Midnightz Posted May 13, 2007 Share Posted May 13, 2007 (edited) CJ Animations v0.1 This is a script mod for the end-user that makes CJ dance, sit, lay down and do the Tai Chi kata via keypress/button controls. It's intended to entertain and introduce methods of character control. Feel free to experiment using different animations. By editing lines "set_gamespeed 1.0" you can make time pass by faster while CJ is in loop. Development of this code and any creativity that can be brought into it is encouraged! CREDITS: Wesser, for his coding assistance in improving the code found HERE and Toby for making the original. I did NOT write this code - just rewrote/tweaked it and found the appropriate animations to loop for the desired effect. (As far as I know, it should be okay that I post this because the original was never a released mod.) WANTED: Optimization of this script. Objects like benches, chairs, tables, beds, beach towels targeted for the animations. Also, a complete animations list would be helpful for general development. Camera angles during loops could be improved... somehow. Screenshots: CONTROLS: (Note: Don't tap, HOLD keys/buttons) L2/Prev Weapon + GRP CTRL BACK = Lay down (loops until...) L2/Prev Weapon + GRP CTRL FWD = Switch position, get Up L2/Prev Weapon + CONV YES = Sit (loops until...) L2/Prev Weapon + CONV NO = Check watch, stand up R2/Next Weapon + GRP CTRL BACK = Do Tai Chi kata (loops until...) R2/Next Weapon + GRP CTRL FWD = Quick rest, get up R2/Next Weapon + CONV YES = Look, strike a pose (loops until...) R2/Next Weapon + CONV NO = Look, stop The included (original GTASA v2.0) main.scm was decompiled/compiled using Sanny Builder w/the latest Unified Opcodes Database (SASCM.INI). The edits are included if you want to add the code to your modified main.scm and script.img files. EDIT FROM HERE DOWN --------------------------------------------------------------- What's New in v0.1: - slight animation tweaks - several opcodes changed - wait times decreased - unnecessary "PED" group defined has been removed - missing opcode added to each thread DOWNLOAD Development continues... If you've installed, tested/used this mod - please RATE it. Thanks Edited May 22, 2007 by Midnightz Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/ Share on other sites More sharing options...
TheTank Posted May 13, 2007 Share Posted May 13, 2007 Wow, cool ! But why did you put it as WIP, when you have released it ? Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4235894 Share on other sites More sharing options...
Travis the gamer Posted May 13, 2007 Share Posted May 13, 2007 CJ Animations This is a script mod for the end-user that makes CJ dance, sit, lay down and do the Tai Chi kata via keypress/button controls. It's intended to entertain and introduce methods of character control. Feel free to experiment using different animations. By editing lines "set_gamespeed 1.0" you can make time pass by faster while CJ is in loop. Development of this code and any creativity that can be brought into it is encouraged! CREDITS: Wesser, for his coding assistance in improving the code found HERE and Toby for making the original. I did NOT write this code - just rewrote/tweaked it and found the appropriate animations to loop for the desired effect. (As far as I know, it should be okay that I post this because the original was never a released mod.) WANTED: Optimization of this script. Objects like benches, chairs, tables, beds, beach towels targeted for the animations. Also, a complete animations list would be helpful for general development. Camera angles during loops could be improved... somehow. Screenshots: CONTROLS: (Note: Don't tap, HOLD keys/buttons) Prev Weapon + Down = Lay down (loops until...) Prev Weapon + Up = Switch position, get Up Prev Weapon + Right = Sit (loops until...) Prev Weapon + Left = Check watch, stand up Next Weapon + Down = Do Tai Chi kata (loops until...) Next Weapon + Up = Quick rest, get up Next Weapon + Right = Look, strike a pose (loops until...) Next Weapon + Left = Look, stop The included (original GTASA v2.0) main.scm was decompiled/compiled using Sanny Builder w/the latest Unified Opcodes Database (SASCM.INI). The edits are included if you want to add the code to your modified main.scm and script.img files. DOWNLOAD If you've installed, tested/used this mod - please RATE it. Thanks Heh,thats different if only you could make a leaning animation not sure which anim. though. EDIT:Not sure why I quoted that. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4235915 Share on other sites More sharing options...
TheTank Posted May 13, 2007 Share Posted May 13, 2007 Nice that you quoted the whole post, Travis @Midnightz: I bet that spaceeinstein would really like to ad this to his All-In-One mod, if asks, are you going to give him permission? Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4235933 Share on other sites More sharing options...
vivelapsp Posted May 13, 2007 Share Posted May 13, 2007 Woow ! Congratulations, great mod No one is permitted to include this mod in their own mission mod or host it without publically obtaining my permission first. No one should profit off the use of this mod, period. I try to developping a mod for ps2, can i add this code in my ps2's main.scm for my mod ? Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4236189 Share on other sites More sharing options...
Demarest Posted May 13, 2007 Share Posted May 13, 2007 (edited) WANTED: Optimization of this script. As you wish. Straightaway, you have four threads when one will accomplish it. Not only does this add to the thread load of the game, but also makes for incredibly bloated code, which adds to the weight of the game as well as encroaches the ever-sensitive SA SCM limit. First off, your frontal wait uses a global that your mod does not define. Not only does this make using it in non-standard SCMs problematic for lesser coders, but it also obfuscates the performance of your mod, making it inconsistent. wait 100 for a keypress scenario is perfectly acceptable. Little faster, little slower are okay too. You have double jumps which isn't too bad, but is not the most efficient or thoughtful approach. Your is loaded loops are upside down, making them heavier than they need to be. Also, unecessary weight can be found in back to back AND checks with the same jf address and no commands inbetween. Unless you surpass eight conditionals, that set of circumstances means you can always combine them. Finally, you have AS command, wait, AS command without rechecking if player is still defined. That's just what I saw from looking at it. Momentarily, I'll try and clean it up. Would be a breeze, but conssolidating four threads into one means the potential for mistake and I'd rather not rush it. Oh, and I should probably add that this is a cool idea for a mod, though I disagree with your keypress combo choices. [EDIT] I'm seriously confused. Your list of commands includes up, down, left, and right, but there is no way for SA SCM to differentiate between up/down and left/right. Furthermore, the keypresseses in the code are looking for group control forward/back and conversation yes/no. Finally, when I tried using your SCM and IMG, the game was non-responsive to your listed controls. When I tried the keypress combos that your code actually calls for (prev weap + conversation no in particular) the game crashes or hangs. Has this even been tested? I'm suspending my work on streamlining the code until I receive some feedback on these queries. Edited May 13, 2007 by Demarest Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4236252 Share on other sites More sharing options...
