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  1. walker6498

    Modification of gtasa ped.ifp

    I modified the animation "IDLE_stance" in ped.ifp. Such a bad thing happened as a result, but the Animation I made shows normally on the Animation Manager. Why is that Just now, I discovered something. I used cleo alone to call the ifp I made myself, but there was no problem
  2. Matt1010

    GTA: San Andreas - Sounds List

    Welcome. This thread contains some info about the sounds in SA. Featuring GENRL, SCRIPT, SPC_[something] etc. In order to open the file, you need Alci's SAAT GUI FrontEnd. Get it here. When opening it, you'll see that there's a lot of Bank_[NUMBERHERE] folders. Every one of them is obviously different and contains various sounds. Note that some sounds are still unknown to me soo.. if you know the ones that I don't know, do tell so I can upload this list! Big thank you to @Uzzi47 for finding the actual names for SPC banks and for CJ voicelines. (took 1 week to research them all) Also thank you to @MrFinger for various support for this list. GENRL: PAIN_A (CJ and peds' pain sounds) SPC_EA (Public services peds voice lines) SPC_FA (Special peds voice lines) SPC_GA (Generic peds voice lines) SPC_NA (Gang voice lines and story peds) SPC_PA (CJ's voice lines and his generic blabbering. 4108 in total, to be exact)
  3. I can't find the memory address in the call_method (5327216 struct 11989032) Actor.StorePos(0@, 1@, 2@, 3@) get_this_script_struct 5@ 5@ += 80 0A8E: 6@ = 5@ + 12 // int call_method 5327216 struct 11989032 num_params 6 pop 0 6@ 5@ 3@ 2@ 1@ 0@
  4. Want to start making some car sound mods? This is just the tutorial for you. (I also just felt like writing one, so I wouldn't forget how to ) 1. Open your source video game. Mute all of the other sound effects (music, tire noise, environment noise, etc) except for the engine sound in the game's options. (Alternatively, you can also grab a youtube video that has the sounds listed below) Then open Tenacity[1] . Hit record (R) and record these: Idling Revving Acceleration (record one gear only) Top speed/stable high RPM Deceleration To be able to record game audio, head to the section that has 4 drop-down menus under the toolbar Set the 1st box to Windows WASAPI, the 2nd box to your main output device, usually called Speakers (Realtek(R) Audio) (loopback), the 3rd to 2 (Stereo) Recording Channels, and the 4th should be the same as the 2nd one (without loopback) You then need to convert the Stereo recording to Mono, do the following steps shown in the images below (click on the images to make them HUGE) 2. Stop the recording, set the Project Rate (Hz) to 32000 (can be found in the bottom left corner), and highlight the sounds mentioned in #1 one by one. Test the sounds for audio pops before exporting by pressing Shift + Space (repeat highlighted audio) If you hear audio pops when repeating the audio selection, zoom in into the front and end of the selection until you see dots (individual samples) or just a nice, single line then make sure that both the front and end dots are aligned to the "equator" (the line in the middle) Export the highlighted sounds (File>Export>Export Selected Audio) following this format: Bank_xxx (refer to #3 for naming the banks) sound_001.wav - Revving sound sound_002.wav - Idle sound Bank_xxx (refer to #3 for naming the banks) sound_001.wav - Hard acceleration sound sound_002.wav - Top speed/stable high RPM sound sound_003.wav - Deceleration sound Make sure to export the highlighted sounds by selecting File>Export>Export Selected Audio, and export it as a WAV (Microsoft), and in the next window, set the encoding to Signed 16-bit PCM. Also, clear the metadata tags even when there are none. [2] 3. Decide what car sound group it would replace. Here's the list: Bank_001 & 002 - Bravura, Cadrona, Elegy, Euros, Merit, Mesa, Nebula, Previon, Primo, Solair, Uranus, ZR-350 Bank_010 & 011 - Bullet, Glendale, Trashed Glendale, Oceanic, Tornado Bank_019 & 020 - Cabbie, Fortune, Intruder, Picador, Sunrise, Vincent, Willard, Yosemite Bank_026 & 027 - Bus, Coach, DFT-30 Bank_028 & 029 - Broadway, Hermes, Remington Bank_031 & 032 - Alpha, Buffalo, Hotring Racer, Hotring Racer A, Infernus Bank_034 & 035 - HPV1000, Wayfarer Bank_039 & 040 - Blade, Buccaneer, Clover, Sabre, Savanna, Stallion, Voodoo Bank_041 & 042 - Quadbike, Sanchez Bank_055 & 056 - Kart, Mower Bank_057 & 058 - Caddy Bank_062 & 063 - Combine Harvester Bank_064 & 065 - Bloodring Banger, Monster, Monster A, Monster B Bank_069 & 070 - BF Injection, Hotknife, Hustler, Slamvan Bank_074 & 075 - Barracks, Dune, Enforcer, FBI Truck, Flatbed, S.W.A.T., Trashmaster Bank_077 & 078 - Benson, Cement Truck, Dumper, Fire Truck (both types), Linerunner, Packer, Rhino, Roadtrain, Tanker Bank_080 & 081 - Admiral, Elegant, Emperor, Police (all 3 types), Premier, Sentinel, Stafford, Stratum, Stretch, Sultan, Taxi Bank_082 & 083 - Dozer, Tractor, Walton Bank_086 & 087 - Blista Compact, Club, Esperanto, Feltzer, Flash, Jester, Majestic, Tahoma Bank_088 & 089 - Bobcat, Greenwood, Manana, Moonbeam, Perennial, Regina, Romero, Sadler, Trashed Sadler, Tampa, Virgo, Washington Bank_092 & 093 - FBI Rancher, Huntley, Landstalker, Patriot, Rancher (both types), Ranger, Sandking Bank_094 & 095 - Hotring Racer B, Phoenix, Windsor Bank_096 & 097 - Banshee, Cheetah, Comet, Super GT, Turismo Bank_108 & 109 - Bandito, FCR-900 Bank_118 & 119 - BF-400, NRG-500, PCJ-600 Bank_130 & 131 - Ambulance, Berkley's RC Van, Burglar Boxville, Burrito, Journey, Mule, Newsvan, Pony, Securicar, Towtruck, Utility Van Bank_133 & 134 - Freeway Bank_135 & 136 - Regular Boxville, Camper, Hotdog, Rumpo, Yankee 4. Install the sounds by using either modloader or SAAT. But, I really recommend you install it with modloader as it is significantly easier. Make a new folder inside the modloader folder and name it to anything. Place the 2 Bank_xxx folders inside the folder you created. You would have a directory like this: 5. Launch the game and test out your new sounds. Better spawn your car or steal one! Reply to this thread if you encounter problems (Here's an example of the finished product, you can use it for reference) [1] - Tenacity maintains the same hotkeys offered by this guide, as opposed to modern Audacity. I personally think the old controls are better anyways [2] - I personally have had problems not doing so, the sounds wouldn't get detected at all
  5. So whenever I install and enable Fastmen92 Vehicle audio Loader (default configs), every car in the game sound is missing while their horns start to use the bicycle horn, whenever I disable it through fastman92limitAdjuster everything is normal (vehicle sounds are back and use their respected horn) I tried to see if anyone had this issue but that doesn't seem like the case, can anyone please help me
  6. Ok,i need a savior from here that can port me the lcs ps2 map to san andreas without stories map converter without lods please. Please please no ipl or map placing tutorials PLEASE (Pics from ElMarcoPL)
  7. Hi Fellas, do you guys know where is the WASTED texture file location? C:\Program Files (x86)\Grand Theft Auto San Andreas\models I've check all the .txd file inside the models folder but I couldn't find it Is it pre-rendered into texture or it is scripted and render in the game?
