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[REL] SA Handling Editor


jacob.
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This program can open and edit the handling entries for vehicles located in handling.cfg. You could always use notepad but this is much easier and faster.

 

This has only been tested on like 5 vehicles, so please let me know of any bugs. I gave it an interface similiar to Numtel's because 1) i'm used to it and 2) i cant' stuff all parameters into one tab, the program would be long as hell.

 

Download Here - http://www.mtavcsux.net/jacob/SAhandlingeditor.rar (18kb)

 

Thanks to anyone testing/using this. smile.gif

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Yea sure is, I changed the police car settings and will test in around 5 mins, so hopefully it all goes to plan devil.gif

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dertyjerzian
Yea sure is, I changed the police car settings and will test in around 5 mins, so hopefully it all goes to plan devil.gif

LOL. awesome idea dude.

 

 

good job Jacob. I think thats the first real SA tool. Amazed.

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sweet tool. any chance of one for the weapons stats?

Not from me. I don't like the idea of spending hours making an editor for a file that people aren't likely to edit more then 2 times. tounge2.gif

 

 

Can I reset the settings after save ?

Nope, back up your file.

 

 

I think thats the first real SA tool. Amazed.

Nah, there's nothing amazing about making a tool that edits notepad-friendly files. But thanks anyway. smile.gif

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yeah nice work anyway though. been using this and it seems good. Made a sup'd up bike that goes nice and fast smile.gif

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I didn't realise so many editors had already been released for editing handling. I recently started work on CFG Studio which supports GTA3, GTAVC and GTASA. Existing tools seem to favour this page-based idea, where the user to open a drop-down list just to view different vehicle handling...and then they have to click a few buttons just to read the vehicle's settings. It will be highly customisable but conventional, so people's preferences will be saved. They will be able to bookmark files they use often and have one-click opening of them. The program will work independantly from GTA, so you don't have to have a copy of it in every install of the game. And so on. smile.gif

 

Does your editor support the special data for Boats, Bikes, Flying and Animation? After trying a few things I found that having a control array of these grids makes it easy for people to edit the different sections quickly. The other beauty of the grid approach over the page approach is that with a grid you can compare different vehicles directly. I think you mean "Braking" and not "breaking" on the button for the second page of data? Is the black line around the main controls a rendering bug?

 

What I am most interested in is whether your editor can open files created by my editor and vice versa. After all, it would be a bit unfair on the end user if they change editors but can't edit their old handling. CFG Studio ignores all comments and simply parses any line which does not start with whitespace or a special character as standard data. If the first character is one of the special characters for the Boat/Bike/Flying/Animation data, it loads that line into the relevant grid in the array of grid controls. When it saves files, it places a few comments at the start and a comment at the start of each special section, with the required special file ending comment and blank line at the end.

 

 

If your editor can't open files my editor creates, I'd be happy to help out because it looks like you are using VB, same as me.

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Is anyone thinking of making an in-game handling editor, like the one we had for Vice (sorry, can't remember who made it and search is still broken...)?

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Does your editor support the special data for Boats, Bikes, Flying and Animation?

No. I found the parameters and values for these special entries and decided it wasn't worth the effort - given the fact that I made the interface beforehand. There are vehicle-based BIKE entries though, which allow you to edit a bike's values just as you would with any other vehicle. But I'm afraid my handling editor handles special entries like..

1) saves special entry to an array when parsing the file

2) adds all special entries to the end of the file when saving

 

 

 

I think you mean "Braking" and not "breaking" on the button for the second page of data?

Yes, typo bug. My bad...

 

 

Is the black line around the main controls a rendering bug?

Nope, its a 2D fixed-single frame border with no caption. Its put there on purpose, the program looked too 'blank' without it.

 

 

What I am most interested in is whether your editor can open files created by my editor and vice versa.

The first thing the program does is removes all 'double spaces', and parses the file so that every handling value is seperated by one space for easier splitting. Then it removes the comments, then it saves all the special-entries. It then splits the file by newlines into an array, then splits those splits by spaces. Editing the textboxes edits the values of these arrays, based on which textbox index is changing and which combolist vehicle is selected.

 

Then when you save it, it compiles all the arrays into one string, adds some pre-defined comment stuff before & after it, then saves the string to the provided GTA path.

 

Basically, if you're program seperates the data by spaces & newlines - just like how GTA reads it - this program will have no problem parsing it. I suggest you confirm this by saving a handling.cfg with your program, then trying to load the file with my editor.

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I just tried your program. Lots bugs and crappy interfacing make it a real pain to use.