Midnightz Posted May 13, 2007 Author Share Posted May 13, 2007 TheTank: Wow, cool biggrin.gif! But why did you put it as WIP, when you have released it mercie_blink.gif ? I had thought I was supposed to release it with that topic title because that's what it says HERE. Plus, it's functional but rough coding... I am still very much learning here. Thanks for your enthusiasm, I was afraid people would just holler what a terrible idea it was. (seen some awfully discouraging posts around here) As for space using it, he'll have to ask. For the record, I'm not a stickler - the more mods people can offer, the better for the community. Having said that, I wish mod authors would take the time to perfect a mod BEFORE throwing tons of buggy ones into one. I wish I had the expertise but I don't... yet. Travis the gamer: If you find the anim, incorporate it - swap one for another. The goal was to give you the method, use what you will, remove the rest or keep all &/or add to it. Btw, could you please edit your post and remove the quoted part? Seems a little overkill... vivelapsp: Thank you kindly. Cool idea, go for it! Be sure to send a link when your mod gets released. Very curious, I am. Demarest: I personally use the code within a stripped (unbloated) main.scm via B2R v3.1 but I understand your point. I appreciate your input and the drawbacks you've specified. This helps me pinpoint concerns and in general, learn. So, thank you. If you do happen to clean it up and post it, that will help tremendously. Why? I'm new to all this and despite all my reading, I learn best by seeing the before and after - that's when the explanations begin to make sense to me and actually stick, so to speak. I'm glad you like the concept of the mod, as I said above - I've seen many people here get yelled at for similiar interests. Now... I'm seriously confused. Your list of commands includes up, down, left, and right, but there is no way for SA SCM to differentiate between up/down and left/right. Furthermore, the keypresseses in the code are looking for group control forward/back and conversation yes/no. Finally, when I tried using your SCM and IMG, the game was non-responsive to your listed controls. When I tried the keypress combos that your code actually calls for (prev weap + conversation no in particular) the game crashes or hangs. Has this even been tested? I'm suspending my work on streamlining the code until I receive some feedback on these queries. First, you are absolutely correct. I should've listed "group control forward/back and conversation yes/no" and the reason I didn't was because of how I associate these controls... I'm always using a joypad and thinking "up, down, left, right" so it's just a matter of bad wording on my part. I will edit my post and all mod docs. Thanks. Yes the main.scm/script.img has been tested and loads/works perfectly for me. However, I wonder if it makes a difference that I'm running GTASA v2.0 downgraded - but working with the initial files installed on my PC. Could this be why you experience a crash? -Midnightz Thanks for the feedback folks! Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4236517 Share on other sites More sharing options...
Demarest Posted May 14, 2007 Share Posted May 14, 2007 Well calling an apple an orange isn't a bad choice of words. It's completely misleading. Anyways, I don't think the difference in version has anything to do with anything because it is my understanding that the difference in 2.0 is in the main.scm and script.img. I have the original release anyways. Either way, dropping in YOUR script.img and main.scm shouldn't be crashing at all, but that's all I can accomplish with it. You say you can get it to work with a stripped SCM, but if you're releasing a mod with a compiled SCM that includes the entire game, your testing needs to cover that set of circumstances too. Does it? Anyways, as stated above, I'd be happy to continue with the optimization process once I can actually see the released mod in action so that I can test MY results with its intended results. After all, the point of optimization is to make it do the same thing with less processing, not do something different. I'm not trying to change your mod, just make it lighter and therefore easier to co-exist with other codes. But until I can see it working in its released form, I won't have anything to compare/contrast it to. In the meantime, there were other notes I had from the progress I had made before I ran into this roadblock. They are as follows: In your code, you use 0004 to set local vars and 0038 to check them, but these are opcodes for global vars. Obviously the end result is the same since GTA3D's often disregard this, but doing it right makes you look better. Also, your is loaded checks, in their upside down state, check to see if is not loaded AND is not loaded. If you were to keep it in this upside down state, the correct question would be if is not loaded OR is not loaded. You would only want AND if you properly flipped the if checks to read if is loaded AND is loaded, then proceed. I'll cover that more later, though you should keep in mind I've documented the process of flipping if's before. Finally, there is no key release checks in your code. I realize you use long waits. I also realize that if a person is using the mouse wheel to execute the commands, next/prev weapon are quite fleeting. Still, this is something that should be in there. But yeah, help me get your released mod running and I'll happily continue the optimization process. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4236858 Share on other sites More sharing options...
dannye_36 Posted May 14, 2007 Share Posted May 14, 2007 I'm seriously confused. Your list of commands includes up, down, left, and right, but there is no way for SA SCM to differentiate between up/down and left/right. I think I recall Seeman mentioning (in the SA Opcodes topic?) that you can do it using 00E2. EDIT: Ah yes, here's the post: http://www.gtaforums.com/index.php?showtop...0entry4032297 Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237072 Share on other sites More sharing options...
Demarest Posted May 14, 2007 Share Posted May 14, 2007 That's news to me. Good news at that. The fact remains that this mod's code never uses that opcode and looks for the keys I mentioned, which are entirely different than the ones first publicized. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237153 Share on other sites More sharing options...
Midnightz Posted May 14, 2007 Author Share Posted May 14, 2007 Demarest: Well calling an apple an orange isn't a bad choice of words. It's completely misleading. Let's agree to disagree, shall we? I thought the keyboard config for a joypad's POV was Up, Down, Left, Right (arrows). Follow me now? No harm intended and none caused, as far as I can see. The description was fixed, no use in crying over spilled milk... Either way, dropping in YOUR script.img and main.scm shouldn't be crashing at all, but that's all I can accomplish with it. You say you can get it to work with a stripped SCM, but if you're releasing a mod with a compiled SCM that includes the entire game, your testing needs to cover that set of circumstances too. Does it? You're correct. It should not crash. Determining the cause is the goal because as I said before, YES it loads/plays fine for me under BOTH circumstances: In a stripped main.scm AND running the entire package I provided. Having said that, there's something odd about GTASA v2.0 that I think everyone here keeps missing... R* is secretly laughing at us. I think you misunderstood what I was addressing by stating my personal usage. I was referring to the "bloat" effect as it is irrelevant for me personally. However, improved code is always the best outcome for all. I'm not trying to change your mod, just make it lighter and therefore easier to co-exist with other codes. By all means, CHANGE it to accomplish that. I won't be offended in the least bit. Any mod author (given credit) who gets his/her panties in a bunch over someone improving their code is (in my opinion) more concerned with their ego than a perfected mod that makes everyone happy. But until I can see it working in its released form, I won't have anything to compare/contrast it to. Understood. Figuring out the problem however... In your code, you use 0004 to set local vars and 0038 to check them, but these are opcodes for global vars. Obviously the end result is the same since GTA3D's often disregard this, but doing it right makes you look better. Hmm, I had thought using global vars was preferred in threads/external scripts because there are limited local vars? I recall running into this issue w/other mods. It must've traumatized me because I blocked it out. But anyways... as I said, I did not write this code - err, just made it do what I wanted based on the above-mentioned. As for "looking better" - I'm not concerned with this. I'm a novice and if ever I achieve a certain level of expertise, I will always be willing to look foolish in my attempts to provide something new/cool to the community here. But I agree with you, optimal code provides optimal use. As for the the rest of your advice... interested in hearing/learning more. I also realize that if a person is using the mouse wheel to execute the commands, next/prev weapon are quite fleeting. Makes me think someone should create a poll asking how people play, via mouse/keyboard or joypad/usb PS2 controller. Admittedly, I avoid the keyboard/mouse combo like the plague. This is a reasonable concern, no doubt. What would be ideal keypress combos for those using mouse/keyboard to play? Perhaps the download package could include a version for each configuration... ================================== dannye_36: Cool find, thanks! I would've otherwise continued to believe there was no way to associate the left joystick ctrl with a command. Seemann continues to blow my mind without fail. ================================== Need testers with the following configs: - Using GTASA v2.0 but downgraded using patch - Using GTASA v2.0 but modified (as per topic on GTAForums) to allow mods - Using GTASA v1.0 no cracks of any kind, outright original copy ...please. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237164 Share on other sites More sharing options...