  8. Hello, I have created a cleo script that can identify external scripts, specifically those defined as DEFINE EXTERNAL_SCRIPTS 19. This script displays the names of these external scripts as well as the total number of external missions available. Additionally, I have another cleo script that works for threads like 004F: Create_Thread @THRUN. This script allows me to view the names and total numbers of all side missions associated with it. However, I now need help with extracting the mission names and the total number of missions defined by DEFINE MISSIONS 147 in the main.scm file. Could anyone guide me on how to achieve this? Any assistance or advice would be greatly appreciated! Thank you in advance.
  9. FixationOnDarkness

    How to fix brake pads in Blender?

    Quick question: I am trying to use Blender to make the front brake pads follow the rotation of the front wheels on the z-axis only so I don't get that weird pads clipping through the wheels effect. Everything I have tried has been catastrophic. Can anyone with Blender and modding experience help me out? THANKS!!!!
  10. jotasc

    GTA SA Occlusion issue

    Recently in GTA San Andreas Vanilla (PC) I have seen some bugs object and background disappearing one in Las Venturas and the second in Transfender Doherty, I think they are occlusion bugs probably the first one in the screenshots is in occluveg.ipl but how can I know which line and what value I should touch to fix it?
  11. Mr.Pineapple

    Game Crashes with SFX(?)

    So i was just ending with my San Andreas modded game, and when i was just doing the first mission, the game crashed the first time it was when the ballas did the drive by on smoke car, fastman limit adjuster said last loaded file was in sfx/script And the second time, it was just reaching Grove in the Bike, again, crash, it said last file loaded was in /sfx/genrl Here's my Mod List: Junior_DJJR Essentials Open Limit Adjuster Animation Fix Story Mode 2.0 Mixsets Enhanced Classic Graphics Proper Radar Pedfuncs Original Peds Vary Slingshot Weapons Pack SkyGFX GPS Redux Here's the Log: Starting fastman92 limit adjuster 6.5, compilation time: May 14 2022 15:55:55 (UTC) Website: http://fastman92.com Launch time: 1-6-2023 2:45:06 (UTC), 22:45 (local) Launched during the night. Solution platform: WIN_X86 FASTMAN92_LIMIT_ADJUSTER_RELEASE_DIRECTORY is not defined. Documentation files will not be written. Game detected: GTA SA 1.0 US HOODLUM 14383616 bytes Game uses dynamic image base? No Game preferred image base: 0x400000 Game current image base: 0x400000 Number of FLA modules: 70 Delayed processing of limits? No Root base directory: Root directory: C:\Users\Fabian Piña\Documents\Grand Theft Auto San Andreas Initial directory: C:\Users\Fabian Piña\Documents\Grand Theft Auto San Andreas INI filename: fastman92limitAdjuster_GTASA.ini Global exception handler has been registered. --------------------------------------------- --------------------------------------------- Error reporting going to be applied. GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled. GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled. GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled. GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled. GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled. Error reporting is applied now. --------------------------------------------- --------------------------------------------- FLA loading text is disabled. --------------------------------------------- Number of memory changes made: 26 --------------------------------------------- Game has crashed, here's a crash log: Current process ID: 5848 Current thread ID: 4072 Last file to be loaded: C:\Users\Fabian Piña\Documents\Grand Theft Auto San Andreas\audio/sfx/genrl Last library loaded: C:\Windows\system32\QuickTime.qts Exception address: 0x004D464E ("gta_sa.exe"+0xD464E) Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) Inaccessible memory address: 0x118A General registers: EAX: 0x00001180 (4480) EBX: 0x00000003 (3) ECX: 0x00000000 (0) EDX: 0x00000000 (0) ESI: 0x00000168 (360) EDI: 0x1937DA68 (423090792) EBP: 0x000000E0 (224) ESP: 0x0177F354 (24638292) EIP: 0x004D464E (5064270) ["gta_sa.exe"+0xD464E] EFL: 0x00010202 (66050)
  12. Clare Dahl Sundance

    [SA] Weapon.dat Editing Guide

    In my DYOM projects I often edit the weapon.dat to make custom weapons, and, to do that, I had to learn how to properly edit Weapon.dat, in which I only knew how to change the damage and ammunition, however, now that I learned how to edit most of it, I may now write this tutorial to people learn more quickly. This tutorial serves for people who want to edit weapons for fun, for adding custom weapons or weaponry accuracy, We might see the Weapon.dat lines, get an original one at the data folder in your game folder, place a copy inside a paste in Modloader; I recommend you use Notepad++, since a known tool for programming and ideal to edit GTA SA data files. the signed offs are unnecessary lines to edit, in which normally may not be edited, they're: ModelIds: the IDs of the weapons models, only edit when it's need (such as installing a weapon who is originally a added weapon and you substitute with a other model). Offset: the crosshair of each weapon, I don't see objective in editing it. Break: never edited, must be nothing. In the top of almost every GTA data file, it contains a small guide left for the game developers, weapon.dat isn't different, it has a guide in which will be in this spoiler Here is a more compelling list: A: The weapons names, serve as a guide, may not be changed; B: What the weapon are, for the guns' example, the bullet travels so fast that is almost instant; C, D: The ranges, the distance a bullet can reach, example: the rifle's shot will reach farther than a pistol shot; I: The weapon slot, it's separated by: 0 = Unarmed and Brass Knuckles; 1 = Melee; 2 = Handguns (pistols); 3 = Shotguns; 4 = Submachine guns; 5 = Assault rifles; 6 = Country and Sniper rifles; 7 = Heavyguns; 8 = Throwables; 9 = Miscellaneous (Fire Extinguisher, Camera, Spraycan); 10 = Gifts; 11 = Goggles and Parachute; 12 = Detonator. J: The animation group (animgrp) that will be used (see deeper in this tutorial to how to change it); K: Ammunition quantity, guns with no. "1" signifies they're single shots; L: Damage, the sniper rilfe has more than the pistol for a example; P: Skill numbering: 0 = Poor, the one you start with; 1 = Medium, and you reach half of the weapon skill bar; 2 = Pro, when you reach the end of the skill bar. Q: Level (in numbers) you need to reach to any weapon skill level; R, S: Firing accuracy and speed, it highs each level; T, U, V: Firing loop, the three numbers say: beginning, ending, firing; may the "ending" number be higher than the beginning, each gun has his own numbers, and can be used at your favour; W, X, Y: The same as "T, U, V", only crouching. THE HEX FLAGS The least but not less important, the HEX flags has on him special characters of the weapons who make them unique of each other, they're a list of them: 3013, 3033: for one-hand wielding gun (such as Pistol, Micro Uzi, TEC9 and the Sawnoff), "3013" is only found in the submachine poor skill counterpart; 3833: for advanced (pro) skill in the one-hand wielding guns, in which make them now be dual wielding; 2001, 2011, 2031: Used by the shotgun, one of each level of skill; 7001, 7011, 7031: Used by the silenced pistol and two hand guns (such as assault rifles and the SPAS-12), if you want any handgun to be two-hand wielded, this is the path; A008, A014: Used by the country and sniper rifle. HOW TO MAKE A TWO-HANDED PISTOL To do this now simple task is easy, your line (unedited) must be like this: You need to change the animgrp to a two handed handgun (such as the silenced one), and change the flag 3033, 3083 to 7001, 7011, 7031, and will be like this: (Notice how I changed the ammo of the last level to fit the modification). Now you need to edit the default.ide; DEFAULT.IDE When you enter the file and give a little search you'll find lines like this: in which is: Model ID, DFF name, TXD name, IFP name, flags (non-important) Keeping up with the tutorial, on the colt45 (pistol) line, change the "colt45" in the IFP slot to "silenced", like this: Now, save every change you made and open your game and there is. Now that you saw this tutorial and this guide, go to your game and start modding! Try experiencing with the gun lines, make the M4 a two handed machine-gun, make the AK-47 a sharpshooter rifle, try anything. I hope this guide helped you in any manner.
