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[REL|ASI|BIN/SRC] GTA Studios


ceedj
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There is a key for removing the spedometer right inside CamHack. I think the defualt is NUMPAD 3 to shut it off (it's listed as Toggle Gagues in the Control Settings dialog in CamHack).

 

There seems to be some kind of limitation on the number and type of peds in any given interior. I've worked it out the best I can, but without more findings about WHY this happens, this is the best that I can do. I THINK that it's in the main SA exe somewhere though...

 

As for the entrance markers, I've never had a problem with this. Just make sure you're not in the middle of creating peds or giving weapons while trying to turn them on/off.

sometimes when i cycle through peds, when i go down it crashes my game. even when im outside.

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Why not add more car spawns? Instead of just 2?

 

I want to do a president escort thingy.

Edited by RainingAcid
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I just want to let everyone know that ceedj plans to improve on, and include, my Green Screen Building mod in an upcoming version of his SanAnStudios. This is with my permission.

 

And it has me a little jazzed to boot! rah.gif

 

Happy filming to all, and to all a good night! xmas.gif

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Not enough keys on the keyboard.  biggrin.gif

What about 9 and 0?

Those keys are already used to choose weather and choose/freeze time of day. At least they are in SA Studios.

 

Edit: however, just to the right of the zero key, on my keyboard at least, are the minus, equal, and backslash keys. I don't see where they are being used.

Edited by FLeeF
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Can you make it to where the peds enter the nearest cars?

Or tell me where in the source the cars and peds actions are....

Edited by RainingAcid
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As in a random car? Possibly. I'd have to work out a formula to grab the handle of the car, and convert it to one of the car variables (Car 1 or Car 2). Possible, but again, not real high priority now. Adding more cars is easy enough; adding the controls to make them work with the existing two cars would take a substantial rewrite of the entire car animation section, and I don't think I'm up to doing that right now. Sorry.

 

Adding stuff via my source is NOT an easy task; have you coded with op9080's hook before? I'm thinking it might be better to build a stand alone version for this, using op9080's original source (it's available in his thread in Mission Coding). The code would be much smaller and easier to manage, and then you could just film this stuff separately. Film the rest of your footage with SA Studios and you're set.

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Adding stuff via my source is NOT an easy task; have you coded with op9080's hook before? I'm thinking it might be better to build a stand alone version for this, using op9080's original source (it's available in his thread in Mission Coding). The code would be much smaller and easier to manage, and then you could just film this stuff separately. Film the rest of your footage with SA Studios and you're set.

Oh man! What a great idea! If I could code worth a darn, I'd make a separate hook just for vehicle manipulation with only a choice of driver and passengers. No ped animations. I'd do multiple vehicles plus a dummy vehicle for them to travel to, or have vehicle 2, 3, 4, 5, 6 and 7 follow vehicle 1; maneuvering wildly or sanely.

 

If only I had taken programming classes instead of all those art classes!

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i just downloaded SA studios 3.3 abt 3 weeks ago. Everytime i go insert+1, everything is fine, i can search for the characters i want. But when i press backspace, my game crashes everytime. It seems to be ok with the vehicle selection, i can search for my vehicles and press backspace and nothing crashes. Can anyone help me answer why my game always crashes when i search and confirm my peds?

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Wish I could help. I can't get it to crash. Short version:

 

1) Make sure you have GTA SA v1.0. Some have had success with the downgrader, but since I reference models that are in the un-patched, original v1.0 files, this could be a cause.

 

2) Make sure your main.scm is unmodded - there could be variable conflicts, since this mod is "hooked" into an exsisting game. (This seems like the most likely scenario - ANYTHING that is added could cause a crash when using my mod.)

 

3) Make sure backspace is NOT mapped to any player keys.

 

4) Make sure you start a SAVED GAME - I have never personally had problems with using a new game (anorexic Carl!) , but others have; using a saved game solved it.

 

5) DON'T run this in a mission. Crashes are almost certain.

 

All I can think of for now. Sorry. sad.gif Post back if any of this helps.

Edited by ceedj
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i love this mod so much now. but i was wondering, do u think you canuse more animations? like the medic when they heal people, or when you sit on the ground. there are many more that i would like to see, so i was wondering if you could add those in the next release...

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Adding new animations would be somewhat easy. For every "bank" key I add, I can get 6 more animations (just using the same six keys the other banks use). The problem is finding extra keys for the banks themselves. There are about 6 or 7 keys I could "possibly" use, but I only have the codes for them using a US keyboard - I'd really rather not have to cut out certain features for my non-US users.

 

But I WILL look into it some more; glad to hear things are running well for you. smile.gif

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Been Mucking around with SA Studios, and was wondering if you would consider making a "basic" version with no banks, just like VC, in other words, pretty much a Carbon Copy of VC Studios. Thanks in advance smile.gif

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Adding new animations would be somewhat easy. For every "bank" key I add, I can get 6 more animations (just using the same six keys the other banks use). The problem is finding extra keys for the banks themselves. There are about 6 or 7 keys I could "possibly" use, but I only have the codes for them using a US keyboard - I'd really rather not have to cut out certain features for my non-US users.

 

But I WILL look into it some more; glad to hear things are running well for you. smile.gif

yes i love SA studios so much. im undertaking a project. it is a series of episodes on a man that is a double agent. it goes through many adventures & struggles, & i think it will be very entertaining.

i also was thinking of adding myriad islands to the story, so once that mod is close to the end, mabye you can make a studio mod for that game...you follow?

i just want to say that i really love ur mod, & ill kep you updated on my series...peace.

