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Introducing San Andreas Mod Installer


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Approx. Progress For SAMI: 100%

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SAMI v1.0 is now complete! Click here to go to the release thread.

 

Some of you may or may not be familiar with GTA Mod Installer for GTA3 and Vice City. Well, that little tool of mine has had a good run, but now it's time to move on.

 

I'm currently in the process of developing a brand new mod installer called San Andreas Mod Installer, except this time it's for San Andreas only. It's not a continuation of GTA Mod Installer. Instead, it's a separate program that I'm making from scratch. Though it will do pretty much what GTA Mod Installer did for the other two games, however, it will be much more powerful, yet much more user-friendly as well.

 

Here's a list of features I will be implementing in San Andreas Mod Installer (SAMI). Please not that not all of these features will be in the first version, but will be implemented eventually:

 

 

 

-SAMI will be a powerful, user-friendly program that will automatically install vehicles, as well as other mods via use of a script file

 

-Automatic detection of mod: detects whether it's a mod with a script, vehicle with a script, or vehicle without a script, and goes on from there

 

-Finds all vehicle handling\ide\color info, as well as DFF\TXD\COL files, and installs everything automatically into the necessary files (hangling.cfg, gta3.img, etc)

 

-Install any type of mod just by using a script, which contains directions on how to install the mod (where to put the files, which files to edit, etc)

 

-Advanced scripting functions: Using script installing, you'll be able to do numerous things: add\delete\replace files within IMG files, create\delete\rename directories, run external programs (exe, bat, and so on), advanced text editing for text-based files (i.e. handling.cfg) allows you to add\replace\delete lines of text from a file, as well as many other various script functions. This was just an example of a few of them.

 

-Automatic mod backup: Automatically backs up all files before they are changed by a mod, and a backup install script is automatically generated, which allows for one click mod uninstalling, which will "undo" the changes made by the mod.

 

-User-friendly mod scripting: Meaning you will not have to create scripts by hand. The scripting feature will allow you to easily create installation scripts based on what you want the mod to do. For example, if you want to put the police.dff file in the gta3.img file, all you do is tell the scripting feature what file you're installing (police.dff), and what file you want to insert it into (gta3.img), and SAMI will do the rest (generate the script command, insert it into the script file, etc).

 

There will be other miscellanous features as well, but those listed above are the main features for SAMI.

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Now here's where I need your help. I need suggestions on additional features that you would like to see added to SAMI, or suggestions to better improve the features already listed. More than likely, not all features suggested will be entirely possible, but if you have an idea then throw it at me and I'll do my best to see if it can and should be implemented.

 

I'm also looking for help from some of the other, much smarter programmers here on GTA Forums, which would be able to help with the IMG\COL\GXT editing. In other words, I'll need assistance with the "advanced editing\hacking" part of San Andreas.

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I want everyone to know that I am putting a lot of effort and work into this because I want it to be as useful as possible, and hopefully it will be of great use to the GTA modding community.

 

I will be keeping this post updated with my progress on creating SAMI, so be sure to check back from time to time. smile.gif

Edited by cpmusick85
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For those who care, here's an update of my progress:

 

I have completed quite a bit of the script installing features. As of now, San Andreas Mod Installer can find the script file, read the mod info from the script (such as mod name, version, creator's name, description, etc). After it does that, it reads the whole script, figures out what each command is (such as "ImgAdd"), then proceeds to perform the function for that command.

 

For example, it will look through the script. Lets say it finds a command called "ImgAdd". It will then "disect" that line in the script, which means it will figure out what file will be added to the img file, and will figure out which img file it will be added to. Here's an example of the ImgAdd command:

 

|ImgAdd|banshee.dff|models\gta3.img|

 

So the file banshee.dff is the file that will be inserted into an IMG file.

 

 

|ImgAdd|banshee.dff|models\gta3.img|

 

And models\gta3.img is the location to the IMG file (which is the IMG file that will get the "banshee.dff" file).

 

That is an example of what a command in the script will look like, and how it will be executed.