Demarest Posted May 14, 2007 Share Posted May 14, 2007 Let's agree to disagree, shall we?Um... you can't really disagree that conversation no is not down and so forth. If your code says 00E1: key_pressed 0 11, then you have to report that the command is conversation yes. Not left or right or any other button that is not conversation yes. But hey, it's your mod and your instructions If you want a flood of post saying "I pressed the buttons, nothing happens... what's up with that?" on top of the people that are instant fix types that would just as soon uninstall it and forget it than bothering to ask, that's your call to make. No harm intended and none caused, as far as I can see.Agreed. And saying what you mean and meaning what you say is a good way to ensure that trend continues By all means, CHANGE it to accomplish that. I won't be offended in the least bit. Any mod author (given credit) who gets his/her panties in a bunch over someone improving their code is (in my opinion) more concerned with their ego than a perfected mod that makes everyone happy.I agree, but that's not what I meant. The purpose of optimizing code is to minimize flaws and/or size. Not change how it performs ingame (unless the performance difference is a direct result of minimizing flaws). So it was my aim to try it out ingame first so that as I optimized, I could make sure I didn't change how it behaves. Keep in mind that when you're reading the code of others in the absence of notes, you're left with assuming you know what the person is looking to do. Which can sometimes be easy to accomplish. However, you have some two stage code, amongst four threads. I wanted to see if the stages were meant to be linear or if the four thread presence was meant to allow people to jump in and out of functions. Understood. Figuring out the problem however... Well I'll admit that my SA is modded. If you asked me how though, I couldn't tell you. I know that I have replaced the radar textures with my translucent version. But that works even with original code. I'm not one for new ped, CJ, or car mods, so I mostly don't touch my IMG. I'll sometimes play TFB, that just means a weapons.dat swap that if I forget to swap back just makes some weapons appear in the wrong slot and/or available while running. Nothing that should make this crash. I will say that one time, the game didn't crash, but hung instead. Which is usually indicative of short-circuited code. Which I didn't see any of in my preliminary glancing at it. So I'm stumped I'd like to hear that others are playing with it without issue. Hmm, I had thought using global vars was preferred in threads/external scripts because there are limited local vars?I'm afraid you've been misinformed. Yes locals are limited, but to 32 + two timers PER THREAD. Some of us have been coding for years in GTA3 and VC where we had half that, so calling it limited is strictly literal as it usually feels quite unlimited Anyways, when you create a thread, the space in memory is set aside for them whether you use them or not. Global vars have one benefit and one benefit alone: They can be referred to by multiple threads. Which means that if a var doesn't need to be called upon by different threads, it SHOULD be a local. The exceptions would be when you're using more than 32 + two timer vars in a single thread OR some opcodes that require it. The only one that comes to mind is onscreen timer/meters. For each global you use, your SCM must be four bytes larger and you're limited in how many bytes can be used for global vars AND in how many bytes can be used for the MAIN part of the SCM to begin with. If you'd like more details, feel free to PM me. I didn't intend to muddy up your release topic with general coding discussion. As for "looking better" - I'm not concerned with this.Well I didn't mean it went better with the rug I meant it makes you look like you know what you're doing. For somebody to say 0004 @0 = 0 is an accident. For somebody to say 0006 @0 = 0 is thoughtful and intentional. An awake programmer. Don't worry, it happens all the time. ESPECIALLY when converting code to locals that once used globals as I believe is the case here. I'm a novice and if ever I achieve a certain level of expertise, I will always be willing to look foolish in my attempts to provide something new/cool to the community here. But I agree with you, optimal code provides optimal use. As for the the rest of your advice... interested in hearing/learning more.Yep. You won't know until somebody tells you and I'm telling you. I'm glad my good intentions are being received as well Makes me think someone should create a poll asking how people play, via mouse/keyboard or joypad/usb PS2 controller. Admittedly, I avoid the keyboard/mouse combo like the plague. This is a reasonable concern, no doubt. What would be ideal keypress combos for those using mouse/keyboard to play? Perhaps the download package could include a version for each configuration...Well don't spend too much time on it. For one, PC users can reconfigure their keys if they really need to. Secondly, if you call keys by their function (Enter/Exit instead of triangle for example), you're already doing what you can to make sure your words reach as many people as possible. Besides, the base point was that when you have a keypress sniff in your code, you should also have a release sniff. Otherwise, somebody forever holding keys would make your game CONSTANTLY do things. Which might be what certain mods need. Otherwise, they should be searching for the keys to be released. (Though you're really missing out of one of the benefits of PC if you're using a controller ) Anyways, I'll leave you alone now. If somebody can sort why this is crashing, I'll come back with some much optimized code. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237209 Share on other sites More sharing options...
Midnightz Posted May 14, 2007 Author Share Posted May 14, 2007 (edited) Demarest: However, you have some two stage code, amongst four threads. I wanted to see if the stages were meant to be linear or if the four thread presence was meant to allow people to jump in and out of functions. The 4 thread presence is nothing but my lack of skill and wanting the code to behave exactly as it currently does but not knowing how else to accomplish that. This, with the proper knowledge could be changed dramatically - shortened etc. I have no doubts. The benefit to releasing it the way I had was to give other novices the ability to easily remove/add what they didn't/do want... basically, to see how it works. There are far more mes (novices) than yous around here. I will say that one time, the game didn't crash, but hung instead. Which is usually indicative of short-circuited code. When it hung, had you pressed any buttons to start an anim? Or did the game just load then hang before completely launching a New Game? Last I heard, Wesser was having trouble too with the full script but he speaks only Italian, making it difficult for us to communicate. I love that he's enthusiastic and gets things done. The exceptions would be when you're using more than 32 + two timer vars in a single thread OR some opcodes that require it. This is what I kept experiencing working with other mods. I kept running out and having to convert locals to global. Traumatized = more deterred than anything. I wonder --> if all 4 threads became one thread... would I run out again? Sidenote: A big part of getting stumped is when I read a tutorial and there's no code example, no way for me to associate and apply it. I will likely PM you. I'm glad my good intentions are being received as well smile.gif The only time I become frustrated with criticism is when it's not constructive or simply too vague. Your thoughts are concise. Therefore, I appreciate the input. Besides, the base point was that when you have a keypress sniff in your code, you should also have a release sniff. More learning... (Though you're really missing out of one of the benefits of PC if you're using a controller tounge.gif) I was the GTASA queen on PS2 and when I finally got this game for PC a few months ago... and tried the keyboard/mouse I nearly tossed both out the window. Are you kidding me R*?!? Ha ha... never again! PM me even ONE advantage to it and I will give you a ========================== When I put this together, I wanted to make CJ do the runningman dance but was unable to find the animation. Does it exist or is this part of a cutscene only? Just now I loaded the files on a clean GTASA installation w/patch AND on a modified one, both work flawlessly so far. I really do think this mystery problem is the same reason I can not load any of spaceeinstein's recent All in One mods... There must be a difference between a downgraded v2.0, original v1.0 and the other things most tend to use around here. Anyone? Thoughts? Ideas? Speculations? Edited May 14, 2007 by Midnightz Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237340 Share on other sites More sharing options...
