Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

Manual gears, is it done


p00r
 Share

Recommended Posts

well, it can be done through coding. pretty original idea. you are lucky 'cause it is an easy task. i will grab some coffee first.

 

edited:

 

here's the code

 

 

:TESTERE03A4: name_thread 'TESTERE' :TESTERE000001: wait  150 ms00D6: if  0 0256:   player $PLAYER_CHAR defined004D: jump_if_false ££TESTERE0000D6: if  0 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££TESTERE05 04F7: status_text $EEA  0 line  1 'PL_H5' 04F7: status_text $EEB  0 line  2 'PL_H5' 03C0: @0 = actor $PLAYER_ACTOR car00D6: if  2 81F3:   NOT   car @0 airborne84A7:   NOT   actor $PLAYER_ACTOR driving_boat84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle004D: jump_if_false ££TESTERE05 02E3: @1 = car @0 speed0013: @1 *=  3.6;; floating-point values 0090: $EEA = float_to_integer @1 008A: $EEB = @2;; integer values and handles00D6: if  0 84A4:   NOT   @2 ==  0;; integer values OR floating-point values004D: jump_if_false ££TESTERE06 0085: @3 = @2;; integer values and handles0093: @3 = integer_to_float @30007: @5 =  6.0;; floating-point values0063: @5 -= @3;; floating-point values 0013: @5 *=  18.0;; floating-point values 02F7: @9 = sinus @5;; floating-point values0013: @9 *=  150.0;; floating-point values 000F: @9 -=  10.0;; floating-point values0087: @5 = @1;; floating-point values only0063: @5 -= @9;; floating-point values 02F7: @4 = sinus @5;; floating-point values0007: @5 =  1.0;; floating-point values0063: @5 -= @4;; floating-point values 0087: @4 = @5;; floating-point values only0013: @4 *=  250.0;; floating-point values 0093: @6 = integer_to_float @20073: @4 /= @6;; floating-point values 088B: set_vehicle @0 form_drag_multiplier  @40050: gosub ££TESTERE0700D6: if  3 00E1:   key_pressed  0  1680E1:   NOT   key_pressed  0  480E1:   NOT   key_pressed  0  14004D: jump_if_false ££TESTERE0500D6: if  0 04A4:   @2 ==  1;; integer values OR floating-point values004D: jump_if_false ££TESTERE0200D6: if  1 04B1:   @1 >  1.0;; integer values OR floating-point values84B1:   NOT   @1 >  15.0;; integer values OR floating-point values004D: jump_if_false ££TESTERE0204BA: set_car @0 speed_instantly  6.0 0002: jump ££TESTERE05:TESTERE0200D6: if  0 04A4:   @2 ==  2;; integer values OR floating-point values004D: jump_if_false ££TESTERE0300D6: if  1 04B1:   @1 >  10.0;; integer values OR floating-point values84B1:   NOT   @1 >  38.0;; integer values OR floating-point values004D: jump_if_false ££TESTERE0304BA: set_car @0 speed_instantly  12.0 0002: jump ££TESTERE05:TESTERE0300D6: if  0 04A4:   @2 ==  5;; integer values OR floating-point values004D: jump_if_false ££TESTERE0500D6: if  1 04B1:   @1 >  1.0;; integer values OR floating-point values84B1:   NOT   @1 >  15.0;; integer values OR floating-point values004D: jump_if_false ££TESTERE0504BA: set_car @0 speed_instantly  0.0 :TESTERE0501C3: remove_references_to_car @0;; Like turning a car into any random car00D6: if  080E1:   NOT   key_pressed  0  8004D: jump_if_false ££TESTERE1000D6: if  080E1:   NOT   key_pressed  0  9004D: jump_if_false ££TESTERE200002: jump ££TESTERE00:TESTERE06088B: set_vehicle @0 form_drag_multiplier  2.70002: jump ££TESTERE05:TESTERE0700D6: if  0 84A4:   NOT   @2 ==  5;; integer values OR floating-point values004D: jump_if_false ££TESTERE08000B: @9 +=  15.0;; floating-point values00D6: if  004B1:   @1 >  @9;; integer values OR floating-point values004D: jump_if_false ££TESTERE080890: $EEA  32 :TESTERE080051: return:TESTERE10000A: @2 +=  1;; integer values00D6: if  004B5:   @2 >=  5;; integer values OR floating-point values004D: jump_if_false ££TESTERE000006: @2 =  5;; integer values0002: jump ££TESTERE00:TESTERE20000E: @2 -=  1;; integer values00D6: if  084B5:   NOT   @2 >=  0;; integer values OR floating-point values004D: jump_if_false ££TESTERE000006: @2 =  0;; integer values0002: jump ££TESTERE00004E: end_thread