 

In addition to that, I also have the multiple script and script reading features almost fully working. This means that SAMI will detect if there's more than one script supplied with the mod, and will ask the user which one to use. But instead of just listing the scripts (just seeing the script names to choose from makes it hard for the user to know what script does what), so what it does is list all of the scripts, but also lists the mod information for each script (such as Mod Name, Mod Version, Creator Name, Description, and so on). This way, the user will be able to tell which script does what, as well as see why there are multiple scripts.

 

Oh yeah, and another thing that's working is the game installation path detection. [sarcasm]That's got to be the hardest feature to implement in San Andreas Mod Installer.[/sarcasm] smile.gif

 

A lot of people probably don't care how SAMI works, but for the people that do, this post was for you. I will post a list of all of the commands and what they do once I get home (I'm at work right now. sad.gif )

I guess I'll just use this thread as a journal log kinda thing. smile.gif

 

Here's a list of commands and how they're setup:

 

 

|ImgAdd|local\path\filetoadd.ext|path\file.img||ImgDelete|filetodelete.ext|path\file.img||ImgReplace|local\path\filetoreplace.ext||path\file.img||FileRun|"userfiles" or "gamedir"|subfolder\file.exe||FileAdd|local\path\filetoadd.ext|"userfiles" or "gamedir"|subfolder\add\location|"overwrite" or "skip"||FileDelete|"userfiles" or "gamedir"|subfolder\filename.ext||FileRename|"userfiles" or "gamedir"|subfolder\filename.ext||AddText|line to add to file|subfolder\filename.ext|"start" or "end" or "above" or "below"|existing line (or part of it) to be added below or above||DeleteText|line to delete from file (or part of it)|subfolder\filename.ext||ReplaceText|line to replace (or part of it)|new line to add in its place|subfolder\filename.ext||CreateDir|"userfiles" or "gamedir"|subfolder\newfolder||DeleteDir|"userfiles" or "gamedir"|subfolder\folder_to_delete||RenameDir|"userfiles" or "gamedir"|subfolder\subfolder|folder_to_rename|new_folder_name|

 

 

Each "piece" of a command is separated by a vertical line, whatever this symbol is called: |

 

Based on the info provided above, you should be able to see how each command works, and what each part does. (Feel free to post any questions you may have).

 

Another feature that I already have fully working is the ZIP and RAR extraction support. This means that SAMI will automatically extract ZIP or RAR files, which contain all of the files (and the script) for the mod. But of course, if you'd rather install the mod from a folder that has its files, you can do that as well. smile.gif

 

-----

 

 

 

Oh yeah, in case you're interested, here's an outline with a full list of features for San Andreas Mod Installer:

 

 

General

-Automatically detect game directory via registry key

-Supports right-click mod installing

-Support for Zip and RAR extraction

-Very sleek design and extremely user-friendly

-Support for donations

 

Car Installing

-Auto detect and insert DFF, TXD, COL files

-Auto detect handling.cfg, carcols.dat, vehicle.ide lines; verify correct line is detected

-Detect if there’s a provided script first, if so then use that script instead of auto detect

-Allow user to choose either auto detected lines, custom inputted handling lines, or original “factory” handling lines

-Verify all handling lines for correct format, as well as value ranges

-Backup files to a user-customizable backup directory

-Allow user to choose the car to replace

-Detect multiple handling lines; ask user which one to use

 

Mod Installing

-Automatic mod installing based on actions specified in a script file

-Scripts have .sami file extension and can open automatically with San Andreas Mod Installer

-Ability to have multiple scripts: for multiple ways to install mods, or to install multiple “versions” of a particular mod

-Ability to manually install mods without scripts (perform script commands manually)

-Backup files to a user-customizable backup directory

 

Script commands

-Backup: manually backup any type of script action (a file, text line, etc)

-File Run: run any specified file (exe, bat, txt, and so on); support for command-line functions

-File Delete: delete a specified file anywhere within the game directory

-File Add: add a file anywhere within the game directory

-File Rename: rename any file in the game directory

-Add Text Line: insert line of text to a text-based file (i.e. handling.cfg) above\ below existing line, or beginning\end of file