  13. I have made several ped models in the past. After making my most recent one the game crashes when i tried to change to it. SCRLog throws this error: Error: 0x00749B7B Problem: Trying to create a model that does not exist, or .txd does not exist. Or file name too long. Solution 1: Check the installation of mods that need models, such as map objects. It has been reported trying to install a non-existent .dff or .txd into an .ide. Solution 2: There was this issue in VehFuncs, fixed as of v2.0.8. Other mods that create models, probably any kind of model, can cause this, and probably just .asi, or the game itself tried to create a native game model that for some reason no longer exists. GTA SA 1.0.0.0 US Unhandled exception at 0x00749B7B in gta_sa.exe (+0x349b7b): 0xC0000005: Access violation reading location 0x00000008. Register dump: EAX: 0x00000000 EBX: 0x00000036 ECX: 0x00000000 EDX: 0x0086D168 EDI: 0x00000008 ESI: 0x00000000 EBP: 0x00000000 EIP: 0x00749B7B ESP: 0x0177F418 EFL: 0x00010246 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F418: 0000001D 00000000 00000000 00000036 0073483D 00000000 0x0177F430: 00734810 0177F438 00000000 004D672B 00000000 0FBF13B8 0x0177F448: 005E489E 00000000 0000001D 0FBF13B8 0047A85C 0000001D 0x0177F460: 00000000 1016BFF8 0177F634 00000001 0000029E 00561A17 0x0177F478: 00483DEF 00000000 1016BFF8 0177F634 00000001 00000000 0x0177F490: 000D0A18 000D0A18 77254F78 000000C1 0177F4CC 7715ED8F 0x0177F4A8: 77256878 7721A370 00000000 00000000 000000C1 00202000 0x0177F4C0: 0177F588 00000017 00000000 0177F4E8 77162400 77256634 0x0177F4D8: 000000C1 00000000 000D0A18 00000020 025E0078 0177F588 0x0177F4F0: 0A70F59C 0177F580 7717639F 00000010 00000020 000001FC base: 0x01580000 top: 0x0177F418 bottom: 0x01780000 Backtrace (may be wrong): =>0x00749B7B _RpClumpForAllAtomics+0xb in gta_sa.exe (+0x349b7b) I don't want to remake the entire model from scratch and still not be sure if it works. Can anybody help? I can upload the files if needed.
  14. Hola, he convertido el mapa de Liberty City de LCS (versión PS2) a SA (versión PC) porque quiero añadir LC a SA para poder visitar ambas ciudades. Tengo los archivos IDE , IPL y .IMG , y he configurado el archivo gta.dat . He cargado casi todo, pero el juego me da este error sin sentido. ¿Alguien me puede ayudar con esto? Nunca he hecho esto antes y no tengo ni idea de qué configuración debería tener correctamente en el archivo " fastman92limitAdjuster_GTASA.ini ". En la imagen 1 se puede apreciar el error. En la imagen 2 muestro el mapa cargado en el juego (solo LODs, visualizado con EURYOPA , ya que no puedo ingresar al juego debido a este error). También adjunto mis archivos gta.dat y fastman92limitAdjuster_GTASA.ini aquí para que puedan revisarlos ustedes mismos y ver qué error podría tener. # MY GTA.DAT # Load IDEs first, then the models and after that the IPLs # IMG DATA\PATHS\CARREC.IMG IMG DATA\SCRIPT\SCRIPT.IMG IMG MODELS\CUTSCENE.IMG ################################################# # LIBERTY CITY MAP # IMG MODELS\COMMER.IMG IMG MODELS\INDUST.IMG IMG MODELS\SUBURB.IMG IMG MODELS\UNDERG.IMG ################################################# SPLASH loadsc2 # # Object types # IDE DATA\MAPS\generic\vegepart.IDE IDE DATA\MAPS\generic\barriers.IDE IDE DATA\MAPS\generic\dynamic.IDE IDE DATA\MAPS\generic\dynamic2.IDE IDE DATA\MAPS\generic\multiobj.IDE IDE DATA\MAPS\generic\procobj.IDE IDE DATA\MAPS\LA\LAn.IDE IDE DATA\MAPS\LA\LAn2.IDE IDE DATA\MAPS\LA\LAs.IDE IDE DATA\MAPS\LA\LAs2.IDE IDE DATA\MAPS\LA\LAe.IDE IDE DATA\MAPS\LA\LAe2.IDE IDE DATA\MAPS\LA\LAw2.IDE IDE DATA\MAPS\LA\LAw.IDE IDE DATA\MAPS\LA\LAwn.IDE IDE DATA\MAPS\LA\LAhills.IDE IDE DATA\MAPS\LA\LAxref.IDE IDE DATA\MAPS\SF\SFn.IDE IDE DATA\MAPS\SF\SFs.IDE IDE DATA\MAPS\SF\SFse.IDE IDE DATA\MAPS\SF\SFe.IDE IDE DATA\MAPS\SF\SFw.IDE IDE DATA\MAPS\SF\SFxref.IDE IDE DATA\MAPS\vegas\vegasN.IDE IDE DATA\MAPS\vegas\vegasS.IDE IDE DATA\MAPS\vegas\vegasE.IDE IDE DATA\MAPS\vegas\vegasW.IDE IDE DATA\MAPS\vegas\vegaxref.IDE IDE DATA\MAPS\country\countryN.IDE IDE DATA\MAPS\country\countN2.IDE IDE DATA\MAPS\country\countryS.IDE IDE DATA\MAPS\country\countryE.IDE IDE DATA\MAPS\country\countryW.IDE IDE DATA\MAPS\country\counxref.IDE IDE DATA\MAPS\interior\int_LA.IDE IDE DATA\MAPS\interior\int_SF.IDE IDE DATA\MAPS\interior\int_veg.IDE IDE DATA\MAPS\interior\int_cont.IDE IDE DATA\MAPS\leveldes\levelmap.IDE IDE DATA\MAPS\leveldes\levelxre.IDE IDE DATA\MAPS\interior\gen_int1.IDE IDE DATA\MAPS\interior\gen_int2.IDE IDE DATA\MAPS\interior\gen_intb.IDE IDE DATA\MAPS\interior\gen_int3.IDE IDE DATA\MAPS\interior\gen_int4.IDE IDE DATA\MAPS\interior\gen_int5.IDE IDE DATA\MAPS\interior\savehous.IDE IDE DATA\MAPS\interior\stadint.IDE IDE DATA\MAPS\leveldes\seabed.IDE ################################################# # LIBERTY CITY MAP # IDE DATA\MAPS\LC\commer.IDE IDE DATA\MAPS\LC\indust.IDE IDE DATA\MAPS\LC\suburb.IDE IDE DATA\MAPS\LC\underg.IDE ################################################# # interiors IDE DATA\MAPS\interior\props.IDE IDE DATA\MAPS\interior\props2.IDE IDE DATA\MAPS\interior\propext.IDE # vehicle upgrade models IDE DATA\MAPS\veh_mods\veh_mods.IDE # txd parents IDE DATA\TXDCUT.IDE # have to load map.zon before any of the IPLs IPL DATA\MAP.ZON # IPL DATA\NAVIG.ZON IPL DATA\INFO.ZON # # Scene information # SPLASH loadsc2 IPL DATA\MAPS\LA\LAn.IPL IPL DATA\MAPS\LA\LAn2.IPL IPL DATA\MAPS\LA\LAs.IPL IPL DATA\MAPS\LA\LAs2.IPL IPL DATA\MAPS\LA\LAe.IPL IPL DATA\MAPS\LA\LAe2.IPL IPL DATA\MAPS\LA\LAw.IPL IPL DATA\MAPS\LA\LAwn.IPL IPL DATA\MAPS\LA\LAw2.IPL IPL DATA\MAPS\LA\LAhills.IPL IPL DATA\MAPS\SF\SFn.IPL IPL