 

 

that is just a prototype however pretty acurate simulation of manual gear box. next and previous radio station keys will shift gears up and down. gear 0 is simply automatic gear box and 1-5 are manual gears.

you can already break fast by shifting gears down. you will get better head start from manual gearbox than it was with automatic, as well as general acceleration and top speed. the kick is better as usually when starting from 2nd gear. placed 2 digital counters: for speed in kmph and gear. the speed indicator blinks when you are at the optimal speed to shift gear up. you have to reduce gear when driving up some hill, you cannot start like from 5th gear...

 

i could do perfect gear box simulator reading velocity vector and reacting with opposite forces but without a code to read top speed of model it does not have any sens. the other way to map it for all ID is not a solution here.

Edited by PLPynton
Link to comment
Share on other sites

Couple of questions for you.

I don't have any real SCM editing knowledge so I may be off here,

I take the gear changes are currently at preset speeds in your script. If possible could you use the top speed flag and divide by the cars gear ratio amount set in it's own handling file.

This would give a more dynamic approuch as all vehicles would then be more unique to thier own settings and gear ratios of a sort can be configured into the handling.

Secondly, you should make this into an SCM download as their will be plenty of demand for it. Even better if it's part of an SCM hook.

 

Good job. icon14.gif

Link to comment
Share on other sites

 

Couple of questions for you.

I don't have any real SCM editing knowledge so I may be off here,

I take the gear changes are currently at preset speeds in your script. If possible could you use the top speed flag and divide by the cars gear ratio amount set in it's own handling file.

This would give a more dynamic approuch as all vehicles would then be more unique to thier own settings and gear ratios of a sort can be configured into the handling.

Secondly, you should make this into an SCM download as their will be plenty of demand for it. Even better if it's part of an SCM hook.

 

Good job. icon14.gif

actually i am not using linear base. I have created sinusoidal (up to 90degree) as it should pass between all the car in their range. then for each gear placed on sinusoide i have one place as optimal speed. optimal speed place is then spreaded +-90 degree as reversed sinus to create relation of gear ratio and rpm. these 5 points and their shifted "holes" are going on each other a bit to relate to more vehicles, more than 1. i have done that only because i cant read top speed from level of script. creating manual gear basing on vectors, accelerations, momentums, frictions for infernus would be easier and shorter however only 3-4 other cars will be able to follow. the rest of vehs will simply lose a lot of or even be unable to drive at 50% of top speed.

 

you see the problem is that i can read handling.cfg but script can't so well. at present day i can only memorize all values of top speed for cars what is simply insane. and futhermore dividing speed range by 5 gears gives you effect like: you are starting sharp from 5th gear. in solution which i chose there will be more points which are bringing that thing close to manual gear.

 

sorry i have no time to post downloadable version, i do not know even where. besides that is a prototype which just died because of lack of resources. but if enyone like it he can take it as his own solution or add to own mod... be my guest i do not have nothing against since one can have some fun.

 

thanks for appreciations

Edited by PLPynton
Link to comment
Share on other sites

Sweet J Lou

What Game is this for? If It's for SA then can someone post the VC code and vice-versa. xmas.gif

 

Really Cool, I've been thinking about this for ages but I never got around to starting it. colgate.gif

 

 

Link to comment
Share on other sites

As far as I can see there are no game specific OpCodes, so it should work on both.

Link to comment
Share on other sites

WOW

 

 

that's amazing, thank you vvvvvveeeeerrrryyy much, this is like the next gta. Are there Karma points in this forum? Thank you PLPynton, a sinusoide solution, youre THE coder, not some other megalomaniacs that tells people to search.

 

 

THANK YOU,

 

from

 

p00r

Link to comment
Share on other sites

i am glad you like it. i am wondering if one tested that with all cars? these slow and heavy like rhino.