-Delete Text Line: delete a line of text in any text-based file

-Replace Text Line: replace any existing line of text in a text-based file with a different line

-Create Directory: create a folder anywhere within the game directory

-Delete Directory: delete a folder anywhere within the game directory

-Rename Directory: rename a folder anywhere within the game directory

-IMG Add: Insert (or replace) a file into an IMG file (i.e. gta3.img)

-IMG Delete: Delete a file from an IMG file

 

SAMI Script Maker

-Option for easy vehicle script creation

-Advanced scripting: text editing, IMG editing, file replacing, etc

-All script commands are fully customizable

-Wizard-like interface for creating script files

-Automatically package mods into .zip or .rar files

 

Mod Uninstaller

-Select mod or vehicle and uninstall it automatically based on a pre-generated script which is made when the mod is first backed up

-For vehicles: can choose either default San Andreas car, previous car, or custom car of their choice

-Option to either delete or keep backup files after they are restored

 

 

*Please note that not all of these features will be available in the first release, but are planned to be implemented eventually

Edited by cpmusick85
I guess I'll just use this thread as a journal log kinda thing. smile.gif

 

Here's a list of commands and how they're setup:

 

 

|ImgAdd|local\path\filetoadd.ext|path\file.img||ImgDelete|filetodelete.ext|path\file.img||ImgReplace|local\path\filetoreplace.ext||path\file.img||FileRun|"userfiles" or "gamedir"|subfolder\file.exe||FileAdd|local\path\filetoadd.ext|"userfiles" or "gamedir"|subfolder\add\location|"overwrite" or "skip"||FileDelete|"userfiles" or "gamedir"|subfolder\filename.ext||FileRename|"userfiles" or "gamedir"|subfolder\filename.ext||AddText|line to add to file|subfolder\filename.ext|"start" or "end" or "above" or "below"|existing line (or part of it) to be added below or above||DeleteText|line to delete from file (or part of it)|subfolder\filename.ext||ReplaceText|line to replace (or part of it)|new line to add in its place|subfolder\filename.ext||CreateDir|"userfiles" or "gamedir"|subfolder\newfolder||DeleteDir|"userfiles" or "gamedir"|subfolder\folder_to_delete||RenameDir|"userfiles" or "gamedir"|subfolder\subfolder|folder_to_rename|new_folder_name|

 

 

Each "piece" of a command is separated by a vertical line, whatever this symbol is called: |

 

Based on the info provided above, you should be able to see how each command works, and what each part does. (Feel free to post any questions you may have).

 

Another feature that I already have fully working is the ZIP and RAR extraction support. This means that SAMI will automatically extract ZIP or RAR files, which contain all of the files (and the script) for the mod. But of course, if you'd rather install the mod from a folder that has its files, you can do that as well. smile.gif

 

-----

 

 

 

Oh yeah, in case you're interested, here's an outline with a full list of features for San Andreas Mod Installer:

 

 

General

-Automatically detect game directory via registry key

-Supports right-click mod installing

-Support for Zip and RAR extraction

-Very sleek design and extremely user-friendly

-Support for donations

 

Car Installing

-Auto detect and insert DFF, TXD, COL files

-Auto detect handling.cfg, carcols.dat, vehicle.ide lines; verify correct line is detected

-Detect if there’s a provided script first, if so then use that script instead of auto detect

-Allow user to choose either auto detected lines, custom inputted handling lines, or original “factory” handling lines

-Verify all handling lines for correct format, as well as value ranges

-Backup files to a user-customizable backup directory

-Allow user to choose the car to replace

-Detect multiple handling lines; ask user which one to use

 

Mod Installing

-Automatic mod installing based on actions specified in a script file

-Scripts have .sami file extension and can open automatically with San Andreas Mod Installer

-Ability to have multiple scripts: for multiple ways to install mods, or to install multiple “versions” of a particular mod