 

These complaints aren't in any order; I am just numbering them so you can respond more easily:-

  1. Can't drag-drop files into the interface. Even the NotePad from Windows 95 can do that.

    The solid black border reall does look very wrong. Since your interface is basically a tabbed dialogue, you could replace the strange use of sticky buttons with a proper tabbed control and then you could seperate the data pages from the command buttons.

  2. The window can be resized but the controls stay the same size. What's the point in that? Writing resize code will be easy if your text boxes are in an array.
  3. As with all the tab-based editors I have seen, you categorise the parameters stupidly. In the "suspension" section there are all the tyre traction settings, yet in the "wheels" section the only settings are for light sizes and the animation group. WTF were you thinking?!
  4. The combobox might seem like a good idea to let the user find vehicle data lines faster. However, the names in "handing.cfg" are truncated and often highly abbreviated versions of the in-game names. Furthermore, cars can share handling lines and therefore typing in the names of siblings using that handling will not turn up any results because the vehicle name will be based on the primary vehicle using that line. Many names in the handling simple aren't based on the in-game name of the car because the in-game names often get changed during development while the data files cannot. Since there are over 200 entries of standard vehicle data in the GTASA handling.cfg file, this is a disaster of usability.
  5. There are LOTS of typing errors and really silly parameter names. "hispeed comdamp" is totally meaningless. Also, there isn't any "anti-drive multiplier" there is only an "anti-DIVE multiplier" which changes the amount of pitching (diving) in the vehicle's suspension. Why is the steering lock in the "engine and breaking" tab? What exactly is "brake decleration" declaring? That the program author can't spell for sh*t? Project Cerbera > Texts > GTASA Handling: Definition has explanations for some of the parameters. Dictionary.com can help your spelling.
  6. The few error messages which exist are idiotic and often don't apply to the situation. For example, clicking on "Load handling.cfg" and then clicking "Cancel" in the input dialogue brings up this message: "That file does not exist. Try typing in a valid one, retard." I hope the immense irony of you calling the user a retard when your program can't even understand the user clicking a cancel button isn't lost on you.
  7. Using an input box to make the user type in a file path every time they want to open a file is the most unhelpful piece of interfacing I've seen in a long time. Even the caption doesn't make sense ("Please insert the file path to 'handling.cfg':") because they aren't inserting a file path, they are just typing. The input box starts empty, so there is nothing to insert anything into. Again, wtf...
  8. When you do load up a file, you get a message box: "Please wait while handling.cfg's existing data analyed" Suddenly you've become polite? tounge.gif However, while the user is waiting for the data to be processed the program is actually doing NOTHING. It is only after they press the "OK" button that it even starts to process the data. Also, that message says "This may take 10-30 seconds..." but on my PC it takes less than two seconds. Because I was expecting a long delay I was sat looking at the program, waiting for it to indicate it had finished opening the file. It didn't seem to do anything. All that had changed was the "Select a vehicle..." dropdown was now enabled. Seriously bad interfacing; you must always let the user know what the program is doing and when it has finished doing it. ESPECIALLY when you have told them they are going to have to wait a while, otherwise they'll just get fed up and quit the program thinking that it has frozen.
  9. Once a file is loaded, you cannot close it to load a different file. You have to close the whole program and then load the program up again. Urgh.
  10. There is no way to tick the flag features the user wants. Even I struggle to work out flag data manually, so how the hell is the average newcomer to modding supposed to manage?
  11. Why is there a big gap between the last setting and the buttons?
  12. Why is there no program menu?
  13. Why can't it open handling data from files which do not end with ".CFG" though? It can open files with other names, such as "sahandling" but can't open files with extensions like ".txt" despite the handling data being ASCII text anyway. Also, the error message you give ("I think you misunderstood me. That is not handling.cfg" makes no sense, because the program opens up "sahandling.cfg" as a filename.
  14. There is no "Save As..." option, so people can't change the destination of the file they are saving.
  15. At this point I was so fed up with it's dumb design that I couldn't be bothered to test any other faults. It doesn't open files generated by CFG Studio, despite them being highly optimised and work perfectly in GTA3/VC/SA. Obviously your program isn't very well made.
After doing a Google search I found that this heap of an editor is on a lot of sites already. That's a real tragedy, because it means a lot of people are going to be put off modding because their first experience of a GTA editor will have been this unhelpful, unkind, badly designed, amateur pile of sh*t.

 

(EDIT) Incidentally, GTA actually allows many different ways of seperating text data parameters and different ones are used by different files. Therefore, your program must accomodate all the possibilities which GTA allows or your program will be unable to open valid files. Hence why I said your program is badly made after if failed to open CFG Studio's valid (and efficient) output. I've published my findings about GTA's text file parsing in the CFG Studio development thread.