Link to comment
Share on other sites

I'm trying to compile it with BW mission builder and i got an error:

 

 

Can't compile

Label not found: LABEL01C37D:

 

 

cry.gif

Link to comment
Share on other sites

 

I'm trying to compile it with BW mission builder and i got an error:

 

 

Can't compile

Label not found: LABEL01C37D:

 

 

cry.gif

it is not my foult. maybe not even yours.

the best way would be to restart machine and decompile again your original game scripts. these wrong names for labels in jumps come from decompiling not compiling as far as i know. anyway i have had same stories few months ago and that is exactly what i did. i am not sure if i reinstalled MB

 

edit: you have downloadable mod version here

Edited by PLPynton
Link to comment
Share on other sites

Where do I put this code?

what are you doing in mission moding if you do not know that?

there is a link in previous post. cut

Link to comment
Share on other sites

 

I found this post, and fixedthe the problem, but when i tried to compile again..  cryani.gif

http://www.gtaforums.com/index.php?showtop...0entry2943941

 

 

Label not found: PROJECT_1:

 

I opened original scm, and everything is like in the original scm, buti don't know where is the problem. cryani.gif

i posted above somewhere a downloadable version of mod. if you still have issues to implement code into your script check your source. try to decompile original scripts and after process is ended just use find option to look for keyword label this keyworld shoud be found only once in decompiled script. if you see it more than once your decompilation process failed.

if label is missing: like this what you mentioned it is probably your fault and you deleted it. maybe you even tried to paste code between thread which advise to see wozi and thread which handles the basketball (LITCAS and PROJECT). below original end of LITCAS and beggining of PROJECT. in that case just bring back what is gone.

 

 

:LITCAS_42

004E: end_thread

 

:PROJECT_1

03A4: name_thread 'PROJECT'

0006: @10 = 0 ;; integer values

0004: $1929 = 0 ;; integer values

0004: $1930 = 1 ;; integer values

00D6: if 0

0039: @10 == -1 ;; integer values

004D: jump_if_false ££PROJECT_10

0107: @0 = create_object #WOODENBOX at 0.0 0.0 0.0

0107: @9 = create_object #WOODENBOX at 0.0 0.0 0.0

 

:PROJECT_10

0001: wait 0 ms

Edited by PLPynton
Link to comment
Share on other sites

I compiled it, everything is ok, but i wanted to shift the gear, and the game crashes. Do i have to change the controls, because my buttons for changing the radiostations are 'R' and 'E'.

 

And is there a way to get this mod working with B2R mod?

 

Greetz, BMWPower smile.gif

Edited by BMWPower
Link to comment
Share on other sites

once again here is the link to compiled script which works. if it does not work in your case only: try if you have last update for sascm, try if you pasted it corectly if create thread is present and so on. if you still have problems then decompile my files and see where to put it.

Edited by PLPynton
Link to comment
Share on other sites

jeffery818
Where do I put this code?

what are you doing in mission moding if you do not know that?

there is a link in previous post. cut

Obviously, im in the mission modding forum because I want to use the codes in this forum and I don't want huge all in one mods. I want to combine multiple codes and make my own SCM.

Link to comment
Share on other sites

Obviously, im in the mission modding forum because I want to use the codes in this forum and I don't want huge all in one mods. I want to combine multiple codes and make my own SCM.

ok ok. together with other threads in between, does not matter where actually.

next time you gonna have to be very specified as i see some logical paradox between your question and last post.

Link to comment
Share on other sites

  • 3 months later...

Hi,

 

 

@PLPynton : I really love this mod !!!! Is it really surprising ??? It's (kind of) very realistic, and is some crazy piece of code !!!!! But I can't add it to B2R the way it is now. I'd like to try to fix some things before.

 

Let's get started :

 

I think you've noticed, that in the original game CJ (I don't remember but I think Tommy use to s well in VC) changes gears by himself on manual all cars (there isn't automatics according to handling.cfg). If you havn't grab a car find a long straitght line and look at the little jumps the car do.

 

To see in original game in which gear your are grab GTA: San Andreas Speedometer by spookie.

user posted image

 

You're probably thinking :"Yes, then what ???"

 

 

Well I thought that since spooky's speedo knows where the gear handle is, there might be a way of knowing it throught scm, and maybe you could then find a whole new handfull of car's transmission opcodes, or maybe not....

 

 

 

Well that's all for now.

