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V7.0 - Release

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Dutchy3010
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#1

Posted 26 December 2012 - 11:49 PM

DYOM V7.0.2 - Release




Trailer by ThaBoY



Introduction
For months we have been working on a new version of DYOM, as you all know because of the beta tests in the DYOM forums. We created a lot of new functions and other improvements as well as bug fixes. Much of the code has been optimized to create more space to implement the new stuff. We've reached a point where we think most annoying bugs have been resolved and we don't want to keep you al waiting any longer. We don't claim this release to be bug free, but we're confident enough that we can solve any issues that will arise, without breaking backwards compatibility. You will now be able to create missions with this release that can be loaded into all future updates and versions.

DOWNLOAD

You can now design missions and storylines with all the new features, and share them through our site: http://dyom.gtagames.nl

DYOM V7 ReleaseNotes
New Features
  • Moving cutscenes
    For cutscene objective, you can now choose between four options:
    Static: Identical to the old (v6) cutscenes
    linear: Camera moves with constant speed from the previous position to the selected position.
    smooth: Camera moves with acceleration and deceleration from the previous position to the selected position.
    Follow actor: After you position the camera, you will be able to select one of the available actors ( with Y and N), that the camera will follow during the cutscene
  • Sound Support
    This version support custom sounds during your mission, by means of mp3 files.
    Each mission is assigned a random "audiocode" when created (or saved for the first time with V7)
    This code determines the directory where the mp3 files for the mission must be placed.
    The audiocode can be viewed in the missions menu.
    mp3 files must be stored in my documents\GTA San Andreas User Files\SD\XXXXX\
    where "XXXXX" is replaced by a random 5 character code.
    Two types of mp3-files can be placed here:
    am.mp3 : file with ambient-sound, that is looped during your entire mission
    01.mp3, 02.mp3, 03.mp3, nn.mp3: sounds that will be player once at the start of each objective.
    If a objective doesn't need a sound, you can just skipt the mp3 file for that mission.
    Pause ambient sound during specific objectives.
    To pause ambient sound for a objective, you create a file in the same directory as the sound files with the name: 01.noa, 02.noa, 03.noa, ......
    The content of the file doesn't matter, it can just be an empty textfile. But the extension should be "noa" (no ambient). For each objective were there exist a NOA file, the ambient sound is paused.
    Note:
    The directoryname: SD\XXXXX is in uppercase.
    The filenames: am.mp3, 01.mp3, .. are in lowercase
  • Teleport to car as passenger with option to enable drive-by
    For Teleport to car the menu is extended with 'seat selection' and driveby. This allows you to put the player in a passenger seat, and assign another actor as driver.
    If you switch-on drive-by, the player can shoot from the window.
  • Moving object on approach
    When placing an object, a menu is shown, in which you can select "move on approach". You are than enabled to select another position for the same object. The object will normally at the first position, but is the player approaches the object, it will move to the second position. You can configure the distance at which the player triggers the movement as well as the time it takes the object to move between the two positions. This can for example be used for gates.
  • Moving objects along path
    In the new menu when placing an object there is another entry to let an object move along a path. You can choose between three speeds, and you can define a number of positions/orientations for the route. This works similar to defining a walking route for an actor. You can choose between a single movement or a repeated loop over the route.
  • Ammo configurable
    For player, teleport, actors, objective actors and weapon pickups.
  • Healthbar option for 1 actor
    The actor menu has the option to display a healthbar for that actor. Note that only one healthbar can be display at a time. If you have multiple actors with healthbars, only one of them will be shown.
  • "must survive" option available for all actors
    This is now a regular option in the actor menu, and can be used for any actor, not just for friends.
  • A second enemy gang
    There are noe two enemy gangs for actors and objectove actors, which will not only fight the player and friends, but also eachother. Note that "kill all enemies" has been changed to "kill whole gang", thus refers to al actors of the same gang as the objective actor.
  • Pickup all similar pickups (optional with counter), for Pickup objective
    Similar to "kill all enemies/kill whole gang" this option for an objective pickup, makes you have to pickup all available pickups of the same kind as the objective pickup itself.
  • "Sprint" route animation
    Walking a route with a speed above "running"
  • "crouch" route animation
    Walking a route in a "crouched" walk.
  • "Multiple locations" animation. Chooses randomly from set list of possible locations
    An "animation" for an actor. You can select several positions for this actor, and when playing, one of those positions is choosen at random, and the actor is positioned there. The orientation of the actor will be such, that it faces the original location, where the actor was defined.
  • "Random" option for actors
    When choosing actor-models, you can now choose "random". In game, a random skin will be choosen.
  • "Random" option for weapons
    When choosing weapons, you can now choose "random". In game, a random weapon will be choosen.
  • New objects
    stairs, houses, walls, bridges, loopings, trees, furniture, roadblocks
  • New Animations
    swat-moves, stances, etc
  • Camera movable during object placement
    To make it easier to position objects, during object placement you now have the option to move the camera. BY holding the capslock lock, you can use the cursor keys to reposition the camera.
  • AI route driving improved
    The code responsible for AI route driving has been rewritten. It should now be more stable, (better following of roads, backup and retry if stuck). None of the three route options will stop for traffic lights or other traffic. The rewrite also solved the limit of 64 points for AI driving routes, this does no longer exist. Also will passengers with "leave car" animations, leave the car at the end of the route.
Minor Improvements
  • Shift-6 gives ":" instead of "="
  • display model-id during actor, object and car model selection
  • Better camera placement during carselection
  • Display during routepoint now indicates and checks maximum of 64 points per route (existing limit)
Bug Fixes
  • Several stability issues solved
  • Health regeneration fixed
  • Route edit improved (faster, more stable)
  • Phone model shown during "talk on phone"
  • Turn of CJ's voice when not in CJ's skin
  • Display bug during editing pickups fixed
  • Space during cutscene skips "all in a row"
  • Error in timelimit handling fixed
  • Fix handling of secondary color during "edit vehicle"
  • Fix messages referring to 'ENTER' key for cancel
Enjoy!!