-Ability to manually install mods without scripts (perform script commands manually)

-Backup files to a user-customizable backup directory

 

Script commands

-Backup: manually backup any type of script action (a file, text line, etc)

-File Run: run any specified file (exe, bat, txt, and so on); support for command-line functions

-File Delete: delete a specified file anywhere within the game directory

-File Add: add a file anywhere within the game directory

-File Rename: rename any file in the game directory

-Add Text Line: insert line of text to a text-based file (i.e. handling.cfg) above\ below existing line, or beginning\end of file

-Delete Text Line: delete a line of text in any text-based file

-Replace Text Line: replace any existing line of text in a text-based file with a different line

-Create Directory: create a folder anywhere within the game directory

-Delete Directory: delete a folder anywhere within the game directory

-Rename Directory: rename a folder anywhere within the game directory

-IMG Add: Insert (or replace) a file into an IMG file (i.e. gta3.img)

-IMG Delete: Delete a file from an IMG file

 

SAMI Script Maker

-Option for easy vehicle script creation

-Advanced scripting: text editing, IMG editing, file replacing, etc

-All script commands are fully customizable

-Wizard-like interface for creating script files

-Automatically package mods into .zip or .rar files

 

Mod Uninstaller

-Select mod or vehicle and uninstall it automatically based on a pre-generated script which is made when the mod is first backed up

-For vehicles: can choose either default San Andreas car, previous car, or custom car of their choice

-Option to either delete or keep backup files after they are restored

 

 

*Please note that not all of these features will be available in the first release, but are planned to be implemented eventually

looking forward to it smile.gif

UPDATE:

 

I have just completed the update engine, which is an automatic update feature for San Andreas Mod Installer, which will automatically update SAMI if there's a new version available.

 

Now this is no simple "look for file and download" thing. The update support is very powerful and "smart". And like all of the other features in SAMI, it is extremely user-friendly. Just click "Update" and SAMI will handle the rest.

 

For those who are interested in a deeper technical description, here goes:

 

The first thing the update does is find the update script, which is located on a website somewhere (for example: http://www.gtacomplex.com/files/sami.lua). The name of the script is "sami.lua". The script contains the necessary information needed to locate and download the update file (new version of SAMI).

 

If the specified version is newer than the version of SAMI the user currently has, then it will download the new version (based on the info in the "sami.lua" script). Once the file is downloaded, all the user does is click "Install" and the installation begins.

 

In addition to the ability to download the update file from within SAMI, it could just take you to a webpage with the newer version instead. This is used if the user needs to go to the website hosting the update, rather than downloading the file directly.

 

There's also a display during the update process, which shows what the update engine is currently up to, such as "Testing Internet Connection", or "Downloading update file", or "Reading script information", and so on. Also, after each command is completed, it either says "successful" or "error". If there's an error, then it explains what it is, and provides the user with information about how it can be resolved if possible.

 

Which brings me to the other thing: advanced error proofing. Practically every feature in SAMI contains advanced error detection and prevention. It checks for errors after everything it does to verify everything went according to plan. If there was an error, then it will explain what it was, and will provide tips on how to correct it, or where and how to get help on resolving the error.

 

Now if you'll excuse me, I'm gonna get started on the mod backup feature. smile.gif

 

 

---

 

Another thing I want to mention is that San Andreas Mod Installer will have an extremely nicer user interface than GTA Mod Installer did. It will be very attractive and will make you cream your pants every time you feast your eyes on SAMI. biggrin.gif

Edited by cpmusick85

 

-Auto detect and insert DFF, TXD, COL files

-Auto detect handling.cfg, carcols.dat, vehicle.ide lines; verify correct line is detected

-Allow user to choose either auto detected lines, custom inputted handling lines, or original “factory” handling lines

-Verify all handling lines for correct format, as well as value ranges

-Detect multiple handling lines; ask user which one to use

 

For cars, the COL's are now stored in the dff. dont know if that makes a difference to you or the program, but its useful to know anyway.

