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Story Board - Mission Creation

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X-Seti
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#1

Posted 17 February 2012 - 07:25 PM Edited by X-Seti, 25 December 2012 - 03:07 PM.


user posted image


Welcome to the Coding & Scripts modding thread

Any updates and news regarding the Coding & Scripts will be posted in there.

Silent
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#2

Posted 17 February 2012 - 09:22 PM Edited by X-Seti, 17 February 2012 - 09:45 PM.

Not sure if it's a good thread, but I actually can donate the mod with my PS2 loadscreens mod. It really deserves the loadscreens, considering the amount of stuff to load (I have played SOL a couple of years ago and the loading took really long then)

sh*t, I wanted to post it in "Coding" topic. Silly me, delete the post please.

Stentrion
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#3

Posted 18 February 2012 - 01:15 AM

We need a few more splash screens actually. Maybe you could create a plugin that helps to load them, in game. With texts Like:
Welcome to Portland Island, Welcome to San Fierro.

Silent
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#4

Posted 18 February 2012 - 12:00 PM Edited by SilentPL, 18 February 2012 - 12:10 PM.

It shouldn't be hard, I think. The hardest thing would be to make the game actually recognize stuff as separate islands.

Edit:
After very quick research, it looks like current island ID is get from CZoneInfo. I think the very last param in info.zon may be it (haven't test it though). Want me to try to mess with it?

Edit2, offtopic:
How much disk space does SOL require? I'm low on disk space, but I'd like to install it.

X-Seti
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#5

Posted 18 February 2012 - 12:17 PM

2.5 Gig at least for the exe version

Welcome m8, lets see what you can do

Rim
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#6

Posted 18 February 2012 - 12:32 PM

I suggest fixing the loading bar, because it doesn't fit the screen. At 0x68E70C change the float to 270.0 to fit the screen perfectly.

Here are some useful memory addresses:
CODE
0x4A6B77 - unfilled loading bar alpha
0x4A6B7C - unfilled loading bar color (B)
0x4A6B7E - unfilled loading bar color (G)
0x4A6B80 - unfilled loading bar color (R)

0x4A6C24 - filled loading bar alpha
0x4A6C29 - filled loading bar alpha (B)
0x4A6C2E - filled loading bar alpha (G)
0x4A6C33 - filled loading bar alpha (R)


We could also make San Andreas style loading bar.
Share your thoughts smile.gif

X-Seti
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#7

Posted 18 February 2012 - 12:34 PM

I like that idea.

Could we shift the position or the size of the bar?

Rim
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#8

Posted 18 February 2012 - 12:41 PM

We have all the stuff we need:

CODE
0x68E704 - float - loading bar distance from left
0x68E708 - float - loading bar distance from bottom
0x68E710 - float - loading bar bar height

Silent
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#9

Posted 18 February 2012 - 01:29 PM

Okay, figured it out. Last param at map.zon is island ID. So, if you guys would want more island splashes, it would be the best to assign an unique sphere to every town/island. Then, I can easily tweak some functions to make extra splashes work.

Swoorup
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#10

Posted 18 February 2012 - 02:37 PM

Silent could you please take a look at Launcher section?

SOL is still having random crashes I believe (well maybe not the SOLO version but the single player version).
X-Seti I would like to cleanup everything and repack the SOL. But could you please make a changelog of RandyBull,
What vehicles, weapons and especially the exe have been added/changed.

X-Seti
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#11

Posted 18 February 2012 - 04:39 PM

We all have to remember that we are starting from scratch with the exe I mocked up.

What we have is not perfect, for now this will have to do until we can find a way to get regex's code working.

Swoorup, Please do not PM me all the source like you did.

Post it here, we have this forum so lets use this to talk on.


Silent
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#12

Posted 18 February 2012 - 04:39 PM

I've noticed that map.zon is unchanged from vanilla VC. Means that SOL does a "no splashes" hack somewhere. We'd need to trace it and delete it at first.

X-Seti
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#13

Posted 18 February 2012 - 04:40 PM

QUOTE (Swoorup @ Saturday, Feb 18 2012, 15:37)
Silent could you please take a look at Launcher section?

SOL is still having random crashes I believe (well maybe not the SOLO version but the single player version).
X-Seti I would like to cleanup everything and repack the SOL. But could you please make a changelog of RandyBull,
What vehicles, weapons and especially the exe have been added/changed.

If there are any file releases to be done, I will do this.

I know I released alot of tools in with the mod, but I can also release just the mod files too.

I had to change some of the modding tools so they would work with that setup.

Swoorup
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#14

Posted 18 February 2012 - 04:55 PM

Yeah, please release a one thats clean, has only one gta-vc.dat in its data directory.Remove All the unnecessary files in the mod. Then it will be easier to keep track of it

Too much stuffs makes it confusing. Also please do document what things have been changed in the exe file itself.

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#15

Posted 18 February 2012 - 04:56 PM Edited by SilentPL, 18 February 2012 - 04:59 PM.

QUOTE (Swoorup @ Saturday, Feb 18 2012, 17:55)
Too much stuffs makes it confusing. Also please do document what things have been changed in the exe file itself.

+1. Current data folder is a bit messy (+ having to put it on original VC folder makes it even worse). For instance, I wanted to fix that "swimming" SCM code, as it's buggy (had been working all the time, even after I got back on the ground), but I even have no clue which of the thousand SCMs is loaded by the game sad.gif

X-Seti
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#16

Posted 18 February 2012 - 05:18 PM

main.scm in the data folder.

Everything in the scm folder are just beta - stuff tested years ago.