Demarest Posted May 14, 2007 Share Posted May 14, 2007 When it hung, had you pressed any buttons to start an anim? Or did the game just load then hang before completely launching a New Game?Well as I said above, it was in direct reaction to prev weapon + conversation yes. I wonder --> if all 4 threads became one thread... would I run out again?Well from what I can see, you're talking about what? Maybe four vars? That's well within the 32 limit. I finally got this game for PC a few months ago... and tried the keyboard/mouse I nearly tossed both out the window. Are you kidding me R*?!? Ha ha... never again! PM me even ONE advantage to it and I will give you a I remember being quite the adept Rally Cross player back before PSX came with analog controllers. Then I got one and was like "I thought this was supposed to be better?" In the end it was. It was just a matter of greater control requiring more precise movements. Not hard, but hard for me as I wasn't accustomed to it. Once I was, I became better and it led to more elaborate and deliberate crashes To answer your question, the ability to aim where you want instead of waiting to rotate. The ability to turn your wheels a specific amount instead of waiting for it to ease in. The only DOWNside is that you lose auto aim. Playing without that isn't really harder, but it does require more skill. Making the successes that much more rewarding while offering superior control. When I put this together, I wanted to make CJ do the runningman dance but was unable to find the animation. Does it exist or is this part of a cutscene only?The would depend on the dance code. The fact that if you mess up the controls, CJ will fumble leads me to believe it's NOT cutscene data and is in fact various animations. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237836 Share on other sites More sharing options...
Pelle Posted May 14, 2007 Share Posted May 14, 2007 Looks cool, is it possible to combine this wit the CJ get high-mod? Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4237917 Share on other sites More sharing options...
Midnightz Posted May 14, 2007 Author Share Posted May 14, 2007 (edited) Demarest: Well as I said above, it was in direct reaction to prev weapon + conversation yes. That's for initiating the "Sit" anim. If I do that anim 1st (before trying the others), that's when a crash sometimes occurs. I think this accounts for the rarity of it as I tend to use the "Lay Down" before "Sit" when playing. Try doing the others, THEN the "Sit" one and let me know if you get past this? I will continue to attempt duplication on my end. Well from what I can see, you're talking about what? Maybe four vars? That's well within the 32 limit. Mhmm but I vaguely remember awhile back w/another mod - certain ones were for certain things and use this for this but don't use that for that. It started to sound like the Peanuts teacher to me. I will try again to find a guide that clearly distinguishes what's for what and more importantly, why. To answer your question, the ability to aim where you want instead of waiting to rotate. I noticed that... when my feet occasionally bumped my mouse during playing - my screen would whip around. Is the camera different or is the mouse ctrl verrry touchy in a refined way? For you: The ability to turn your wheels a specific amount instead of waiting for it to ease in. The only DOWNside is that you lose auto aim. Cool. Err, my CJ would be shooting at his feet. Maybe that'd get him doing the runningman? (dancing) I guess the reason I avoided it was because of flying/driving. I do however, plan to try for SA:MP although admittedly - I was hoping to find a MP that would allow me to run a server permitting the use of SAAC. Pipe dreams, I'm sure. Back to the topic... I had manually searched in the main.scm for that animation but kept coming up empty-handed. There was an animations list someone created but the download/file was empty. Thanks for your time, much appreciated. EDIT: Pelle, yes. My personal game has both this, the CJ Get High mod, B2R v3.1 among many, many others... running fine. Edited May 14, 2007 by Midnightz Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4238000 Share on other sites More sharing options...
Demarest Posted May 15, 2007 Share Posted May 15, 2007 That's for initiating the "Sit" anim. If I do that anim 1st (before trying the others), that's when a crash sometimes occurs. I think this accounts for the rarity of it as I tend to use the "Lay Down" before "Sit" when playing. Try doing the others, THEN the "Sit" one and let me know if you get past this? I will continue to attempt duplication on my end.Okay. I've looked at the code pertaining pressed 5 AND pressed 11. Two things I noticed. For one, you try to load_animation "PED". At no point does the original game do this. PED is always loaded and may always be pulled from. After that, I noticed that your call for SEAT_TALK has -1 for the last parameter. Both times in original code, the parameter was zero. I noticed a similar "discrepency" in SEAT_IDLE, but that's after the wait 1000 and therefore not likely to be the culprit based on what I've seen. With all due respect, if you witnessed your mod crashing, you should've attempted to correct it before releasing it. Try those fixes and tell me if that doesn't give you better results regardles of what order you try them in. Mhmm but I vaguely remember awhile back w/another mod - certain ones were for certain things and use this for this but don't use that for that.You DID block something @32 and @33 are local timers. Leaving @0-@31 to be used as you wish, observing the exceptions I already listed. I noticed that... when my feet occasionally bumped my mouse during playing - my screen would whip around. Is the camera different or is the mouse ctrl verrry touchy in a refined way? For you: Well there's an option to tune mouse sensitivity. I recommend TRYING to get used to defaul so that you can walk up to any SA PC and play accordingly, but that's a matter of taste. Also, mice are for hands not feet. If you're using it, it won't be all willy nilly for any of your apendages to arbitrarily bump Cool. Err, my CJ would be shooting at his feet. Maybe that'd get him doing the runningman? (dancing) I guess the reason I avoided it was because of flying/driving.Driving was the best part. And the analog camera is easily R*'s best addition to the series. You have greater/faster control of it with a mouse. if it makes you feel any better, I'm so used to bikes in VC that in SA, I still let go of the mouse and put my right hand on the numpad and rely on digital steering for them. Back to the topic... I had manually searched in the main.scm for that animation but kept coming up empty-handed.Did you search the script.img section as well? I know there's a thread called LOWRIDER or something like that that manages the commands scrolling along the bottom. But it's possible that the dancing is in the date code. Which for your sake, I hope not. Only Mission 35 scares me more than the whole GF system in the code Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4238499 Share on other sites More sharing options...
Pelle Posted May 15, 2007 Share Posted May 15, 2007 EDIT: Pelle, yes. My personal game has both this, the CJ Get High mod, B2R v3.1 among many, many others... running fine. Aight cool, thanks 4 the info... EDIT: Is he able too smoke/drink while sitting? Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4238732 Share on other sites More sharing options...
