------- CHANGELOG OF 0.98c ---------------

* Works with Steam version.
* Support for custom weapon sounds.
* Support for custom engine sound for vehicles with RC-vehicle audio.
* Bullet holes (enabled when a bullethole.png is in mvl folder).
* Custom SCM opcode handlers via Python scripts.
* Opcode 0800 for making the next text draw opcode with label MVLNAME output the name of the specified vehicle.
* Opcode 0810 for creating a weapon pickup using weapon ID instead of weapon model ID.
* MVL vehicles are saved to a separate file when saving, makes saves with MVL vehicles compatible with non-MVL VC and allows more flexibility with vehicle IDs.
* Trashbin toy (set "trashbin" to "true" in globalm.xml and use Alt+0 in-game).
* Fixed an issue with resolutions in windowed mode which caused the game not to launch for some people at some resolutions.
* Fixed an issue with SCM threads which caused problems when missions ended.
* Fixed a crash when saving, which occured when using quicksave when model limit was set to over 32k.
* Support for full-screen sniper scope images, the image file's name must be stretch_scope.png .
* Slight loading screen speed-up.


maxovehmod098c_beta crashes after starting new game, when save was loaded.
http://pastebin.com/1dtxAG00

I have a small amount of mods on my vc at the moment, and new game works just fine without mvl, so i think something needs to be fixed in MVL.

Should be fixed in the release.

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#1950

Posted 01 December 2013 - 01:08 AM Edited by TheJAMESGM, 01 December 2013 - 01:09 AM.

Game crashes instantly when starting a new game or loading a save, any idea why? (game is modded too, btw)
 
11142481054_4a69dc7503_b.jpg

MVL Error Log: http://pastebin.com/DwZc8g7h




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