 

Regarding the handling, and ide entries and carcol data; how will your installer know where to look for those? i, and many people, usually just throw that information in the readme file, but i do keep it copy/pastable in there.

 

one of the complaints i remember hearing from the first mod installer, is people saying they downloaded a car and replaced it with mod installer, and it didnt work. we would tell tell them to try installing it "manually", and every so often, that seemed to do the trick. i can't say for sure what the problem was, because i didnt use it blush.gif but hopefully your new error checking will alleviate any future problems.

 

look forward to it cookie.gif

 

-Auto detect and insert DFF, TXD, COL files

-Auto detect handling.cfg, carcols.dat, vehicle.ide lines; verify correct line is detected

-Allow user to choose either auto detected lines, custom inputted handling lines, or original “factory” handling lines

-Verify all handling lines for correct format, as well as value ranges

-Detect multiple handling lines; ask user which one to use

 

For cars, the COL's are now stored in the dff. dont know if that makes a difference to you or the program, but its useful to know anyway.

 

Regarding the handling, and ide entries and carcol data; how will your installer know where to look for those? i, and many people, usually just throw that information in the readme file, but i do keep it copy/pastable in there.

 

one of the complaints i remember hearing from the first mod installer, is people saying they downloaded a car and replaced it with mod installer, and it didnt work. we would tell tell them to try installing it "manually", and every so often, that seemed to do the trick. i can't say for sure what the problem was, because i didnt use it blush.gif but hopefully your new error checking will alleviate any future problems.

 

look forward to it cookie.gif

Ah, thanks for the tip. With the COL being in the DFF Rockstar has made it much more convenient for us modders. I also read that the wheels are stored in there as well. smile.gif

 

As with my last installer, it will scan all txt files, and look at each line to see if there's something that looks like either an ide line, handling line, or color line. If so, it will then "disect" it to make sure it has the correct number of "columns". It will also make sure that, for example, the first part of the handling line is a valid vehicle in San Andreas. So if it sees "BRAVURA" or "VOODOO" (and so on), then it looks at the rest of the line to make sure it is indeed a valid handling line. If so, then it detects that as the handling line. It will also be able to detect multiple handling lines, in case the person who made the vehicle provided multiple handling choices, and will ask the user which one to user. But instead of just showing both handling lines, it will provide useful info, such as which line would make your car faster, or which line would make your car handle better, and so on.

 

Yes, this part will take a lot of work and time. But it does pay off for me when I know that I have made it easier for people to install vehicles, no matter where they download it from (and it doesn't need a script or anything). Now there will be some vehicles that it probably won't be able to install, but not many. In fact, if I find a vehicle that it can not install, I'm going to find out why, and then update SAMI to support that vehicle (as well as others like it).

 

As for people saying they replaced a car and it didn't work, that could be due to a number of reasons. But if it worked manually then yes, it was indeed my installer that screwed something up, either when it converted a GTA3 car to Vice City, or it just altered the vehicle to replace a different vehicle than it was intended to replace. GTA Mod Installer was buggy, I admit. There wasn't much error detection and sometimes if there was an error, it would proceed anyway, which would more than likely result in the game not working. However, for GTA Mod Installer, I created it entirely from Setup Factory, which is a program intended to just make normal installers for programs, not "be" the program itself. biggrin.gif

 

But with San Andreas Mod Installer, I'm using a completely different program, which will allow me to do a LOT more, not to mention that it will be MUCH easier to work with.

 

Probably one of the biggest things I'm putting a lot of work into for SAMI, is the error detection and prevention. Pretty much after everything it does it will check to make sure it did it correctly. If so, it will then "finalize" that action. If there is an error, it will cancel the action before any changes were made to the game, then report the error (as well as tips on how to resolve it), and log it into an error log. And if the user needs furthur help, they just email me the error log and I'll be able to see what their problem is. smile.gif

 

I will be error testing the hell outta SAMI before I release it. I'm going to try everything I can to get it to screw up, fix it, then try again. smile.gif

 