 

 

 

Have fun

 

Link to comment
Share on other sites

Memory reading/writing by way of SCM is only available in VC for now. I think Y_Less is close to making it a reality in SA, but it requires the input of others... or something.
Link to comment
Share on other sites

yeap, Dem is right

i have had a quite silly problem to read vehicle max speed and prior to everything else its gear. it can be done thru DMA but i think the only windown to it would be:

1. mess on scripted DMA

2. mess around hardcoded using secret windows available thru known opcodes like 0A1F. i know it is silly but let me explane to you:

everybody thinks is all about stats but let us be realistic 466 is handling multiplier for all game vehicles (if you look thru exe) and decreased makes "drive on ice effects" while increased makes your handling sharp. it needs testing but i tell you all that is the way we can COMPLETELY define new mehanics regardless to exe file or internal resources.

P.S. if you like to try mind that you have to tract some "stats" like floats and access them thru float commands however it is int base of that float that is going to be changed. like reverse and i do not know how to explane it in english but apply some value on stat 466 and check how everybody is driving now.

Link to comment
Share on other sites

  • 3 weeks later...

 

 

 

Hi,

 

 

 

Well guys I'm sorry but it seems I'm too dumb to understand DMA and memory hacking through stats, and I've got no idea how memory hacking should be done but with what pdescobar found wouldn't it be possible ?

Well I'm really sorry I didn't even look for, didn't even try I'm just stuck with that tutorial and it's now too late to give up....

Anyway as C2H5OH (and other molecules) is(are) controlling my brain I probably just don't want this particular topic to get on page two...

 

Actualy I just want to know if now that you guys found that we (hum you) can mess up with memory hacking it did chnge anything ?

 

 

I realize now that it is a stupid question because if you did you probably would have told us but I'm just asking....

 

 

Ignore this if you think I'm just talking sh*t...

 

 

Have fun (because I think anything more I'll be telling will be crap...)

 

 

Have fun (and even if I saying it everytime I do mean it, life isn't worth it without fun...)

 

 

Link to comment
Share on other sites

apparently we cannot access memory from script using original opcodes outside some range and within this range there is no vehicle handling table,just a part of vehicles.ide what means that it still cannot be done.

another way would be to use patch that adds these 3 opcodes (is included in new SB). then it is possible (check original topic of pdescobar where i posted address of veh table).

 

speaking about devil: not dumb, no. C2H5OH does not work well for mem investigations because hydrogenium and oxygenium are out of the limit for hex. you have to use actinium, borum, carbonium, deuterium, europium, fluor based substances to accelerate perception processes.

Link to comment
Share on other sites

apparently we cannot access memory from script using original opcodes outside some range and within this range there is no vehicle handling table,just a part of vehicles.ide what means that it still cannot be done.

another way would be to use patch that adds these 3 opcodes (is included in new SB). then it is possible (check original topic of pdescobar where i posted address of veh table).

 

speaking about devil: not dumb, no. C2H5OH does not work well for mem investigations because hydrogenium and oxygenium are out of the limit for hex. you have to use actinium, borum, carbonium, deuterium, europium, fluor based substances to accelerate perception processes.

While we're on the subject of mem-hacking and in the presence of somebody whose clearly dones some legwork, I have a question the answer to which would help Windshield out quite nicely: Is the memory address for current/max air known? If so, are they within stat processing range? Right now, I've got Windshield shutting itself off anytime the player is in the water simply because the air meter is technically a matter of life or death.

Link to comment
Share on other sites

Dem, what is windshield? new project of yours or?

 

sorry for offtopic but you have to be kidding us. you know max breath meter gets computed from lung capasity, is it some kind of test or what? the only thing i can help you is current. it is under stats (see original topic).

Link to comment
Share on other sites

Windshield is an alternative user interface for SA. It uses Thirst For Blood's UI, but adapted for SA's far more diverse circumstances. I've been test driving it during the SA min kill competition. You can see promo shots there.

 

I'm glad you enjoyed me "joke/test", but knowing how to determine current lung capacity is not the same as determining current air level. By all means work up a routine to prove me wrong. I want to be wrong. I want there to be a way for SCM to know what your current air level is.

 

 

the only thing i can help you is current. it is under stats (see original topic).
Um... that's exactly what I was asking for. And since it wasn't published before, what's with the "you should know better" tone? Knowing lung capacity and knowing current air are not the same thing. The info you provided in the stat thread IS however. Thank you for that. Edited by Demarest
Link to comment
Share on other sites

  • 1 month later...

Could somebody please put up a main.scm (for san andreas) with the manual gears installed along with which keys you press to change. Thanks

Link to comment
Share on other sites

Bumpage! Lawl...

 

If you follow the instructions, it is very easy to do it yourself. The buttons that are used to change the gears are Radio next station and Radio previous station.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.