DATA\MAPS\SF\SFs.IPL IPL DATA\MAPS\SF\SFse.IPL IPL DATA\MAPS\SF\SFe.IPL IPL DATA\MAPS\SF\SFw.IPL IPL DATA\MAPS\vegas\vegasN.IPL IPL DATA\MAPS\vegas\vegasS.IPL IPL DATA\MAPS\vegas\vegasE.IPL IPL DATA\MAPS\vegas\vegasW.IPL IPL DATA\MAPS\country\countryN.IPL IPL DATA\MAPS\country\countN2.IPL IPL DATA\MAPS\country\countrys.IPL IPL DATA\MAPS\country\countryE.IPL IPL DATA\MAPS\country\countryW.IPL ################################################# # LIBERTY CITY MAP # IPL DATA\MAPS\LC\commer.IPL IPL DATA\MAPS\LC\indust.IPL IPL DATA\MAPS\LC\suburb.IPL IPL DATA\MAPS\LC\underg.IPL ################################################# # interiors IPL DATA\MAPS\interior\int_LA.IPL IPL DATA\MAPS\interior\int_SF.IPL IPL DATA\MAPS\interior\int_veg.IPL IPL DATA\MAPS\interior\int_cont.IPL IPL DATA\MAPS\interior\gen_int1.IPL IPL DATA\MAPS\interior\gen_int2.IPL IPL DATA\MAPS\interior\gen_intb.IPL IPL DATA\MAPS\interior\gen_int3.IPL IPL DATA\MAPS\interior\gen_int4.IPL IPL DATA\MAPS\interior\gen_int5.IPL IPL DATA\MAPS\interior\stadint.IPL IPL DATA\MAPS\interior\savehous.IPL # level design IPL DATA\MAPS\leveldes\levelmap.IPL IPL DATA\MAPS\leveldes\seabed.IPL IPL DATA\MAPS\paths.ipl IPL DATA\MAPS\paths2.ipl IPL DATA\MAPS\paths3.ipl IPL DATA\MAPS\paths4.ipl IPL DATA\MAPS\paths5.ipl IPL DATA\MAPS\cull.ipl IPL DATA\MAPS\tunnels.ipl IPL DATA\MAPS\occluSF.ipl IPL DATA\MAPS\occluveg.ipl IPL DATA\MAPS\occluLA.ipl IPL DATA\MAPS\occluint.ipl IPL DATA\MAPS\audiozon.ipl # # Interiors # SPLASH loadsc4 ; fastman92limitAdjuster_GTASA.ini ; Important information: do not set limits to very high values like 9999999! ; Each increase of limit is usually correlated with an increase of memory being used. ; Some understanding is required to set up the limits. [DYNAMIC LIMITS] ; ColModels (10150) ; Number of different collisions that can be loaded. ColModels = 20000 ; VehicleStructs (50) ; Max number of vehicles with different IDs loaded. #VehicleStructs = 150 ; rwObjectInstances (1000) rwObjectInstances = 2000 ; Matrices (900) Matrices = 1500 ; PtrNode Singles (70000) PtrNode Singles = 150000 ; PtrNode Doubles (3200) PtrNode Doubles = 8000 ; EntryInfoNodes (500) EntryInfoNodes = 1000 ; Peds (140) Peds = 140 ; Vehicles (110) Vehicles = 110 ; Objects (350) Objects = 1000 ; Tasks (500) #Tasks = 1000 ; Events (200) #Events = 200 ; PointRoute (64) PointRoute = 128 ; PatrolRoute (32) PatrolRoute = 64 ; NodeRoute (64) NodeRoute = 128 ; TaskAllocator (16) TaskAllocator = 32 ; PedIntelligence (140) PedIntelligence = 200 ; PedAttractors (64) PedAttractors = 128 ; QuadTreeNodes (400) QuadTreeNodes = 800 ; Collision links (50) Collision links = 100 ; CustomEnvMapPipeMatDataPool (4096) #CustomEnvMapPipeMatDataPool = 4096 ; CustomEnvMapPipeAtmDataPool (1024) #CustomEnvMapPipeAtmDataPool = 1024 ; CustomSpecMapPipeMaterialDataPool (4096) #CustomSpecMapPipeMaterialDataPool = 4096 [IPL] ; Buildings (13000) Buildings = 40000 ; Dummies (2500) Dummies = 30000 ; Inst entries per file (4096) #Inst entries per file = 8192 ; Entity index array (40) #Entity index array = 40 ; Map zones (39) Map zones = 100 ; Navigation zones (380) Navigation zones = 500 ; COccluder, apply coordinate limit patch (0) #COccluder, apply coordinate limit patch = 0 ; Interior occluders (40) #Interior occluders = 40 ; Occluders (1000) Occluders = 2000 ; Timecycle modifiers (32) #Timecycle modifiers = 32 ; CULL mirror attribute zones (72) #CULL mirror attribute zones = 72 ; CULL tunnel attribute zones (40) #CULL tunnel attribute zones = 40 ; CULL attribute zones (1300) #CULL attribute zones = 1300 ; Stunt jumps (256) #Stunt jumps = 256 ; Entry exits (400) Entry exits = 800 ; Auzo zone boxes (158) #Auzo zone boxes = 158 ; Auzo zone boxes, apply coordinate limit patch (0) #Auzo zone boxes, apply coordinate limit patch = 0 ; Auzo zone spheres (3) #Auzo zone spheres = 3 ; Enable pickup limit patch (0) #Enable pickup limit patch = 0 ; Pickups (620) #Pickups = 620 ; Pickup collected (20) #Pickup collected = 20 [IDE LIMITS] ; IDE Objects Type 1 (14000) IDE Objects Type 1 = 30000 ; IDE Objects Type 2 (70) IDE Objects Type 2 = 150 ; Timed Objects (169) Timed Objects = 300 ; Hier Objects (92) ; Clump models Hier Objects = 150 ; Vehicle Models (212) Vehicle Models = 212 ; Ped Models (278) Ped Models = 278 ; Weapon Models (51) Weapon Models = 51 ; 2DFX Effects (100) 2DFX Effects = 500 [MAP LIMITS] ; Apply tracks.dat coordinate limit patch (0) #Apply tracks.dat coordinate limit patch = 0 ; Tracks.dat file size limit (46384) #Tracks.dat file size limit = 46384 ; Max number of track stations (6) #Max number of track stations = 6 ; Enable track config loader (0) #Enable track config loader = 0 ; Apply paths limit patch (0) Apply paths limit patch = 1 ; Enable path debugging (0) ; Make sure to increase 'OTHER LIMITS -> Coronas', because the path debugging registers a large number of coronas to be rendered. #Enable path debugging = 0 ; Paths map size (6000) ; This option requires a new set of files if map size is changed!!! Paths map size = 12000 ; Radar map size (6000) ; This option requires a new set of files if map size is changed!!! Radar map size = 12000 ; Enable frontend map different (0) #Enable frontend map different = 0 ; Water map size (6000) Water map size = 12000 ; Renderware world map size (20000) Renderware world map size = 40000 ; World map size (6000) World map size = 12000 ; World sector size (50) World sector size = 100 ; World LOD sector size (200) World LOD sector size = 400 [LEVEL LIMITS] ; Number of levels (4) ; Level limits are enabled if you uncomment 'Number of levels' ; Currently it's only possible to put the default ped