I also want to stress that I'm putting a LOT of work into this because I want it to succeed in the areas that GTA Mod Installer failed, but also provide much more than that (more features, much better design, etc). So hopefully it will turn out as good as I'm hoping. colgate.gif

SWEET! I loved you're mod installer for VC. There is one feature that I would like to see implemented. When I was modding VC, there were hundreds of vehicle mods to choose from, and only certain vehicles they would replace. The problem I had is that I would forget that I already replaced one and replace a mod with another mod... I would like to see a feature that flags the vehicle list to show when a vehicle has already been replaced, and if it has allow the installer to uninstall the first mod, then install the new one. That would make it a little more user-friendly as well (IMO). Keep up the good work, it's looking great so far.

Edited by NDG474

However, for GTA Mod Installer, I created it entirely from Setup Factory

 

I'm just asking only. On the day I got GTA Mod Installer and looked at the EXE file, I was amazed to see Indigo Rose Inc. Setup Factory as Description. Actually how can u make things like that with Setup factory?

 

And As For This :

 

SWEET! I loved you're mod installer for VC. There is one feature that I would like to see implemented. When I was modding VC, there were hundreds of vehicle mods to choose from, and only certain vehicles they would replace. The problem I had is that I would forget that I already replaced one and replace a mod with another mod... I would like to see a feature that flags the vehicle list to show when a vehicle has already been replaced, and if it has allow the installer to uninstall the first mod, then install the new one. That would make it a little more user-friendly as well (IMO). Keep up the good work, it's looking great so far.

 

To see what vehicle u have installed over, use mod manager, not installer.

But it's not actually good and doesn't have the conversion from III to VC and Vice Versa.

However, for GTA Mod Installer, I created it entirely from Setup Factory

 

I'm just asking only. On the day I got GTA Mod Installer and looked at the EXE file, I was amazed to see Indigo Rose Inc. Setup Factory as Description. Actually how can u make things like that with Setup factory?

Well Setup Factory was never intended to be used as an actual program, however, I have made quite a few installers with Setup Factory (version 6) so I already knew how to use it pretty good, and realized the amount of things it can do. It supports all types of things, such as text file editing, string manipulation, and a whole lot more. And since I hardly knew any VB, C++, Delphi, etc, I figured "hmmm, I can make this work". And after a lot of work and ghetto-riggin' (hehe) I got it to do what I wanted.

 

Though the program I'm using now (Autoplay Media Studio 5) is MUCH more similar to a real programming language, and is a whole lot like Visual Basic. So there's so much more I can do with it than I can with a setup program. smile.gif

 

Hi cpmusick, remember me? biggrin.gif

I always loved GTA Mod Installer, never used it for GTA3 though...

 

Will the mod installer be multilingual? We discussed this over a year ago but then you decided not to continue working on it sad.gif

Yes, I do intend to make it multi-lingual, though it's not 100% sure it will be in the first version. I'll try to add it to v1.0. But if not the first version, then more than likely it will be in the next update. smile.gif

Edited by cpmusick85

It's probably way too much to ask, but I would like it to be able to decompile main.scm, add a code snippet before Mission 0, add a create_thread line in the create_threads part, and recompile with just a dialogue box and a add button. But some people say I'm a dreamer. tounge2.gif

 

It's probably way too much to ask, but I would like it to be able to decompile main.scm, add a code snippet before Mission 0, add a create_thread line in the create_threads part, and recompile with just a dialogue box and a add button. But some people say I'm a dreamer.  tounge2.gif

I too would like it to be able to edit the main.scm file. But due to my lack of knowledge on editing that file, I don't see it happening. Well, at least not for a while. wink.gif

 

-----

 

UPDATE:

 

I've been working a lot on optimizing the code I already have, as well as creating some advanced error checking. Here's a quick summary of how it'll work:

 

-First it reads the install script

-It breaks down each command to find out what file will go where, and so on

-Then it runs the error checking process. In this step no changes are made to the game whatsoever. It pretty much just checks every command to make sure every file exists and stuff like that.

-Once the error checking is complete, and no errors are found, it then proceeds to "finalize" the commands. In other words, it executes the commands and edits the game.