Midnightz Posted May 15, 2007 Author Share Posted May 15, 2007 (edited) Demarest: I will definitely take another stab at the code, with your advice/fixes in mind. But did you try what I suggested yet? I did not know PED was always loaded. True, that -1 but I believe I did that after reviewing other code within the main.scm... can't remember. Is there a specific topic/guide on lines like that? I'm at a loss for proper terminology when searching. Thanks. With all due respect, if you witnessed your mod crashing, you should've attempted to correct it before releasing it. I only witnessed it within B2R and that mod, along with others I pulled in - is rather buggy without my help. One never knows what's causing what. Playing the files I provided in the download here = not a single crash yet. Moreover, that (along with other obvious reasons) is why this was released as [WIP] and not [REL]. Local timers, YES - that's what I blocked. If you think this is bad, you should see my vain attempts at converting the BMA mod and adding it to B2R. Someday... I will have to learn the ctrls because I do want to play the SA:MP - seems like it'd be a blast. I think it'd help greatly if I had a gaming keyboard/mouse - mine's wireless and crappy, to say the least. I did sift through those lines in the main.scm, trying various anims to no avail. I may have overlooked it and should check again. I also tried a freeware app that was supposed to allow me to preview anims but it did absolutely nadda. Will have to keep seeking... Pelle: You really want what I want, don't you? No, you can initiate a CJ anim but the high/drunk anims will interrupt/override them. Example: You've made CJ lay down with a bottle in hand. After awhile, he'll stand up, take a sip then remain standing. You'd have to keypress "get up" from the lay down to do it or other CJ anims again - the high & drunk mod takes priority. I *think* there's no way to make him sit and drink/smoke unless new anims are created and added to the game. However, it's quite possible to get these 2 mods working together far better. Also, as Demarest pointed out, in the code there's no proper "release" of the keypresses and there needs to be. Give it a try as I have and you'll see what I mean. Check back too, hopefully this code will be dramatically improved soon. Edited May 15, 2007 by Midnightz Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4238955 Share on other sites More sharing options...
Demarest Posted May 15, 2007 Share Posted May 15, 2007 I will definitely take another stab at the code, with your advice/fixes in mind. But did you try what I suggested yet?Nope. Sometimes when my SA crashes, it resets my machine. I have too much work open to intentionally invite such a thing. This is your mod. Instead of replying, you should've taken the two minutes to not load PED and change that parameter to see if that would prevent crashing and report if YOU tried what I suggested. True, that -1 but I believe I did that after reviewing other code within the main.scm... can't remember. Is there a specific topic/guide on lines like that? I'm at a loss for proper terminology when searching. Thanks.Well even though it can sometimes lead to bad habits (like upside down if checks), immitating existing code is always a good start. All those AS commands have a ton of parameters. Unless you know what each one does, you should make the lines as they do. If that last value needs to be positive, then -1 would crash it every time. I only witnessed it within B2R and that mod, along with others I pulled in - is rather buggy without my help. One never knows what's causing what. Playing the files I provided in the download here = not a single crash yet.I must've misread then. Above, it sounded like you had said that you too saw the crash, but only when you did things in a certain order. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4239271 Share on other sites More sharing options...
Midnightz Posted May 16, 2007 Author Share Posted May 16, 2007 Since I've had to publicly listen to verbal diarrhea, I'm going to spout some in my defense... Demarest: Nope. Sometimes when my SA crashes, it resets my machine. I have too much work open to intentionally invite such a thing. I find it very difficult to believe this mod would ever cause such a problem. It's nothing but a few threads manipulating the CJ character into different animations - that is all. It's not much different than any other animations he already does. Your continued tone indicates you feel I've released an untested monster when in fact, I released a baby mod - functional as is with potential. You've continued to insult my intelligence by inferring that I would ever provide untested files. What on earth would motivate me to ever do such a thing? Paranoid much? Stop scaring people unnecessarily. This is your mod. Instead of replying, you should've taken the two minutes to not load PED and change that parameter to see if that would prevent crashing and report if YOU tried what I suggested. That's correct. Maybe you should keep that in mind. I do not appreciate being told what to do, when and how. Moreover, it takes me longer than 2 mins because someone hosts my files and I am stuck on dial-up internet. I ask you the obvious questions: How am I to know if fixing what you suggested will in fact, prevent YOUR crash? What good would MY report generate? I do not experience crashes because I PURCHASED a LEGAL COPY of this game. Neither here nor there, I said I would work on it and I have somewhat... This tester package is JUST FOR YOU. And YES, once again TESTED repeatedly - screenshot is in the download since you insist on more proof. Do keep in mind, I have a life and about 856785689036 other projects going on. If that last value needs to be positive, then -1 would crash it every time. Actually, I let you BULLY me into thinking I messed that up. I will remember not to do that next time. For the record: NO, that param "-1" has ALWAYS been present in the code - I never touched it. See for yourself. Do you know what that param actually does? I don't. Does anyone? Bueller... Bueller... Ferris Bueller? As for all this commentary: Your is loaded loops are upside down, making them heavier than they need to be. Also, unecessary weight can be found in back to back AND checks with the same jf address and no commands inbetween. Unless you surpass eight conditionals, that set of circumstances means you can always combine them. Finally, you have AS command, wait, AS command without rechecking if player is still defined. Also, your is loaded checks, in their upside down state, check to see if is not loaded AND is not loaded. If you were to keep it in this upside down state, the correct question would be if is not loaded OR is not loaded. You would only want AND if you properly flipped the if checks to read if is loaded AND is loaded, then proceed. Finally, there is no key release checks in your code. I realize you use long waits. Which means that if a var doesn't need to be called upon by different threads, it SHOULD be a local. The exceptions would be when you're using more than 32 + two timer vars in a single thread OR some opcodes that require it. I will do what is within my ability and over time. Frankly, maybe 75% of that made any sense to me... despite what I do understand, I find it difficult to accomplish any of it. Why? I have said repeatedly that I am a novice. Furthermore, this is my first release - look around. I have hundreds of texture mods that I may release here in the future. Then again, I may end up reprimanded/kicked off here because I defended myself from the likes of you. Your expert advice is being overshadowed by the fact that you have zero ability to deliver it without being offensive, pretentious and rude. (too much time on the computer = poor social skills) That you believe yourself to have good intentions is an insult to ME -> the true person here with good intentions in an attempt to give something back to the modding community. I was subtle with this message to you before but apparently I need to be painfully direct. If you (still) want to optimize this code, go for it! You will be credited as I've already credited others. I do not expect you to teach me anything. If you have constructive advice or guidance, I'm listening. If you have improvements to offer, I'm listening. I will do what I know how to do and can do. But DO NOT think that my listening/discussing grants you license to treat me like sh*t. Try to be respectful. I'm a sweet person who's trying to do some good around here and what you've mostly accomplished with me thus far, is to discourage me from even bothering. Now then, if it makes you feel better - more intelligent, more powerful to tear me a new one in reply - I only ask that you refrain from mucking up this topic any further and instead, swing punches with me in PM. God knows you insist on having the last word... I certainly hope we can edit this nonsense when all is said and done. See if the test package works any better for you. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4240943 Share on other sites More sharing options...