IDs for levels. ; Random IDs won't work for peds #Number of levels = 4 ; Cop car level 0 (599) Cop car level 0 = 599 ; Cop car level 1 (596) Cop car level 1 = 596 ; Cop car level 2 (597) Cop car level 2 = 597 ; Cop car level 3 (598) Cop car level 3 = 598 ; Cop bike (523) Cop bike = 523 ; Cop ped level 0 (283) Cop ped level 0 = 283 ; Cop ped level 1 (280) Cop ped level 1 = 280 ; Cop ped level 2 (281) Cop ped level 2 = 281 ; Cop ped level 3 (282) Cop ped level 3 = 282 ; Cop ped bike (284) Cop ped bike = 284 ; Ambulance level 1 (416) Ambulance level 1 = 416 ; Ambulance level 2 (416) Ambulance level 2 = 416 ; Ambulance level 3 (416) Ambulance level 3 = 416 ; Medic level 1 (274) Medic level 1 = 274 ; Medic level 2 (275) Medic level 2 = 275 ; Medic level 3 (276) Medic level 3 = 276 ; Fire engine level 1 (407) Fire engine level 1 = 407 ; Fire engine level 2 (407) Fire engine level 2 = 407 ; Fire engine level 3 (407) Fire engine level 3 = 407 ; Fireman level 1 (277) Fireman level 1 = 277 ; Fireman level 2 (279) Fireman level 2 = 279 ; Fireman level 3 (278) Fireman level 3 = 278 ; Number of cab drivers for level 0 (0) Number of cab drivers for level 0 = 0 ; Number of cab drivers for level 1 (2) Number of cab drivers for level 1 = 2 ; Cab driver level 1 place 0 (262) Cab driver level 1 place 0 = 262 ; Cab driver level 1 place 1 (261) Cab driver level 1 place 1 = 261 ; Number of cab drivers for level 2 (2) Number of cab drivers for level 2 = 2 ; Cab driver level 2 place 0 (220) Cab driver level 2 place 0 = 220 ; Cab driver level 2 place 1 (234) Cab driver level 2 place 1 = 234 ; Number of cab drivers for level 3 (2) Number of cab drivers for level 3 = 2 ; Cab driver level 3 place 0 (182) Cab driver level 3 place 0 = 182 ; Cab driver level 3 place 1 (206) Cab driver level 3 place 1 = 206 ; Item price multiplier 0 (1.0) Item price multiplier 0 = 1.0 ; Item price multiplier 1 (1.0) Item price multiplier 1 = 1.0 ; Item price multiplier 2 (1.0) Item price multiplier 2 = 1.0 ; Item price multiplier 3 (1.2) Item price multiplier 3 = 1.2 [VEHICLE SPECIAL FEATURES] ; Enable special features (0) #Enable special features = 0 ; Number of hydra vehicles (1) Number of hydra vehicles = 1 ; Hydra 1 (520) Hydra 1 = 520 ; Number of ZR350 vehicles (1) Number of ZR350 vehicles = 1 ; ZR350 1 (477) ZR350 1 = 477 [RESTARTS] ; Max number of hospital restarts (10) #Max number of hospital restarts = 10 ; Max number of police restarts (10) #Max number of police restarts = 10 [IMG LIMITS] ; Max number of IMG archives (8) Max number of IMG archives = 16 ; Enable handling of new enhanced IMG archives (0) #Enable handling of new enhanced IMG archives = 0 ; Increase the IMG archive size limit (0) #Increase the IMG archive size limit = 0 ; Enable handling of IMGLIST keyword (1) #Enable handling of IMGLIST keyword = 1 [DIRECTORY LIMITS] ; Extra objects directory (550) Extra objects directory = 1000 ; Cutscene directory (512) Cutscene directory = 1024 ; Clothes directory (550) Clothes directory = 1000 [WATER LIMITS] ; Water triangles (6) #Water triangles = 6 ; Water quads (301) #Water quads = 301 ; Water quads and triangles list (701) #Water quads and triangles list = 701 ; Water vertices (1021) #Water vertices = 1021 ; Blocks to be rendered outside world (70) #Blocks to be rendered outside world = 70 [CAR STREAMING] ; Cargrp cars per group (23) ; Max number you can put is 63. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster. ; Remember to increase a limit of VehicleStructs appropriately! ; Otherwise the game will crash after few minutes of playing, because a limit of VehicleStructs will be exceeded. #Cargrp cars per group = 23 ; Streaming_DesiredNumberOfVehiclesLoaded (22) #Streaming_DesiredNumberOfVehiclesLoaded = 22 ; Car generators (500) #Car generators = 500 ; Number of process counter passes for car generators (4) #Number of process counter passes for car generators = 4 ; Use extended format for car generators (0) #Use extended format for car generators = 0 ; Accept any ID for car generator (0) #Accept any ID for car generator = 0 [PED STREAMING] ; Pedgrp peds per group (21) #Pedgrp peds per group = 21 [STREAMING] ; Memory available (50) Memory available = 4096 ; Max number of stream handles (32) Max number of stream handles = 64 ; Number of requested models above which the game considers loading very busy (5) Number of requested models above which the game considers loading very busy = 15 ; Minimum number of iterations in LoadAllRequestedModels (10) #Minimum number of iterations in LoadAllRequestedModels = 10 [RENDERER LIMITS] ; Invisible entity pointers (150) #Invisible entity pointers = 150 ; Visible super LOD pointers (50) #Visible super LOD pointers = 50 ; Visible LOD pointers (1000) #Visible LOD pointers = 1000 ; Visible entity pointers (1000) #Visible entity pointers = 1000 [VISIBILITY LIMITS] ; Alpha list limit (20) Alpha list limit = 500 ; Alpha boat atomic list limit (20) #Alpha boat atomic list limit = 20 ; Alpha entity list limit (200) #Alpha entity list limit = 200 ; Alpha underwater entity list limit (100) Alpha underwater entity list limit = 200 ; Alpha really draw last list limit (50) #Alpha really draw last list limit = 50 ; Weapon peds for PC limit (100) #Weapon peds for PC limit = 100 [ID LIMITS] ; Apply ID limit patch (0) Apply ID limit patch = 1 ; FILE_TYPE_DFF (20000) FILE_TYPE_DFF = 40000 ; FILE_TYPE_TXD (5000) FILE_TYPE_TXD = 40000 ; FILE_TYPE_COL (255) FILE_TYPE_COL = 1024 ; FILE_TYPE_IPL (256) FILE_TYPE_IPL = 1024 ; FILE_TYPE_IFP (180) FILE_TYPE_IFP = 512 ; FILE_TYPE_RRR (475) #FILE_TYPE_RRR = 475 ; FILE_TYPE_SCM (82) #FILE_TYPE_SCM = 82 ; Use file binary search by name (0) ; Binary search speeds up the time that it takes a game to find the ID of file, when searching for it by the name. ; This is really nice to have enabled when using milion models or more. ; Rockstar Games noticed how it's useful and implemented it later in GTA IV. Now possible in GTA SA. #Use file binary search by name = 0 ; Count of killable model IDs (800) ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs. ; Model IDs that may be killed are vehicles/peds. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle. ; ; As such, this value will affect the max possible ID for ped/vehicle. Count of killable model IDs = 30000 [HANDLING.CFG LIMITS] ; Apply handling.cfg patch (0) #Apply handling.cfg patch = 0 ; Number of standard lines (210) #Number of standard lines = 210 ; Number of bike lines (13) #Number of bike lines = 13 ; Number of flying lines (24) #Number of flying lines = 24 ; Number of boat lines (12) #Number of boat lines = 12 ; Number of animation group lines (30) #Number of animation group lines = 30 [SCM LIMITS] ; Max size of MAIN segment (200000) ; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different. #Max size of MAIN segment = 200000 ; Max mission size (69000) ; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different. #Max mission size = 69000 ; Running scripts (96) ; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different. #Running scripts = 96 ; Mission cleanup (75) #Mission cleanup = 75 ; Max number of used objects (395) #Max number of used objects = 395 ; Scripts for brains (70) #Scripts for brains = 70 ; Switch jump table cases (75) #Switch jump table cases = 75 [OTHER LIMITS] ; Coronas (64) Coronas = 128 ; Collision size (32768) Collision size = 65536 ; Cover points (100) #Cover points = 100 ; LOD distance (300.0) #LOD distance = 300.0 ; Max number of particles active (1000) #Max number of particles active = 2000 ; Object info entries (160) ; Max number of object.dat entries. ; 5 first entries of array are reserved for hardcoded purpose. #Object info entries = 160 ; Radar traces (175) #Radar traces = 300 ; References (3000) #References = 6000 ; Set pieces (210) #Set pieces = 500 ; Set pieces, apply coordinate limit patch (0) #Set pieces, apply coordinate limit patch = 0 ; Vehicle colors (128) #Vehicle colors = 128 ; Number of plate textures (3) #Number of plate textures = 3 [ROADBLOCK LIMITS] ; Apply roadblox.dat better loader (0) ; Make it possible to use a roadblox.dat of variable size. #Apply roadblox.dat better loader = 0 [SHADOW LIMITS] ; Shadows stored (48) #Shadows stored = 48 ; Poly bunches (360) #Poly bunches = 360 ; Static shadows (48) #Static shadows = 48 ; Permanent shadows (48) #Permanent shadows = 48 ; Real time shadows (16) #Real time shadows = 16 [WEAPON LIMITS] ; Enable weapon type loader (0) #Enable weapon type loader = 0 ; Weapon type loader, number of type IDs (70) #Weapon type loader, number of type IDs = 70 ; Enable melee combo type loader (0) #Enable melee combo type loader = 0 ; Max number of melee combos (17) #Max number of melee combos = 17 [SPECIAL] ; Disable radar rotation (0) #Disable radar rotation = 0 ; Disable plane speed limit (0) #Disable plane speed limit = 0 ; Make helicopters land on water when cars on water cheat enabled (0) #Make helicopters land on water when cars on water cheat enabled = 0 ; Make save of variable size (0) #Make save of variable size = 0 ; Make paintjobs work for any ID (0) #Make paintjobs work for any ID = 0 ; Disable CINFO.BIN and MINFO.BIN loading (1) Disable CINFO.BIN and MINFO.BIN loading = 1 [ERROR REPORTING] ; Enable error reporting (1) Enable error reporting = 1 ; Attempt to load object instance with undefined ID (1) Attempt to load object instance with undefined ID = 1 ; Car generator limit exceeded (0) #Car generator limit exceeded = 0 ; Car generator with invalid model ID is getting registered (1) Car generator with invalid model ID is getting registered = 1 ; IMG archive needs rebuilding (1) IMG archive needs rebuilding = 1 ; Model does not have collision loaded (1) Model does not have collision loaded = 1 ; Model has collision already set up (0) #Model has collision already set up = 0 ; Model name is declared on multiple IDs (0) #Model name is declared on multiple IDs = 0 ; Requested file does not exist (0) #Requested file does not exist = 0 ; Stream handles limit exceeded (1) Stream handles limit exceeded = 1 [DEBUG OUTPUT] ; Enable debug output (0) ; Enables debug output from sprintf and printf functions. #Enable debug output = 0 ; Enable logging of files loaded (0) #Enable logging of files loaded = 0 [DEBUGGING] ; Copy info to pad 1 from pad 0 (0) #Copy info to pad 1 from pad 0 = 0 [ADDONS] ; Enable cheat string loader (0) #Enable cheat string loader = 0 ; Enable vehicle audio loader (0) #Enable vehicle audio loader = 0 ; Enable train type carriages loader (0) #Enable train type carriages loader = 0 ; Train type carriage loader, max number of vehicles for type (15) #Train type carriage loader, max number of vehicles for type = 15 ; Train type carriage loader, number of type IDs (16) #Train type carriage loader, number of type IDs = 16 ; Enable radar blip sprite filename loader (0) #Enable radar blip sprite filename loader = 0 ; Radar blip sprite filename loader, number of type IDs (64) #Radar blip sprite filename loader, number of type IDs = 64 ; Enable model special feature loader (0) #Enable model special feature loader = 0 [MAIN] ; author (fastman92) author = fastman92 ; Disable FLA loading text (0) #Disable FLA loading text = 0 ; FLA main window disable code () FLA main window disable code = ; Register global exception handler (1) ; Crash exception handler ; You should leave it enabled or there will be no crash log. ; Please don't disable it unless you have a good reason. Register global exception handler = 1 ; Disable music on global exception handler (0) #Disable music on global exception handler = 0 ; Use a different INI () #Use a different INI =