Loco Matheus
  • Loco Matheus

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#2

Posted 26 December 2012 - 11:53 PM

Going to test it NOW! smile.gif

MadMarshMallow
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#3

Posted 26 December 2012 - 11:59 PM

Finally..! biggrin.gif

Platinum Card
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#4

Posted 27 December 2012 - 12:20 AM

Thanks Dutchy & Patrick! Your hard work and efforts are always appreciated. inlove.gif

Alanj2007Games
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#5

Posted 27 December 2012 - 12:27 AM

Yes! Finally! biggrin.gif I'm going to test it now!

KiD5791
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#6

Posted 27 December 2012 - 12:41 AM

Love you inlove.gif

ProtoZeroZ
  • ProtoZeroZ

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#7

Posted 27 December 2012 - 12:43 AM

YES YES YES YES!! THANK YOU DUTCHY AND PATRICK biggrin.gif


cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

Gummy 
  • Gummy 

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#8

Posted 27 December 2012 - 12:53 AM

f*ck yes, thank you thank you thank you

R3N3GADEAPOC
  • R3N3GADEAPOC

    ALL YOU HAD TO DO WAS FOLLOW THE DAMN TRAIN,CJ.

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#9

Posted 27 December 2012 - 01:11 AM

I <3 you guys, now I gotta spend the rest of my day on the storyline I wanna make biggrin.gif

Loco Matheus
  • Loco Matheus

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#10

Posted 27 December 2012 - 01:40 AM

I've created a little mission, take a look: http://dyom.gtagames.nl/show/22740

toddlar
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#11

Posted 27 December 2012 - 01:56 AM

wow awesome

Alanj2007Games
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#12

Posted 27 December 2012 - 02:30 AM Edited by apit2010, 27 December 2012 - 03:42 AM.

Crash when reach objective 8 sad.gif
All of it is cutscene
Maybe I make a mistake in there.. Now I'm try to fix it.