 

Now if an error IS found, then a dialog will show what the error was, and if possible, how to correct it (which most of the time means there is a problem with the script) and logs the error in the log file. Then the installation stops, before any changes are made to the game.

 

I decided to do the whole error checking process ahead of time (before changing any part of the game), in case there was an error. Although the game may work with that certain file missing (or whatever the error is), there's a bigger chance that it will NOT work correctly and may corrupt\freeze the game. So if no errors or found, then it moves on to edit the game's files.

 

Also, here's a couple new screenshots: smile.gif

 

user posted image

 

user posted image

 

-----

 

I'm also trying to implement multi-lingual support to be included with the first release. So I'm currently looking for people to translate SAMI into other languages. If you're fluent in English and another language, and would like to translate SAMI, then please let me know. You can either reply here, or email me at [email protected] if you would like to help out. smile.gif

 

If I can get enough people to translate the program, then the multi-lingual support will be included in the first release. Otherwise it will be in a future update. Here's a list of who has already offered to translate:

 

--

Dutch: ZanderZ

French: [-Akado-]

--

Edited by cpmusick85

its looking great. its a shame the gta3/vc mod installers never reached this capability. The program itself looks really professional. installations of mods look easy, and this could pass as a neat installshield installer

 

Looking at the wide scriptable code, it looks like you could even use this for something entirely different to a mod ^.^

 

 

Edit: I just came up with an idea that ive always wanted. If this had the ability to copy the whole directory and modding it in this backup directory. Also, if you were installing MOD's like GTALC (for SA of course) you'd want it to be as easy as possible. This goes for creating shortcuts on desktop and stuff. I think this would be useful

Edited by Talidan

Hi cpmusick.

Your mod installer was invaluable to me, all 500 of my mods had scripts to install/deinstall stuff in 30 seconds smile.gif

It was and still is excellent for me creating my own models and testing them ingame quickly.

One thing that made me a little tearful is that your new SAMI wont work for VC and GTA3. Theres probably a reason but I don't understand why it can't be implemented. The img, col, gxt and sfx files work different in SA from GTA3 and VC, but if you already have the technology (from GMI5) why not implement it. The installscript entitled installscript_gta3, installscript_gtavc, and presumably installscript_gtasa would be able to determine the install tools (regarding img, col, gxt) format to use.

The next thing is the install scripting, it's different but i like the new version smile.gif

If you already have the code for reading gta3 and vc install scripting in GMI5 it should be able to port it over to this release.

 

The last thing on my wishlist is the manipulation of audio files. The file format looks very different for SA, but the technology is there to add your own sfx sounds to the sfx.raw file via Lithjoes gta3/vc audio editor. Its a big request but maybe if you got in touch with Lithjoe you could accomplish it. Having the ability to add your own sfx for guns, vehicles etc would be awesome, and the install scripting could be fairly simple also.

 

Anyway, thankyou for your great work in the past, it makes modding a lot easier

Keep up the good work. I will send you money if it supports gta3/vc audio manipulation tounge.gif

I've been working a lot on optimizing the code I already have, as well as creating some advanced error checking. Here's a quick summary of how it'll work:

 

-First it reads the install script

-It breaks down each command to find out what file will go where, and so on

-Then it runs the error checking process. In this step no changes are made to the game whatsoever. It pretty much just checks every command to make sure every file exists and stuff like that.

-Once the error checking is complete, and no errors are found, it then proceeds to "finalize" the commands. In other words, it executes the commands and edits the game.

 

Now if an error IS found, then a dialog will show what the error was, and if possible, how to correct it (which most of the time means there is a problem with the script) and logs the error in the log file. Then the installation stops, before any changes are made to the game.

 

I decided to do the whole error checking process ahead of time (before changing any part of the game), in case there was an error. Although the game may work with that certain file missing (or whatever the error is), there's a bigger chance that it will NOT work correctly and may corrupt\freeze the game. So if no errors or found, then it moves on to edit the game's files.