  15. Hello and good evening guys I'm here with an annoying problem. My problem is the "Burglar Houses".. Let me explain.. If i burglar houses (actually my two designated houses) during Burglary mission.. hmm.. i think gtasa.exe gets the interior, saves it somewhere and close both houses. After that After completing the Burglary mission i can't use these houses on my "following game season" and that means this closing issue transfers to a new game. As a solution i've tried to add an ENEX normally by following these two tutorials below but it didn't work. https://gtamods.com/wiki/ENEX https://gtamods.com/wiki/Interior ---- Now i'm trying to add it by coding a CLEO script but it gave me a compiler error and i could only find old codes but offcourse Sanny Builder updated the code's syntax.. OLD CODE EXAMPLE CEntryExitManager__AddOne const _ZN17CEntryExitManager6AddOneE = 0x43FA00 _ZN17CEntryExitManager6AddOneEfffffffffffiiiiiiPKc_ptr // Android 0AA7: call_function_return 0x43FA00 num_params 18 pop 18 [name] [numberOfPeds] [timeOff] [timeOn] [skyColor] [flags] [area] [exitAngle] [exitZ] [exitY] [exitX] [unused] [entranceRangeY] [entranceRangeX] [entranceAngle] [entranceZ] [entranceY] [entranceX] func_ret 2459.498046, -1691.608764, 12.519400, 0, 1.0, 1.0, 8, 2459.5 -1691.5 12.519, 0, 0, 4, "RYDERS", 0, 2, 0, 24 // IPL by VERTEXdot --- NEW CODE EXAMPLE function CEntryExitManager_AddOne<cdecl, 0x43FA00>(entranceX: float, entranceY: float, entranceZ: float, entranceAngle: float, entranceRangeX: float, entranceRangeY: float, unused: int, exitX: float, exitY: float, exitZ: float, exitAngle: float, area: int, flags: int, skyColor: int, timeOn: int, timeOff: int, numberOfPeds: int, name: int): int I'm posting my two IPL datas. The houses are located in Verdant Bluff area but if i enter a house i find myself near El Corona safehouse.. 1927.456, -1915.595, 14.28411, 0, 0.88, 1.4, 8, 1927.456, -1915.595, 14.28411, 90, 0, 4100, "LAHS1A", 0, 2, 20, 6 1936.851, -1910.159, 14.28411, 0, 0.88, 1.4, 8, 1936.851, -1910.159, 14.28411, 90, 0, 4100, "LAHS1A", 0, 2, 20, 6 Thanks in advance and have a nice weekend Edit: It seems i gotta add some screenshots to explain more.. - These are the houses with DEFAULT ENEXes.. Both of these houses are sharing the SAME INTERIOR.. - This is the interior of both houses.. Only stealable objects are different.. After exiting a house ONCE the ENEXes which share the same interiors are now disabled.. I've tried to edit it but unfortunately i found myself in front of this house and i couldn't find a way to exit properly. And as you can see this ENEX is also disabled too.. It's possible to burglar both houses and repeat it.. After completing the Burglary both [and i think other houses(with same interior)] ENEXes are disabled again..
  16. Hi, I’ve managed to find the RGBA memory addresses for other weapon crosshairs in GTA: San Andreas, but I haven’t been able to locate the one for the sniper crosshair specifically. If anyone knows the memory address for the sniper crosshair’s RGBA or has worked with it before, please let me know. Thanks in advance!
  17. I've made a YouTube tutorial about writing, I hope that it can help you out a bit!
  18. I'm RedBaron and i've made the Germanica Publishing and Reviews Youtube Channel, a channel where i review missions and play them, and if they're successful enough, they can join a "brand", similar to what Horus used to do, except i use my own voice and i say my nickname in the beginning of the videos. https://www.youtube.com/channel/UCa_gPxBAyCxuXnMILnSVVSA I also make DYOM Tutorials, so if you ever want to check that out, feel free to do so. Make sure the missions are playable and not glitchy or softlocked. I already recorded one mission to let you guys know that this is real.
  19. I want to edit the exact spawn point of some of the hot dog vans in my game, but I cannot easily find the coordinates used by the script that controls them (HOTDOGV, the very last script of main.scm). Can anyone help?
  20. solved (sorry to to re edit) some reason when ever i ask help here i get solve my own problem this is amazing
  21. toren0

    Pack Of Shady Clothes

    A package of t-shirts using Eminem's old clothing brand "shady ltd" also adding pants, tattoos and bandanas and I didn't do it but they matched the t-shirts. Hope y'all like it. Link MediaFire: https://www.mediafire.com/file/s10z84452aocexe/SHADY_LTD.rar/file Link GTAInside: https://www.gtainside.com/en/sanandreas/skins/199948-shady-ltd-clothes-pack/
  22. Hi ! I'm GTA Racoon, I've been playing GTA for about 10 years mainly on SAMP servers where Deathmatch was the main activity and recently I finished 100% Definitive Edition, which makes me capable in the games to adapt to any situation except discretion The work that I propose consists to share my passion for GTA San Andreas because it is above all a pleasure to play your missions but also recording a Walktrough of your missions in order to show the community the content of this one but also to bring it a little more notoriety, I do everything myself and according to my knowledge then the work is not always perfect nevertheless I will always give the best of myself ! NB : Missions should'nt bug.