Edited by Cerbera
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I just tried your program.  Lots bugs and crappy interfacing make it a real pain to use.

 

These complaints aren't in any order; I am just numbering them so you can respond more easily:-

 

Can't drag-drop files into the interface.  Even the NotePad from Windows 95 can do that.

The solid black border reall does look very wrong.  Since your interface is basically a tabbed dialogue, you could replace the strange use of sticky buttons with a proper tabbed control and then you could seperate the data pages from the command buttons.

 

The window can be resized but the controls stay the same size.  What's the point in that?  Writing resize code will be easy if your text boxes are in an array.

 

As with all the tab-based editors I have seen, you categorise the parameters stupidly.  In the "suspension" section there are all the tyre traction settings, yet in the "wheels" section the only settings are for light sizes and the animation group.  WTF were you thinking?!

 

The combobox might seem like a good idea to let the user find vehicle data lines faster.  However, the names in "handing.cfg" are truncated and often highly abbreviated versions of the in-game names.  Furthermore, cars can share handling lines and therefore typing in the names of siblings using that handling will not turn up any results because the vehicle name will be based on the primary vehicle using that line.  Many names in the handling simple aren't based on the in-game name of the car because the in-game names often get changed during development while the data files cannot.  Since there are over 200 entries of standard vehicle data in the GTASA handling.cfg file, this is a disaster of usability.

 

There are LOTS of typing errors and really silly parameter names.  "hispeed comdamp" is totally meaningless.  Also, there isn't any "anti-drive multiplier" there is only an "anti-DIVE multiplier" which changes the amount of pitching (diving) in the vehicle's suspension.  Why is the steering lock in the "engine and breaking" tab?  What exactly is "brake decleration" declaring?  That the program author can't spell for sh*t?  Project Cerbera > Texts > GTASA Handling: Definition has explanations for some of the parameters.  Dictionary.com can help your spelling.

 

The few error messages which exist are idiotic and often don't apply to the situation.  For example, clicking on "Load handling.cfg" and then clicking "Cancel" in the input dialogue brings up this message: "That file does not exist.  Try typing in a valid one, retard."  I hope the immense irony of you calling the user a retard when your program can't even understand the user clicking a cancel button isn't lost on you.

 

Using an input box to make the user type in a file path every time they want to open a file is the most unhelpful piece of interfacing I've seen in a long time.  Even the caption doesn't make sense ("Please insert the file path to 'handling.cfg':") because they aren't inserting a file path, they are just typing.  The input box starts empty, so there is nothing to insert anything into.  Again, wtf...

 

When you do load up a file, you get a message box: "Please wait while handling.cfg's existing data analyed"  Suddenly you've become polite? tounge.gif  However, while the user is waiting for the data to be processed the program is actually doing NOTHING.  It is only after they press the "OK" button that it even starts to process the data.  Also, that message says "This may take 10-30 seconds..." but on my PC it takes less than two seconds.  Because I was expecting a long delay I was sat looking at the program, waiting for it to indicate it had finished opening the file.  It didn't seem to do anything.  All that had changed was the "Select a vehicle..." dropdown was now enabled.  Seriously bad interfacing; you must always let the user know what the program is doing and when it has finished doing it.  ESPECIALLY when you have told them they are going to have to wait a while, otherwise they'll just get fed up and quit the program thinking that it has frozen.

 

Once a file is loaded, you cannot close it to load a different file.  You have to close the whole program and then load the program up again.  Urgh.

 

There is no way to tick the flag features the user wants.  Even I struggle to work out flag data manually, so how the hell is the average newcomer to modding supposed to manage?

 

Why is there a big gap between the last setting and the buttons?

 

Why is there no program menu?

 

Why can't it open handling data from files which do not end with ".CFG" though?  It can open files with other names, such as "sahandling" but can't open files with extensions like ".txt" despite the handling data being ASCII text anyway.  Also, the error message you give ("I think you misunderstood me.  That is not handling.cfg" makes no sense, because the program opens up "sahandling.cfg" as a filename.

 

There is no "Save As..." option, so people can't change the destination of the file they are saving.

 

At this point I was so fed up with it's dumb design that I couldn't be bothered to test any other faults.  It doesn't open files generated by CFG Studio, despite them being highly optimised and work perfectly in GTA3/VC/SA.  Obviously your program isn't very well made.