Very nice, sounds good smile.gif

 

I just came up with an idea that ive always wanted. If this had the ability to copy the whole directory and modding it in this backup directory. Also, if you were installing MOD's like GTALC (for SA of course) you'd want it to be as easy as possible. This goes for creating shortcuts on desktop and stuff. I think this would be useful

 

That's a good idea, since it would work perfectly for installing total conversion mods into a completely separate installation of San Andreas. I will try to implement this, but probably not in the first release. Thanks for the suggestion. smile.gif

 

 

 

One thing that made me a little tearful is that your new SAMI wont work for VC and GTA3. Theres probably a reason but I don't understand why it can't be implemented. The img, col, gxt and sfx files work different in SA from GTA3 and VC, but if you already have the technology (from GMI5) why not implement it. The installscript entitled installscript_gta3, installscript_gtavc, and presumably installscript_gtasa would be able to determine the install tools (regarding img, col, gxt) format to use.

The next thing is the install scripting, it's different but i like the new version

If you already have the code for reading gta3 and vc install scripting in GMI5 it should be able to port it over to this release.

 

The last thing on my wishlist is the manipulation of audio files. The file format looks very different for SA, but the technology is there to add your own sfx sounds to the sfx.raw file via Lithjoes gta3/vc audio editor. Its a big request but maybe if you got in touch with Lithjoe you could accomplish it. Having the ability to add your own sfx for guns, vehicles etc would be awesome, and the install scripting could be fairly simple also.

 

I was debating whether or not I should spend the time to implement support for GTA3\Vice City. However, the code I used for GTA Mod Installer is a lot different than that I'm using for SAMI, so I would have to convert every line of code in GTA Mod Installer one by one (and there's a LOT of code). Though once I get the code complete for San Andreas, I would just have to alter it to work with the other games. If there would be a lot of people that would use SAMI for GTA3\Vice City, then I may do it. For now, I'm not going to implement it. I'm going to focus on getting it to work with San Andreas. Then once I have it to where I want it, I may consider implementing support for GTA3 and Vice City, since it would indeed be convenient. smile.gif

 

As for the audio file manipulation, that's something I wanted in GTA Mod Installer as well. Once someone releases a good audio editor for San Andreas, I will contact them and see about integrating it into SAMI. Audio editing is a feature I really want to implement, so hopefully I'll be able to soon.

Will it be possible to have "modular mods"? As in, module-based mods?

 

Let's say I have a mod which changes the Binco to C&A and the Gash to H&M or something.

User X wants to install the mod and is happy with it, but user Y only wants the C&A modded and user Z only wants the H&M.

Will it be possible to do this?

 

 

Mod "Shop changes"

 

Module "C&A"

binco_la.txd

binco_sf.txd

binco_lv.txd

 

Module "H&M"

gash_la.txd

gash_sf.txd

gash_lv.txd

 

 

Something like that, in which you can choose only to install the C&A module or only the H&M module.

I believe some old GTA3 mod installer had this, and it would be great if you could add this too smile.gif

 

Will it be possible to have "modular mods"? As in, module-based mods?

 

Let's say I have a mod which changes the Binco to C&A and the Gash to H&M or something.

User X wants to install the mod and is happy with it, but user Y only wants the C&A modded and user Z only wants the H&M.

Will it be possible to do this?

 

 

Mod "Shop changes"

 

Module "C&A"

binco_la.txd

binco_sf.txd

binco_lv.txd

 

Module "H&M"

gash_la.txd

gash_sf.txd

gash_lv.txd

 

 

Something like that, in which you can choose only to install the C&A module or only the H&M module.

I believe some old GTA3 mod installer had this, and it would be great if you could add this too smile.gif

You know, that's a really good idea. smile.gif

 

I can't believe this hasn't crossed my mind. (This is why I need input and suggestions from others wink.gif ). I'll definitely see what I can do!

 

 

 

I could translate it into Swedish. I'll add you to msn.

 

Great! I need all the translators I can get. Thanks a lot. smile.gif

 

 

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