X-Seti
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#17

Posted 18 February 2012 - 05:20 PM

QUOTE (Swoorup @ Saturday, Feb 18 2012, 17:55)
Yeah, please release a one thats clean, has only one gta-vc.dat in its data directory.Remove All the unnecessary files in the mod. Then it will be easier to keep track of it

Too much stuffs makes it confusing. Also please do document what things have been changed in the exe file itself.

I will do that no, but I will keep ked in the data folder becuase that is the only version that works for SOL

Swoorup
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#18

Posted 18 February 2012 - 05:38 PM

Ok sir,

You should also revert the strings in the exe back to their original VC. Like for the User Files directory, gta-vc.dat. main.scm.
We should rely less on a raw exe patch. Every hacks, patches in the future should be done by the library itself or dll file. That way we could be able to make a config file that would be very much editable by the user.


X-Seti
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#19

Posted 18 February 2012 - 06:06 PM Edited by X-Seti, 18 February 2012 - 06:10 PM.

The paths have nothing to do with your hacks.

I need the game.img, gtasol.dat as it is

The game.img, gta3.img files worked with GTASOL Online, and their optimized in file order with the gta3.img file to speed the engine up.

We was going to put each city in its own img file.

KED uses the gta3.dat file, so the gta_vc.dat can not exist

the gtasol.exe uses the gtasol.dat, and i have my reasons for this.

This has nothing to do with the hacks that need to be done.

The main scm is the same as the original gta-vc.exe.

The User Files directory is unchanged.

As you learn more about the engine your see why i have done all the above.

Swoorup
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#20

Posted 18 February 2012 - 06:30 PM

Yup, I know they have nothing to with the hacks. But Wouldn't you want to rely less on the patcher, so people would have rely less on a different exe. We could instead make up an asi file that would carry out the necessary renamings later on.

Anyways sir, What was done for the exe in the online version? Were the hacks carried out from a dll code or things were still patched?

X-Seti
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#21

Posted 18 February 2012 - 06:51 PM

We used an american gta-vc.exe - in time other exe versions like the UK version would have been included.

All the hacks was included to make the changes we needed to run the game without the old gtasol.exe.

The gtasol.exe belongs to beta 52.0 and has nothing to do with the justins SOL Online hacks.

Before we merged we used the gtasol.exe, but we abandoned this for softpatching everything from scratch, new dll and launcher.

Now we sadly split up, I am left using the old gtasol.exe once again, only way we can run the mod until this is replaced.

Silent
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#22

Posted 18 February 2012 - 06:58 PM

I thought the split went peacefully and you got everything you needed?

X-Seti
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#23

Posted 18 February 2012 - 07:33 PM

Well, not really. We wouldn't be stuck with an old gtasol.exe if the split had gone 100 % brilliantly.
I feel the setup of the GTASol Online was completely wrong, it was too much like a company and not enough focus on it being part of the modding community.
It was way too formal and way too secret.
Unfortunately my style of modding didn't gel with Regex's style and when we split he gave me what he felt SOL needed and no more.
I did email him regarding this but the reply was, "I have provided everything directly applicable to SOL to you (perhaps with some extra code), as mentioned in the e-mail.If something does not appear to be applicable to SOL, then it isn't. If something appears to be absent, then it isn't directly related to SOL."

So - there you go.



Ashwin.Star
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#24

Posted 24 March 2012 - 04:08 AM Edited by Ashwin the new boy, 15 April 2012 - 06:54 AM.

Welcome to the Scripting Topic

Every updates and news regarding the SCM will be posted in there.
also Future SCM Plantings & Feature Sugestion

Ashwin.Star
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#25

Posted 24 March 2012 - 04:09 AM Edited by Ashwin the new boy, 22 April 2012 - 07:14 AM.

STATUS OF SCM
With Future Plans Too

Starting from stripped Again...

//<-------- Base --------->//

::LC::

Vehicle Generators
Done

Pickups
later

::VC::

Vehicle Generators
done

Pickups
done

::SA::

Vehicle Generators
later

Pickups
later

//<-------- Extra --------->//

::Temporary Thread::
Done

::Vehicle Spawner::
Done

::Swimming::
Later

::Map Racing::
Later

::Jet Pack::
Later

::Parasuit::
Later

::JYM::
Later

::Changing Cloth::
Later

::Walk While Fire::
Later

::Opening Door::
Later

::Climb up/down to the Ladders::
Later

-----------------------------------------------------------
You may Suggest Any Feature that you want in SOL
& I'll Take it if i Can do it..........

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#26

Posted 24 March 2012 - 04:12 AM Edited by Ashwin the new boy, 24 March 2012 - 04:15 AM.

Previews
<-------- uploading -------->

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#27

Posted 24 March 2012 - 04:14 AM Edited by Ashwin the new boy, 22 April 2012 - 07:16 AM.

You will find this SCM at
DB > Ashwin > Data> main.scm

MADCastro.2010
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#28

Posted 04 April 2012 - 04:56 PM

Welcome to the story board thread

Hey people, i'm planning to write the mod's story.

We need ideas for characters, beginning, missions and, well, i think that's all for now.


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#29

Posted 04 April 2012 - 09:18 PM Edited by HenriBoscoe, 04 April 2012 - 09:29 PM.

Something Similar to Vice city/San Andreas. Build a criminal empire/gang in Liberty City, then do the same in Vice, then take over LS, SF, LV (maybe meeting past protagonists). Maybe a double ending like IV.

What was good about San Andreas is you get so many experiences. You go from gangster, to countryside bank robber, work with triads, work with Toreno's drug smuggling ring, work for Toreno's goverment agency, work for the Police (Tenpenny), work for the Leone mob, become a manager and back to a gangster. So something similar would be good.

The Forelli's were in LC, VC and LV, so maybe they could be antagonists.

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#30

Posted 04 April 2012 - 11:01 PM

I agree with HenriBoscoe. If i get any ideas, i will post here later tounge.gif




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