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24h TimeCycle

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55 replies to this topic
Crspy
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#31

Posted 3 weeks ago Edited by Crspy, 3 weeks ago.

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 3 weeks ago

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

Posted 3 weeks ago

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 3 weeks ago

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 3 weeks ago

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 3 weeks ago

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 3 weeks ago Edited by Gramps, 3 weeks ago.

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 3 weeks ago

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 3 weeks ago Edited by Mubber, 3 weeks ago.

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 3 weeks ago

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 3 weeks ago

Running it through cmd.exe worked, thanks.


Inadequate
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#42

Posted 3 weeks ago

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 3 weeks ago Edited by Mubber, 3 weeks ago.

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 3 weeks ago

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 3 weeks ago

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 A week ago Edited by MMK_033, A week ago.

Awesome, have been waiting this for like five years.


LaDiDa
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#47

Posted A week ago

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)?


The Hero
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#48

Posted A week ago Edited by The Hero, A week ago.

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 A week ago

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 A week ago Edited by Alex_00700, A week ago.

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 A week ago

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 A week ago

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

LaDiDa
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#53

Posted A week ago

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 5 days ago Edited by fabioxds, 5 days ago.

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 5 days ago

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

Ash_735
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#56

Posted 5 days ago

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




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