Demarest Posted May 16, 2007 Share Posted May 16, 2007 Since I've had to publicly listen to verbal diarrheaYou must have a VERY short attention span. I didn't get but one paragraph into your post and lost count of how many things you took out of context. Let's review... Nope. Sometimes when my SA crashes, it resets my machine. I have too much work open to intentionally invite such a thing.I find it very difficult to believe this mod would ever cause such a problem.I find it very hard to believe that you think I said ONE WORD about your mod. I said my SA. I find it very hard to believe that a program crashing would cause the well memory managing Windows 2000 to reset my machine at all, but it does. Which was my statement. Not one word about your mod. Since disrespectful is the tone you'd prefer, let's see how this grips you: SOMETIMES when my SAN ANDREAS crashes, my computer is rebooted automatically. With me so far? When I tried using your main.scm and script.img, my SAN ANDREAS crashes. Twice it crashed, once it hung, never has it rebooted my machine. Still with me? KNOWING that for whatever reason, your mod crashes my SAN ANDREAS and knowing that when my SAN ANDREAS crashes, I could experience an involuntary reboot, I have chosen to not experiment under circumstances that could lead to that unpleasant evantuality. Do you get it now? Is it clear? Your continued tone indicates you feel I've released an untested monsterSREEECH! Slow down there. Let's keep it honest. ONE TIME, I spoke as if you had released not something that was untested, but something that was known to crash. This was based on what YOU had said. You have since clarified that it wasn't in the released main.scm and script.img, but in conjunction with another mod. Since then, I have specifically provided that I may have misread what you had written. Which was a polite way of saying that you were ambiguous the first time you spoke on it and the lack of clarity would've led anybody to advise you to fix the crash before releasing. Just as any one of them would've taken it back the moment you clarified (as you did) that it was under different circumstances. A then B then C, get it? You can't hold it against me that there was a misunderstanding because you weren't clear in your recount and I was simply responding to the information I had in front of me AT THAT TIME. Just like you can't call a one time occurance a continued tone and could do yourself a faovr by saying crashed instead of untested if that's what you mean and that's what I said. This was likely an outburst based on your initial error in reading that I believe your mod reboots my machine, which would be impossible for me to believe because it never has. If this is confusing to you, reread the previous paragraph and work it out once again. You've continued to insult my intelligence by inferring that I would ever provide untested files.Nope. There was ambiguousness and a reaction to the same is what you found. Once you clarified, the situation was resolved. You just refused to see that because you were steamed because in your head, there's accusations of it sinking entire computers, etc. It was all sorted until this outburst of yours. What on earth would motivate me to ever do such a thing?Not that I ever thought or suggested that that's what happened, but since you asked, many people do this. I've done this in terms of posting revised code that belonged to somebody else. Which means not only are you making transgressions up, but you're taking them personally when they wouldn't have been even if they existed. When I was new to the scene, I didn't expect people to KNOW that my sh*t was tight. It took quality release time and time again with rapid, public corrections as needed to develop a reputation of releasing quality work. Perhaps you need to calm down. Paranoid much? Stop scaring people unnecessarily.Yes, you REALLY need to calm down. I mean, presuming on somebody's mental state? Accusing them of terrorizing the populace? This is the very definition of overreaction. Maybe the next time you encounter something that rubs you the wrong way, you might CONSIDER the possibility that maybe you took it the wrong way. Other people do. It would be a good way to learn from your mistake here. That's correct. Maybe you should keep that in mind.It never left my mind. In fact, I've conceded that every step of the way. All a matter of record right here. So the next time you choose to make something up as part of a character assassination, you might want to make it things that people reading can't disprove RIGHT HERE I do not appreciate being told what to do, when and how.Nobody told you what to do. The fact that it is YOUR mod means that if a crash is reported and there are elements in the code where the crash is occuring that YOU deviated from original code without reason, it is YOUR responsibility to try it out as opposed to asking others if they're trying it out. Keep in mind also that at the time, I was under the impression that you also had experienced the crash. Because YOU told me so. This was before you had clarified. So until you clarified AND I acknolwledged the clarification, you should know that anything said was based on that misunderstanding and any DECENT person would look past it knowing that all parties are beyond that point. I ask you the obvious questions: How am I to know if fixing what you suggested will in fact, prevent YOUR crash?Because at the time, I was under the impression that YOU gave me that you were experiencing crashes too. If you can step outside yourself for two seconds (and it really will take two seconds) and consider that set of circumstances, you'll be able to answer your own question as to how anybody could reasonably assume that if you restore code to how we KNOW it works, that you too might be liberated from the crash YOU made us think you were experiencing I do not experience crashes because I PURCHASED a LEGAL COPY of this game.Ah, so we can add baseless warez accusations to your irrational lashing out as opposed to discussing through things. Well if you weren't interested in releasing quality work, you could've put "It works for me, so .|.. and if you have any problems, I will assume you have a bootleg game." And with all due respect, since you wish to take the holier than thou way out, if you were interested in rational thought over raving lunatic, you might consider that I have GTA: San Andreas, not 2.0 made to resemble GTA: San Andreas. I don't think like that, but for as long as you're going to act like this, ||||/:P\|||| Do keep in mind, I have a life and about 856785689036 other projects going on. So you're a human being not unlike any other. Um, congratulations? Read above. You'll see that in the reality the rest of us are in, I was merely pointing out that AS OPPOSED TO inviting somebody else to experiment for you, knowing that you have code that is non-standard at a point where somebody is experiencing a crash, it was more sensical to just make the fix and check it out. And since we (this includes you now) know that at the time, it was stated under the pretense that you too had seen a crash, a two minute time frame to make the change, compile the code, swap the main.scm and start a game to test it out WOULD take two minutes. Quit trying to make me out to be the bad guy when I've done nothing wrong here except invest time in somebody who has more attitude than ambition. Actually, I let you BULLY me into thinking I messed that up. I will remember not to do that next time. For the record: NO, that param "-1" has ALWAYS been present in the code - I never touched it. See for yourself. Do you know what that param actually does? I don't. Does anyone?Your epidermis is showing and everybody can see it. Thank you for making my point. The fact that nobody knows what it does is exactly WHY you should leave it alone. First of all, nobody said you messed it up. It is code that is deviant from ALL original code and occurs at a point where I am experiencing an "unexplained" crash. Any rational person would identify that as a POSSIBLE culprit. For somebody to logically come to a logical conclusion and share it with the author as constructive criticism is NOT bullying. You have only called it that becasue of the pile of false assumptions you made above and your current motivation to attack me instead of using our ability to communicate to *gasp* communicate. And since you can't follow along, let me draw a map for you. Here is the line in question as it appears in YOUR source code 0812: AS_actor $PLAYER_ACTOR perform_animation "SEAT_TALK_01" from_file "MISC" 4.0 loop 0 0 0 lock 0 time -1 Animation SEAT_TALK_01. Now, when we search ORIGINAL code (which is what I've always said; YOU are the one that thinks anybody's comparing your code to previous versions of itself), we find 0605: unknown_action_sequence -1 "SEAT_TALK_01" "MISC" 4.0 0 0 0 0 0 ...which, as I have maintained from square one, uses 0 as the final parameter. Now, since you were kind enough to make my point that nobody knows what that parameter does, it's only logical to PRESERVE IT AS IS instead of jimmying with it because... ? That's right, there's no reason to change it because you've already stated yourself that you have no idea what it does. Though judging by the AS lines that surround it in ORIGINAL code, I'm guessing it's a time duration. Which probably NEEDS to be a positive number. Just throwing that out there since I had originally offered it as a