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24h TimeCycle

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Crspy
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#31

Posted 24 July 2017 - 08:16 PM Edited by Crspy, 24 July 2017 - 08:16 PM.

My game crashes with the new asi. (hoodlum, is it supported?)

Yes , it works fine here.

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The Hero
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#32

Posted 24 July 2017 - 08:16 PM

Yes, it should work with hoodlum now.
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Reyks
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#33

Posted 24 July 2017 - 09:01 PM

For people who are still getting crashes:

 

Remove ANY timecyc.dat mod from modloader otherwise it will conflict with this and the game will crash.


The Hero
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#34

Posted 24 July 2017 - 09:07 PM

Forgot to put up my script I used to convert the timecyc.dat. Added to the first post.
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gts.
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#35

Posted 24 July 2017 - 10:46 PM

For people who are still getting crashes:
 
Remove ANY timecyc.dat mod from modloader otherwise it will conflict with this and the game will crash.

I think that's a obvious thing. :p
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X-Falcon
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#36

Posted 27 July 2017 - 01:32 PM

Conclusion

Spoiler


I guess this is my time as coder for answering any unanswered questions deeply, since besides the experts still keeping them secrets method from curiosity juniors, Hope so you guys could help The Hero or all keep track their crash solution like this madleg case. :cool:

Question appear
 

How do you find the address? With IDA pro?


Answer

Spoiler


Gramps
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#37

Posted 29 July 2017 - 11:28 AM Edited by Gramps, 29 July 2017 - 11:29 AM.

I did a quick comparison video to see if there was a difference in the original timecyc, and the 24 hr converted one.
Original on the left, Original 24hr Converted on the right.

Recorded on a vanilla game, with ASI Loader, WidescreenFix and 24hr Timecyc as the only mods.
Used the Faster Clock Cheat (YSOHNUL) and recorded with ShadowPlay, edited and rendered in Sony Vegas.

(Unsure about the lighting difference though?)

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Ash_735
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#38

Posted 29 July 2017 - 11:49 AM

There should be zero difference on the default timecyc as it's untouched, the generated 24h one uses values the game does when interpreting. It's just provided as a base for modders to work with.

Mubber
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#39

Posted 29 July 2017 - 12:15 PM Edited by Mubber, 29 July 2017 - 12:51 PM.

It even works in SA-MP. Incredible.

Also, how would one go around converting True Skies to this 24h format, dragging the .dat onto the .py seems to work but it doesnt give me a new file.

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The Hero
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#40

Posted 29 July 2017 - 02:18 PM

Well my 24h file was generated from a timecycp.dat, which differs from the (BROKEN!) PC timecyc.dat a bit.

The output it written to stdout, from cmd.exe: timecyc.py inputtimecyc.dat > outputtimecyc.dat

Mubber
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#41

Posted 29 July 2017 - 04:57 PM

Running it through cmd.exe worked, thanks.


Inadequate
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#42

Posted 29 July 2017 - 06:45 PM

I did a quick comparison video to see if there was a difference in the original timecyc, and the 24 hr converted one.
Original on the left, Original 24hr Converted on the right.

Recorded on a vanilla game, with ASI Loader, WidescreenFix and 24hr Timecyc as the only mods.
Used the Faster Clock Cheat (YSOHNUL) and recorded with ShadowPlay, edited and rendered in Sony Vegas.

(Unsure about the lighting difference though?)

Spoiler

The converted timecyc is a timecycp, that's why the lightning isn't broken, just like in the PS2.


Mubber
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#43

Posted 29 July 2017 - 07:59 PM Edited by Mubber, 29 July 2017 - 08:06 PM.

Im having some weird issues with the converted true skies timecyc

https://gfycat.com/C...salPeriodicCrow

Only in SP though, in SA-MP i tried a bunch of weather and time settings and it just had some wonky lighting/color.


LaDiDa
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#44

Posted 29 July 2017 - 08:12 PM

Might be because true skies uses the broken pc timecyc.dat for a base instead of timecycp.dat
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Mubber
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#45

Posted 29 July 2017 - 09:02 PM

Might be because true skies uses the broken pc timecyc.dat for a base instead of timecycp.dat

Non-converted one works perfectly fine though.


MMK_033
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#46

Posted 07 August 2017 - 12:16 PM Edited by MMK_033, 07 August 2017 - 12:27 PM.