QUOTE
I've created a little mission, take a look: http://dyom.gtagames.nl/show/22740


I have played your mission. Wow. It's awesome. But when I reach objective "Chase helicopter" I go to rooftop and my game is crash sad.gif

I use CLEO 3 it crash. I use CLEO 4.1 it crash.

It's never happened in BETA before sad.gif

Dude1
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#13

Posted 27 December 2012 - 06:26 AM

QUOTE (Loco Matheus @ Thursday, Dec 27 2012, 01:40)
I've created a little mission, take a look: http://dyom.gtagames.nl/show/22740

Very nice and not hard mission! And it did not crash with me. colgate.gif

NexusUndead
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#14

Posted 27 December 2012 - 06:43 AM

OH S***, thanks biggrin.gif

Notna
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#15

Posted 27 December 2012 - 07:40 AM

My godness. Thanks guys, you rock.

Jimmy_Leppard
  • Jimmy_Leppard

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#16

Posted 27 December 2012 - 08:05 AM

This makes me very happy biggrin.gif You guys are legen - wait for it - dary wink.gif

LFarmer
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#17

Posted 27 December 2012 - 08:33 AM

Finally! Been waiting for this. biggrin.gif

Dude1
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#18

Posted 27 December 2012 - 08:40 AM

Dutchy1030 and PatrickW, we apprecciate all of the work that you have done these years, keep up! colgate.gif

Yezz007
  • Yezz007

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#19

Posted 27 December 2012 - 08:40 AM

Damn i missed this topic, now i can continue my old project.
Thanks.

Rytuklis
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#20

Posted 27 December 2012 - 08:44 AM

Add sound and follow actor are the best features in my opinion! Really thank you for this awesomeness, Dutchy and Patrick wink.gif

Darkseller63
  • Darkseller63

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#21

Posted 27 December 2012 - 11:13 AM

YAAAAAAAAAAAAY! icon14.gif

Zizo008
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#22

Posted 27 December 2012 - 12:18 PM

Wow! At first i was checking on DYOM: Missions forum, i saw no talk about it's release so i assumed it's still not. But then i see this and i went all crazy! Finally i can leave V6 now.
Guess i have to start working on Resident Evil 4 now.

LukniS
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#23

Posted 27 December 2012 - 12:33 PM

Waiting for new contest smile.gif

guib
  • guib

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#24

Posted 27 December 2012 - 01:49 PM

Good job guys. icon14.gif

PatrickW
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#25

Posted 27 December 2012 - 02:24 PM

A very annoying bug ( crash at end of route) has been fixed, and a new version has been uploaded ( V7.0.1 ),
DOWNLOAD

NexusUndead
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#26

Posted 27 December 2012 - 02:27 PM

Epic, thanks devs biggrin.gif

guib
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#27

Posted 27 December 2012 - 02:33 PM

How do I upload a mission with a sound file? Do I upload it in a Rar file with the sound map or something else?

NexusUndead
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#28

Posted 27 December 2012 - 02:38 PM

QUOTE (guib @ Thursday, Dec 27 2012, 14:33)
How do I upload a mission with a sound file? Do I upload it in a Rar file with the sound map or something else?

Load your mission.
Click "Show Audio Code". (Keep in mind the code displayed)
Exit GTA SA.
Go to your Documents.
Open GTA SA User Files.
Go to SD.
Create folder in SD that DYOM showed whan pressed "Show Audio Code".
Create a ZIP file.
Add your mission.
Add the folder with the Code. (Don't upload the SD folder, thats not neccesary)
Upload to DYOM website.

Now others can play your mission, and enjoy the sound.


Kaydee.
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#29

Posted 27 December 2012 - 02:39 PM

I was designing a mission using V7.0, and I pretend to finish it. My question is: Can I edit it using V7.1 or should I edit using V7.0?

PatrickW
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#30

Posted 27 December 2012 - 02:41 PM

Yeah, easiest is to create a zip (or tar) file with the correct folder layout,
That is, if the audiocode for your mission is ABCDE:

CODE

DYOM1.dat
SD
 |___ABCDE
        |____am.mp3
              01.mp3
              05.mp3
              05.noa




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