possibility to help YOU better understand why it is we immitate existing code when we're in unfamiliar territory. And, since I'm a nice guy even when being attacked by somebody, I'll even share with you something I didn't notice at first, but did when writing this reply. That command was only used when building an AS macro. So if you hear somebody reporting a crash at a point where you have deviated from original code, why would you NOT want to try to immitate existing code, a tried and true road to salvation? Because you see, your AS commands have a wait 1000 inbetween them (something we've already covered was erroneous for one reason). My experimentation with AS is both limited and dated at this point. But it seems to me that while fixing your inaccurate parameter AND approach, you could include the second command in the macro construction, give the first command the delay you clearly wanted, and apply it all the way ORIGINAL code did. Many aspiring coders clean up their code out of desire to remove all possible culprits. In the face of a reported crash, it is sort of necessary. Frankly, maybe 75% of that made any sense to me... despite what I do understand, I find it difficult to accomplish any of it. Why? I have said repeatedly that I am a novice.Do you see anybody suggesting otherwise? I can't. What I DO see is somebody spending an inordinate, and now clearly unappreciated amount of effort at helping you evolve in that fashion. I mistakenly took YOUR call for "WANTED: Optimization of the script" to mean that you wanted optimization of the script. Something I was in the process of doing FOR you after giving the ADVICE--which advice is just there; nothing says you HAVE to use it--until I hit what I considered a snag and have maintained up until this point that I would continue as soon as I was able to play it in its unoptimized state so I could get a feel for how it operated ingame. BTW, the fact that you replied four times and never had anything short of appreciative to say and now bring this up as a negative point just demonstrates that you were steamed and scrambling to get your hands on anything you THOUGHT you could use as ammunition against me. Shame on you. Then again, I may end up reprimanded/kicked off here because I defended myself from the likes of you.Should I say paranoid much, scaring people and Ferris Buehler here? Nah. Instead, I will just reaffirm my observation that you are overreacting. Your expert advice is being overshadowed by the fact that you have zero ability to deliver it without being offensive, pretentious and rude.I wouldn't call 31 years on this planet zero ability. Nor would I call repeated concessions that this is your mod, an offer to bow out to not muddy your release topic, or spending a great deal of MY time answering your call for optimized code rude. In fact, they all strike me as being highly respectful. And if the misstatements that triggered this frenzy are any indication, again, there was no problem and this is just you twisting items to use them as weapons because you'd rather "strike back" than resemble a sentient and considerate human being. (too much time on the computer = poor social skills)Your holier than thou attempts are both obvious and desperate. Try blending them in and making them relevant and inconspicuous and maybe lesser minds will fall for it. I prefer speaking the truth and letting people decide for themselves what to subscribe to. But you do whatever makes you feel better. That you believe yourself to have good intentions is an insult to MEAm I supposed to be impacted by somebody that finds the truth offensive?? the true person here with good intentions in an attempt to give something back to the modding community. And on face value, it's a splendid contribution. So what you're saying is that there's only room on these forums or in this thread for ONE person with good intentions? Did you even stop to read what you wrote, or didn't your frenzy cool you off enough in the process to recognize all the parts that don't hold water when you put a candle to them? I was subtle with this message to you before but apparently I need to be painfully direct. If you (still) want to optimize this code, go for it!I've not been shy at all as to what contingency my proceeding with optimizing the code hinges upon. If I say IF A THEN B, A has to be satisfied before B will occur. I know you can follow that analogy. I do not expect you to teach me anything. If you have constructive advice or guidance, I'm listening. If you have improvements to offer, I'm listening.*were listening. And you WERE doing a terrific job of the same. What appears to have happened here is you heard that my machine reboots, took it personally, got upset, and immediately started seeing everything through rage goggles, which made all this... truthfully nothingness to appear to be something, something big, and something very wrong. I was willing to back up to before you misled me to believe you were getting crashes too in the released format, let's see if you are able to back up to before you started taking such harmless attempts at helpfulness and turn them into the sky is falling, I'm a bad person with zero social skills, as a direct result of my effort here, perpetuated by my pirated SA, etc. Which if you think about it, would kind of be like me picking on you for your smaller post count, or having less releases. But I've done neither and have instead used my position to try and help you get to where I am just as those before me helped me to get closer to where they were. But DO NOT think that my listening/discussing grants you license to treat me like sh*t. Try to be respectful. I saw somebody who was tinkering with SCM. I saw somebody who was interested in getting better, I contributed. I saw that my contribution piqued their interest and that they were receptive despite my meticulous nature, so I contributed more. More of the same, so I contributed more. I realized I was contributing a great deal and wanted to make my intentions clear by sharing that I realize this is not my mod and that I never had any intention of muddying somebody's release topic. And so on. So clearly you wish for me to be MORE respectful, because it's just plain absent to suggest that I haven't been respectful. Plus, you can check my track record and reputation; I tend to be most respectful with two types of people: 1) those who are above me, more gifted than me, or have provided me with the tools/knowledge that I use to do my thing and 2) those who are receptive to constructive feedback as opposed to the more common taking it personally and lashing out. It's especially important to me that you understand WHY #2 is on that list. It is because modding appeals to everybody. However, as with any medium of creativity and creation, it takes patience. Those who react negatively to constructive criticism are telling on themselves that they are too impatient and short tempered to overcome the challenges that modding presents. Whereas the person receptive to it shows that they've approached their goal from a realistic standpoint, which has the nifty side effect of telling me that I'm not wasting my time with them. Furthermore, it is almost never my goal to treat somebody like sh*t. In fact, I never dish it out unless I receive it first, and even then, it's generally more gentler than what was dished out. Simply because it's not my style and I believe you make a more worthwhile and lasting impression when doing things positively. I'm a sweet person who's trying to do some good around here and what you've mostly accomplished with me thus far, is to discourage me from even bothering.Well as I stated above, if this isn't for you, it's better to realize that now. I personally don't find NOT loading an anim set that the game never did and switching a parameter to what the game always used as daunting. But then, I've been involved in some pretty massive projects and better understand how petty changing two lines (to what they should've been in the first place no less) really is. But that's for you to decide. Only you will know how serious you are or are not about both doing this work, and putting your name on it. Now then, if it makes you feel better - more intelligent, more powerful to tear me a new one in reply - I only ask that you refrain from mucking up this topic any further and instead, swing punches with me in PM. Why is that? When I invited YOU to PM, you refused. Had we been discussing this via PM, your explosion probably would've been free from all the "attempt at crowd pleasing" name calling styled attacks like presuming on one's mental state, social life, etc. Which means that pending a resolution, the cleanup would've been a lot neater too. I don't make any rules, I go with the flow. Which is why what we've seen here is you courteous, me courteous. You push, I push. You post here, I post here. It's been your call from square one. What comes next? I certainly hope we can edit this nonsense when all is said and done.There's something to be said for avoidance. If you don't want nonsense, don't post it. See if the test package works any better for you.No. Perhaps if you spent more time outlining WHY this updated test package is improved instead of digging into somebody who never did you wrong in the first place, there's be more of an attraction to do so. Again, your call. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4241113 Share on other sites More sharing options...