  23. Hello there. I'm trying to make a realistic handling feel for the infernus, because i'm trying 3d modeling for the first time and the handling that i made makes the car very strong when you crash into other cars, like they feel more weightless. There are two more cars apart from the new infernus remaster that i made and the three of them have tuning parts including handling, colors and all the things, but the problem is the paintjobs. Can someone help me make a paintjob from 0 by making a template from my cars by using GIMP ver 2.10.38. I need help for these two things i will thank you if you can help me or if you can send me to someone that knows about these things. I'm new in this part of town. Handling.cfg: I used the base from the original INFERNUS INFERNUS 1400.0 2800.0 0.8 0.0 0.0 -0.2 70 0.75 0.9 0.48 5 270.0 30.0 8.0 R P 8.8 0.51 0 30.0 1.2 0.20 0.0 0.25 -0.10 0.5 0.4 0.37 0.65 62000 40002004 5C04000 1 1 1
  24. Hi there, people. As the title says I'm having a bit of an issue using .INIs, my problem is the following: I'm trying to read some strings and save the information in a global variable, to then use this variable and use its content to load up a pre-selected texture within' a .txd (obviously). Now, the thing is, everytime I compile nothing is wrong, but when I hop into the game, it crashes. I don't undestand why this happens, and I'm going to be honest, I have no damn clue about how to use .INIs for my desired purpose. Here's my code, and my .INI file. {$CLEO .cs} {$USE ini} {$USE newOpcodes} 03A4: script_name 'ALBUMS' :dataLoad wait 0 /// Is the album enabled? 0AF0: $ALBUM1_STATUS = read_int_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iEnableA1" /// Get album 1's cover image 0AF4: s$ALBUM1_JPG = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Cover" /// Read album's songs //0AF4: v$ALBUM1_WANTED1 = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Wanted1" //0AF4: v$ALBUM1_WANTED2 = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Wanted2" //0AF4: v$ALBUM1_WANTED3 = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Wanted3" //0AF4: v$ALBUM1_WANTED4 = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Wanted4" //0AF4: v$ALBUM1_WANTED5 = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Wanted5" //0AF4: v$ALBUM1_WANTED6 = read_string_from_ini_file "AUDIO\STRANDED\ALBUMS\ALBUMS_CONFIG.ini" section "ALBUM1" key "iA1Wanted6" :alCheck wait 0 IF $ALBUM1_STATUS == 1 jf @alCheck jump @loadAL :loadAL wait 0 // Load textures 0390: load_txd_dictionary 'STRANDED' 038F: load_texture s$ALBUM1_JPG as 1 // Stranded Deep logo :GODJUSTWORK wait 0 IF 0ADC: test_cheat "ALBUMS" jf @GODJUSTWORK 01B4: set_player $PLAYER_CHAR can_move 0 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 wait 250 fade 0 time 750 wait 750 038D: draw_texture 1 position 123.9 75.3 size 50.0 50.0 RGBA 128 128 128 255 fade 1 time 750 0A93: terminate_this_custom_script [ALBUM1] iEnableA1 = 1 # Enable album iA1Cover = "SYPHERS" # Album's logo (.jpg texture name inside stranded.txd) iA1Wanted1 = "AUDIO\STRANDED\ALBUMS\ALBUM1\SOUNDS\SONG1.ogg" # Any Wanted Level - Variation 1 iA1Wanted2 = "AUDIO\STRANDED\ALBUMS\ALBUM1\SOUNDS\SONG2.ogg" # Any Wanted Level - Variation 2 iA1Wanted3 = "AUDIO\STRANDED\ALBUMS\ALBUM1\SOUNDS\SONG3.ogg" # Any Wanted Level - Variation 3 iA1Wanted4 = "AUDIO\STRANDED\ALBUMS\ALBUM1\SOUNDS\SONG4.ogg" # Any Wanted Level - Variation 4 iA1Wanted5 = "AUDIO\STRANDED\ALBUMS\ALBUM1\SOUNDS\SONG1.ogg" # Any Wanted Level - Variation 5 iA1Wanted6 = "AUDIO\STRANDED\ALBUMS\ALBUM1\SOUNDS\SONG2.ogg" # Any Wanted Level - Variation 6 [ALBUM2] iEnableA2 = 1 # Enable album iA2Cover = "RDR2" # Album's logo (.jpg texture name inside stranded.txd) iA2Wanted1 = "AUDIO\STRANDED\ALBUMS\ALBUM2\SOUNDS\SONG1.ogg" # Any Wanted Level - Variation 1 iA2Wanted2 = "AUDIO\STRANDED\ALBUMS\ALBUM2\SOUNDS\SONG2.ogg" # Any Wanted Level - Variation 2 iA2Wanted3 = "AUDIO\STRANDED\ALBUMS\ALBUM2\SOUNDS\SONG3.ogg" # Any Wanted Level - Variation 3 iA2Wanted4 = "AUDIO\STRANDED\ALBUMS\ALBUM2\SOUNDS\SONG4.ogg" # Any Wanted Level - Variation 4 iA2Wanted5 = "AUDIO\STRANDED\ALBUMS\ALBUM2\SOUNDS\SONG1.ogg" # Any Wanted Level - Variation 5 iA2Wanted6 = "AUDIO\STRANDED\ALBUMS\ALBUM2\SOUNDS\SONG2.ogg" # Any Wanted Level - Variation 6 [ALBUM3] iEnableA3 = 0 # Enable album iA3Cover = "Insert .jpg name" # Album's logo (.jpg texture name inside stranded.txd) iA3Wanted1 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 1 iA3Wanted2 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 2 iA3Wanted3 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 3 iA3Wanted4 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 4 iA3Wanted5 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 5 iA3Wanted6 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 6 [ALBUM4] iEnableA4 = 0 # Enable album iA4Cover = "Insert .jpg name" # Album's logo (.jpg texture name inside stranded.txd) iA4Wanted1 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 1 iA4Wanted2 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 2 iA4Wanted3 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 3 iA4Wanted4 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 4 iA4Wanted5 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 5 iA4Wanted6 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 6 [ALBUM5] iEnableA5 = 0 # Enable album iA5Cover = "Insert .jpg name" # Album's logo (.jpg texture name inside stranded.txd) iA5Wanted1 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 1 iA5Wanted2 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 2 iA5Wanted3 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 3 iA5Wanted4 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 4 iA5Wanted5 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 5 iA5Wanted6 = "AUDIO\STRANDED\ALBUMS\ALBUMX\SOUNDS\SONGX.ogg" # Any Wanted Level - Variation 6 As I said, im not too knowledgeable about all this, so I'm sorry if the answer is easy to come by, I've been working on this all day and I'm tired, dont have more coding juice left lol. Wanted to practice 'cuz I want to introduce this feautre into a project. OH, AND BTW. If I read an .INI string line, how do I print it like a normal subtitle? I tried using 00BC, 0384, 00BA, and some other more and nothing.
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