Awesome, have been waiting this for like five years.


LaDiDa
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#47

Posted 09 August 2017 - 09:00 PM

Out of curiousity, the original timecyc.dat in SA supports Illumination (even though it is not present in the original timecyc.dat/timecycp.dat and thus defaults to 1.0), now this newly generated 24h timecyc(p).dat has a new option (DirMult), is it the same as Illumination (right now 1.0 for every time and weather)?


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#48

Posted 09 August 2017 - 11:05 PM Edited by The Hero, 09 August 2017 - 11:06 PM.

Yes. I just named the columns after what the game variables are named (m_nHighLightMinIntensity, m_nWaterFogAlpha, m_nDirectionalMult). I don't know who came up with the name 'illumination' but I always prefer to use the original names if we know them.
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SilverRST
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#49

Posted 12 August 2017 - 05:22 PM

Yes. I just named the columns after what the game variables are named (m_nHighLightMinIntensity, m_nWaterFogAlpha, m_nDirectionalMult). I don't know who came up with the name 'illumination' but I always prefer to use the original names if we know them.

And you expect most would know what those m_nHighLightMinIntensity, m_nWaterFogAlpha, m_nDirectionalMult) means?

 

Out of curiosity too, are these integers or floatingpoints? Like 0.1, 0.5 and so on. The higher the value, the stronger it gets.


Alex_00700
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#50

Posted 12 August 2017 - 06:08 PM Edited by Alex_00700, 12 August 2017 - 06:09 PM.

i am use gta sa(clean)+this mod and fastman limit Adjuster and he says that crash main.scmpg4d_nrxQ7idzhIf9Ve0QQ.png


LaDiDa
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#51

Posted 12 August 2017 - 06:18 PM

Waterfog alpha goes from 0-100 (integer) and is in %.
Determines the foggy wateredges density.

DirectionalMult goes from 0-2.0 (float with Silent Patch, integer without) and determines how much light falls on models.

Will need to see what the other does exactly though :p

The Hero
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#52

Posted 12 August 2017 - 07:01 PM

It's not like nobody has ever thought of documenting the values: http://www.gtamoddin...#File_hierarchy

LaDiDa
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#53

Posted 12 August 2017 - 08:30 PM

Weird, googling for any sort of documentation on it made nothing but the in-game timecyc editor thread come up :p


fabioxds
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#54

Posted 15 August 2017 - 06:11 PM Edited by fabioxds, 15 August 2017 - 06:15 PM.

Sorry for being so n00bish  guys, but as I aint a modder, what does exactly this mod add to  the gameplay? New lighting and animations left out by Rockstar?


Claude_Lib
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#55

Posted 15 August 2017 - 07:25 PM

No, it basically gives modders an ability to fine-tune their custom timecycles (like this one) more precisely.

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#56

Posted 15 August 2017 - 07:33 PM

Sorry for being so n00bish  guys, but as I aint a modder, what does exactly this mod add to  the gameplay? New lighting and animations left out by Rockstar?

No, it just expands and allows the game to read 24 hours per weather cycle (like III/VC/LCS/VCS) compared to SA's 8 hours. The timecyc supplied with this mod is just a base file that is generated from timecyp.dat to give an example of how much people can edit. This mod is mainly for TC's and for timecyc editors who want full control over specific time slots and weather settings.

If you're doing neither, then you have no real need to install this mod. :p

Dyabda
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#57

Posted 25 August 2017 - 12:42 PM

This modification is incompatible with the Skygfx?


The Hero
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#58

Posted 25 August 2017 - 12:45 PM

No, why? everything I do is compatible with skygfx.

Ash_735
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#59

Posted 25 August 2017 - 12:48 PM

I get the feeling a lot of people don't actually know what this mod does despite us explaining it. :D
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MMK_033
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#60

Posted 29 August 2017 - 09:43 AM Edited by MMK_033, 29 August 2017 - 09:52 AM.

I've made an Excel table that converts 8-hour format to 24-hour format automatically, without those negative numbers. The only problem is that you have to enter input values manually, so it's quite painstaking. But all the data is formatted, so you can paste it in timecyc_24h.dat right after you get it without any editing (unless you are bothered of the large gaps that the Excel creates itself while copying).

 

Press "Скачать" to download if the link is in Russian.

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