Midnightz Posted May 22, 2007 Author Share Posted May 22, 2007 Demarest: Oh go taunt yourself. Lesser or perhaps just younger minds may become lost in your neverending words and miss the backhanded manner in which you insult them but I never have. I omitted arrogant and condescending when I should have included them in my list of descriptive words for your posts - not meticulous, just petty comes to mind when reading you. I've chosen my words very carefully with the exception of my 1st and only molehill with which you created Mt. Everest. You have forced me to repeat myself like a broken record. If you can ever manage to HEAR me, you will no longer be surprised (and so obviously rattled) by what I said. No attacking here - just candor. As for the accusation of waiting/watching to fire away at you with provided ammunition? You give yourself far too much presence in my mind, you personally - are simply not a priority for me. *holds up a mirror @you* I find it ironic you accuse me of the very things you do everywhere you post. I do battle if necessary and only with those who are interested in resolving a conflict. Apparently, you lack good intentions with regard to that as well. It's astounding, the assumptions you've made and the ones you continually and conveniently choose not to make. This has been amazingly predictable as evidenced by your last post - THANK YOU for proving my point: You should spend more time listening instead of talking. I never once refused to take a lesson in SA coding from you via PM, I have just not had the time. I invited you to chastise me privately so as to SPARE OTHERS from your endlessly redundant and yes baseless ranting - what is that? *counts* 2900 words? I've made it clear that I do not care about appearances and therefore, a crowd pleaser I am not. Someone who makes new members/coders feel welcome, you are not. No epidermis showing, it's my humanity and if you could unplug yourself from your computer and reboot, maybe you could wrap your head around that... As for your humorous way of "instructing" me on how to change this -1 to 0 It's been pretty obvious I know where/how to do that. It's also obvious what I can do and can't do with the code yet. Are you seriously attempting to mock a novice for not knowing what you know? Wow. Character shown yet again. *claps* I have THIS within the original main.scm for anims pertaining to this mod, less the redundancy. Note the variations in the last parameter and the most common remains -1? And what of the neighboring params? The CJ Animations mod also handles the timing with waits. Goal: To transition one anim into the next for fluid-like character movements. Consistency within the mod's first released code struck me as more critical since these anims were running and playing together like nice kiddies. Meaning, if I changed that last param in sit to a 0 - it changed the behavior of the transitional sit anim to an undesirable result. It has since taken some tweaking but we've now got a positive number... See below. FACT: All modified code/added mods are a deviation from the original game. I never disagreed that minimizing the deviations is preferred. I'm actually the one who initially brought it up. No. Perhaps if you spent more time outlining WHY this updated test package is improved instead of digging into somebody who never did you wrong in the first place, there's be more of an attraction to do so. Again, your call. How you've made someone feel is NEVER up for debate. If you find someone's reaction to you confusing, it might be best to back off, inquire, re-read and reflect - perhaps even apologize for coming off differently than intended. That's typically what altruistic, "nice" and socially well-adjusted people do. Since your above post is additional evidence to the contrary, my point is becoming deeply engraved in stone. What did I quote you, comment on and insodoing, imply that I'd not done yet in that test package? All the rest was adjusted - with the exception of that which I previously addressed and stated: "I do not know how." Forgive me for thinking too highly of you and assuming you could connect the dots. Optimization wanted for EVERYONE'S benefit. GTA coding is very new to me but in the open source community, our contributions = posted code or at the very least, examples and links. We answer questions. We don't discourage people from learning. We never tell anyone "this isn't for you" because it's not our place to do so. I see others here who ARE helpful like this. I'm not even going to legitimize your previous reply by responding to 95% of it. Suffice to say, I will not waste my precious time. I am far more concerned with contributing where and however I can. Tis not a bad example to follow... ========================= Topic return... ATTENTION MOD USERS: I checked the download stats and (wow!) there's more of a demand for this than previously imagined. This justifies more time spent on it, indeed. As for the request of CJ Lean, I still have not found the correct anim but I did find several variations of it. Expect new animations over time. It'd been awhile since I played with this but the above-mentioned params for each anim are somewhat as follows: ANIM SPEED | LOOP TRUE/FALSE | LOCK CAMERA TO X T/F | LOCK CAMERA TO Y T/F | LOCK CAMERA FRONT? | ANIM DURATION ...in case anyone wants to customize a bit. Experience difference results than I did? Please share. Minor improvements and fixes have been made to the code. Please see 1st post of this topic to get the NEWEST VERSION and details. Check back occasionally for future releases, too. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4251682 Share on other sites More sharing options...
Gangsta007 Posted May 23, 2007 Share Posted May 23, 2007 Thank you! Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4252422 Share on other sites More sharing options...
Demarest Posted May 23, 2007 Share Posted May 23, 2007 As for your humorous way of "instructing" me on how to change this -1 to 0It's been pretty obvious I know where/how to do that. It's also obvious what I can do and can't do with the code yet. Are you seriously attempting to mock a novice for not knowing what you know? Wow. Character shown yet again. *claps* Why would you ask a question and not provide for an answer. Doing so only means that when you go off into your playground-esque attempt at a slam on a tangent that's not even the case, you play yourself. Original code has a 0 there always. You made it -1. Original code always applied it in a macro. You tried it direct. You received a report that it was crashing at that same spot and we can identify there is a deviance there which you yourself confessed you did not know enough to alter, but you altered it anyways. There is no mocking. You acted like a deer in headlights and I provided possible explanations. If signs of questionable character is your fascination, don't forget to note perpetual combativeness as you are repeatedly turning something that isn't into hostility and attacking a highly decorated, and reputationally helpful at the expense of his own time member as if THAT will get you further along. Release code that crashes. It matters not to me. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4252476 Share on other sites More sharing options...
Midnightz Posted May 29, 2007 Author Share Posted May 29, 2007 Gangsta007: You're welcome. Demarest: Blah blah. Delusions of grandeur. From what I've seen, you just like to argue. This time, I will correct your yammering. Several posts back I DID say "I don't remember" regarding that param's effect and in my last post I said I've since re-explored it. I also said it's now a positive number which is what you suggested was the cause of YOUR crash. You're the only person who's reported a crash to me. One person suggested the script.img might be the problem. Knowing the file differences between SA v2.0 and previous releases, I'm betting that's the issue which is why when I opened this topic, I stated the files used - just in case. You admit you have a modded game too and I've always suspected that's the reason you're having a problem with the files in the download. Why you never bothered to add the threads to your own SCM for testing is beyond me. People with the intention of helping tend to get their hands dirty. But yours? = Sparkley - like a holiday. Never once have I claimed this mod has perfect code yet the downloads continue mysteriously. You hear only what you want to hear and again, assume a lot -> I am a female btw. It's been obvious from the start that you don't care about this mod being optimized so I appreciate that you finally admit that, thank you! *MUAH* Don't worry, I look forward to learning how to improve it and eventually helping others improve their code as well. Actions speak louder than words. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4262552 Share on other sites More sharing options...
keith813 Posted June 9, 2007 Share Posted June 9, 2007 that's good,CJ's animations makes me laugh Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4285955 Share on other sites More sharing options...
Midnightz Posted June 12, 2007 Author Share Posted June 12, 2007 Me too. Strike a pose CJ, just vogue. Check back soon, there will be more funny anims. Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-4292818 Share on other sites More sharing options...
NYDMT Posted February 18, 2008 Share Posted February 18, 2008 this thing breaks my game how do i make it work Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-1057521385 Share on other sites More sharing options...
Midnightz Posted February 18, 2008 Author Share Posted February 18, 2008 This topic is old and hardly worth the bump. This mod was not written by me, I just released it (with permission) for others to play with. I've no intentions of supporting it. The new version is scratch-written by me and will be released as part of the Back To Reality Mod... soon. That version will be supported. I suggest you just wait for that one. Moderator: Please lock this topic if possible. Thanks, -Midnightz Link to comment https://gtaforums.com/topic/278102-wip-missionthread-cj-animations/#findComment-1057521884 Share on other sites More sharing options...
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