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Been Mucking around with SA Studios, and was wondering if you would consider making a "basic" version with no banks, just like VC, in other words, pretty much a Carbon Copy of VC Studios. Thanks in advance smile.gif

ARGH! Probably not - the SA Studios code is pretty massive and rather intertwined right now. There's a lot going on, but effciency is a key to this mod. Had I made it like Vice or LC, it would be easier to modify, but would be WAY slower in reaction. Actually, due to the keyhook requiring local variables from the game to find the right "animations", I'm not sure that's even possible.

 

HOWEVER, if someone were to let me in on how to adapt Spookie's SCMMod (the non-dx hook, found in Mission Coding) to work with San Andreas, I would definately make a version like VC/LC. It would be mostly cut and paste, and changing some map data and variables.

 

Regarding Myriad: it SHOULD work now, except for the recently added teleporter. However, I'm unsure of the variables that are used by the Myraid SCM and what peds/cars are in the ide(s), so some (or all) of it may not work at all. Feel free to try it out though, and post back with any results.

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Been Mucking around with SA Studios, and was wondering if you would consider making a "basic" version with no banks, just like VC, in other words, pretty much a Carbon Copy of VC Studios. Thanks in advance smile.gif

ARGH! Probably not - the SA Studios code is pretty massive and rather intertwined right now. There's a lot going on, but effciency is a key to this mod. Had I made it like Vice or LC, it would be easier to modify, but would be WAY slower in reaction. Actually, due to the keyhook requiring local variables from the game to find the right "animations", I'm not sure that's even possible.

 

HOWEVER, if someone were to let me in on how to adapt Spookie's SCMMod (the non-dx hook, found in Mission Coding) to work with San Andreas, I would definately make a version like VC/LC. It would be mostly cut and paste, and changing some map data and variables.

 

Regarding Myriad: it SHOULD work now, except for the recently added teleporter. However, I'm unsure of the variables that are used by the Myraid SCM and what peds/cars are in the ide(s), so some (or all) of it may not work at all. Feel free to try it out though, and post back with any results.

i wouldnt know how to use any studio for myriad islands, until u are able to make a studio mod for myriad....

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No, I meant use the current version of SA Studios on Myriad. You MAY have to create a shortcut if you have more than one GTA:SA install (see the Note from Cerebra in the SA Studios READ ME).

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No, I meant use the current version of SA Studios on Myriad. You MAY have to create a shortcut if you have more than one GTA:SA install (see the Note from Cerebra in the SA Studios READ ME).

i read the note in the readme.

ok, im just wondering, how can i have a SA studios for both MI & SA?

Edited by thewaytahgo2
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This is what I'm trying to find out. If you (or others) can tell me if it works (just the basics) - I don't have the space to install myraid ATM, but if I find out that this DOES work with it, I might make the space and work on it some more.

 

The easiest way to check would be to fire up Myraid and start a new game. As soon as the new game is started, ALT-TAB to the desktop and start up SA Studios - the hook is build to find any running instance of GTA:SA. When you go back to the game, you'll either get the mod intro (title, note in the top left, etc) or nothing at all. Once I know it works, I can develop it more.

Edited by ceedj
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This is what I'm trying to find out. If you (or others) can tell me if it works (just the basics) - I don't have the space to install myraid ATM, but if I find out that this DOES work with it, I might make the space and work on it some more.

 

The easiest way to check would be to fire up Myraid and start a new game. As soon as the new game is started, ALT-TAB to the desktop and start up SA Studios - the hook is build to find any running instance of GTA:SA. When you go back to the game, you'll either get the mod intro (title, note in the top left, etc) or nothing at all. Once I know it works, I can develop it more.

i got it to work pretty well. i copied the gta sa file for MI. its named copy of gta san andreas. it was just like my other gta.

since the studios are in the files, it will work for MI. i dunno how to explain it really, other than saying, o have SA studios in GTA SA & the copy of GTA SA.

it works great tho.

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for sum reason it only works half the time i mean its awesome wen it does but sumtimes none of the buttons work ? have sum bread and fish breadfish_by_Moto.gif actuall il have that u have bbq.gif

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for sum reason it only works half the time i mean its awesome wen it does but sumtimes none of the buttons work ? have sum bread and fish breadfish_by_Moto.gif actuall il have that u have bbq.gif

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hey ceedj, do you think in the next release you can make the robbable houses empty? i hate that wen i go in there, i usually get attacked.

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Ooooo, might be some good news guys - I think I solved the SA Studios crash problems. Well, the ones related to the variables at least. lol.gif

 

Anyway, big ups to spaceeinstien for doing the variables list months ago (which came from Sanny Builder; thanks Seemann!) . Stupid me missed that in the SA Documentation topic in Mission Coding.

 

Here's the file:

 

San An Studios 3.3C

 

PLEASE: I need as many people as possible to check this for me. Thanks.

 

@thewaytahgo2: That's controlled by the original scm in the burglar external script. In layman's terms: no. smile.gif Just give yourself a gun before you enter and waste them all.

Edited by ceedj
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Ooooo, might be some good news guys - I think I solved the SA Studios crash problems. Well, the ones related to the variables at least. lol.gif

 

Anyway, big ups to spaceeinstien for doing the variables list months ago (which came from Sanny Builder; thanks Seemann!) . Stupid me missed that in the SA Documentation topic in Mission Coding.

 

Here's the file:

 

San An Studios 3.3C

 

PLEASE: I need as many people as possible to check this for me. Thanks.

 

@thewaytahgo2: That's controlled by the original scm in the burglar external script. In layman's terms: no. smile.gif Just give yourself a gun before you enter and waste them all.

whats new in 3.3c???? less crashes??

 

 

 

 

Edited by thewaytahgo2
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whats new in 3.3c???? less crashes??

Yes, all it does is fix the variables issues some were having that crashed the game at random points. No new features have been added. Unless I want to get all Mircosofty and call my bug-fixes "features." tounge.gif

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