 

After doing a Google search I found that this heap of an editor is on a lot of sites already.  That's a real tragedy, because it means a lot of people are going to be put off modding because their first experience of a GTA editor will have been this unhelpful, unkind, badly designed, amateur pile of sh*t.

 

(EDIT) Incidentally, GTA actually allows many different ways of seperating text data parameters and different ones are used by different files.  Therefore, your program must accomodate all the possibilities which GTA allows or your program will be unable to open valid files.  Hence why I said your program is badly made after if failed to open CFG Studio's valid (and efficient) output.  I've published my findings about GTA's text file parsing in the CFG Studio development thread.

so far i've read these key words "retard, stupid, crappy, unhelpful, unkind, badly designed, amateur pile of sh*t"

 

i will never read another one of your posts ever again.

 

 

he was helpful in making a program

he tried his best to help people out

 

he is a better person than you.

 

 

cheers cookie.gif

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<Sobeit> go use that other program instead of writing a novel.

<Sobeit> what a asshole

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Cerbera: Had I known every bloody ounce of this program was going be inspected, reviewed, and picked apart for every tiny mistake, and ofcourse had I cared, I would have spent many hours programming this tool to perfection. This tool was rushed, it's understandable, and it works. If that doesn't satisfy you, well, I don't care. Don't use it. Not being able to size the program to their liking won't kill them. If its such a tragedy that my handling editor has spread across many GTA modding sites, go jump off a bridge and spare us the agony of listening to your bickering.

 

I shall look at your parsing routine and adjust my program accordingly. As for all of your other pickings, I won't be arsed. Professionality isn't my style, and if anything, a Grand Theft Auto: San Andreas modder will not mind being called a retard. It's humouristic hostility, I apologize if you were offended. Wait. No I don't.

 

smile.gif

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Teehee, I've not used it coz I dont mod handling much, but it does what it's sposed to do, and it was the first of its kind, so until a better one is made, I'm not complaining.
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  • 2 years later...

Man Look wats the path to use it please because i put C:\Program Files\Rock Star\San Andreas\Data

 

 

and it says its wrong in a little box can any body help it driving me crazy angry.gifsuicidal.gifangry.gif

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Man Look wats the path to use it please because i put C:\Program Files\Rock Star\San Andreas\Data

 

 

and it says its wrong in a little box can any body help it driving me crazy  angry.gif  suicidal.gif  angry.gif

Retard look at the f*ckin dates!

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  • 2 weeks later...

it does't work he say when i load handling.cfg

 

 

"i think you misunderstoot me. thats not te handling.cfg"

 

 

 

 

greetz vicecityy suicidal.gif

 

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  • 2 months later...
  • 3 months later...
user posted image

This program can open and edit the handling entries for vehicles located in handling.cfg. You could always use notepad but this is much easier and faster.

 

This has only been tested on like 5 vehicles, so please let me know of any bugs. I gave it an interface similiar to Numtel's because 1) i'm used to it and 2) i cant' stuff all parameters into one tab, the program would be long as hell.

 

Download Here - http://www.mtavcsux.net/jacob/SAhandlingeditor.rar (18kb)

 

Thanks to anyone testing/using this. smile.gif

ummm... ive downloaded the editor but when i try to put a name of a vehicle in the load box all it says is tht its not a valid car name or sum crap like tht...idk wat 2 do...sum 1 plz help. suicidal.gif

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  • 3 months later...
Man Look wats the path to use it please because i put C:\Program Files\Rock Star\San Andreas\Data

 

 

and it says its wrong in a little box can any body help it driving me crazy angry.gifsuicidal.gifangry.gif

i had the same problems i need some help too

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  • 1 year later...

im new to gtaforums.com whatever it is but anyways i downloaded jacobs handling editor and when i click on it it says this

 

component 'MSCOMCTL.OCX is missing or invalid

 

 

(i did not put in san andreas dirctory i just extracted :/ )

 

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im new to gtaforums.com whatever it is but anyways i downloaded jacobs handling editor and when i click on it it says this

 

component 'MSCOMCTL.OCX is missing or invalid

 

 

(i did not put in san andreas dirctory i just extracted confused.gif )

you just bumped a 1 year topic

dont bump

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im new to gtaforums.com whatever it is but anyways i downloaded jacobs handling editor and when i click on it it says this

 

component 'MSCOMCTL.OCX is missing or invalid

 

 

(i did not put in san andreas dirctory i just extracted confused.gif )

you just bumped a 1 year topic

dont bump

Well, he is actually asking a good question, no problem imo.

 

I think theres something else you have to download dude, from MS site or somthing.

Yl8KS.jpg
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