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[REL][BETA]APE 1.1


Aschratt
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i try to do this, but i dont understand anything in the tut, and ive made the game path to my gta_sa, in my gtasa folder, then when i start memhack and start sa in the program i get the error: "GTA San Andreas runtime - Error! Memhack will be finished..." anyone help? sad.gif

maybe you need a runtime enviroment like vbruntime or Netframe as i mentioned above

 

I believe, it requires Netframe 3 or 3.5 or higher

 

 

btw.

Aschratt, the author of APE is still active as moderator at www.gta-worldmods.de

registrate and open a topic in this section:

http://www.gta-worldmods.de/forum/board.php?boardid=63

click on NEW THREAD

asking in english is no problem

Edited by ZAZ
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Can you upload your Path Viewer tool somewhere? I need this tool.. and your site is under construction.

 

 

And why do i need it...; because i need to fix these remained paths for cars, (i would view and see the file its located in it and your tool is capable of that) edit .nod files by hand that go through the plaza of WTC.

 

user posted image

 

That screen shows our issue, we need those cars off the wtc grounds and to circle around it.

 

Il draw a , point2point map to show how i need it.

 

user posted image

Edited by GTARandom
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  • 1 month later...

Maybe bump or not but I've some problem confused.gif

 

I've APE 1.1, Netframe 3.5 SP1

 

 

convert all nodesX.dat in a *.dnf -file:

exmport all nodesX.dat from gta3.img into a new folder,

then choose function "Decompile" in APE menue: FILE and navigate then to the new folder

I did it

 

 

loading dnf -file-Path into editor:

choose function "Open" in APE menue: FILE and navigate then to the folder with *.dnf -file

The function open not works for me sad.gif

 

 

i read the tutorial but the "Open" button in this tool doesnt work for me!

The same problem.

 

When I choose Open nothing happens.

  • Like 1

aZYojpS.png

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  • 5 weeks later...

 

Maybe bump or not but I've some problem confused.gif

 

I've APE 1.1, Netframe 3.5 SP1

 

 

convert all nodesX.dat in a *.dnf -file:

exmport all nodesX.dat from gta3.img into a new folder,

then choose function "Decompile" in APE menue: FILE and navigate then to the new folder

I did it

 

 

loading dnf -file-Path into editor:

choose function "Open" in APE menue: FILE and navigate then to the folder with *.dnf -file

The function open not works for me sad.gif

 

 

i read the tutorial but the "Open" button in this tool doesnt work for me!

The same problem.

 

When I choose Open nothing happens.

you means, it's inactive like the save button in screenshot below?

user posted image

Do you wanna edit existing paths or do you wanna create new paths?

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  • 5 months later...

Please help ape don't open dnf.

I push the button but nothing happened, I make ctrl + o but result is nothing...

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  • 2 months later...

Just in case anyone is interested.

 

I have updated the first post which is now linking to the new download. I have re-released the tool, because many people asked me to do so. Anyway I will discontinue support for it. I have also updated the readme file - you will find information about the development of the tool in the last years there.

 

I have also changed the license to an more open simplified BSD agreement. This makes it easier for you to share the tool.

 

Also I have merged APE with my Paths Viewer. You can find it inside the "tools/" directory of the download package.

 

For more information about the re-release please read the readme file.

 

@Luten/CrazyRussian: This problem somehow is related into the thread apartments of the user interface. For some reason APE uses multithreaded apartments which are incompatible with the native windows file dialogs in versions after Windows XP SP2 (?) and on x64 systems. This problem might disappear if you are using an outdated machine to modify your paths. Also it does not appear very often. However I am unable to change this at the moment. Please remember how much time has passed between the initial release of APE 1.1 (2004) and today. Changing one line of will definitely lead to problems somewhere else with newer technology. I am sorry for this.

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Just in case anyone is interested.

 

I have updated the first post which is now linking to the new download. I have re-released the tool, because many people asked me to do so. Anyway I will discontinue support for it. I have also updated the readme file - you will find information about the development of the tool in the last years there.

 

I have also changed the license to an more open simplified BSD agreement. This makes it easier for you to share the tool.

 

Also I have merged APE with my Paths Viewer. You can find it inside the "tools/" directory of the download package.

 

For more information about the re-release please read the readme file.

 

@Luten/CrazyRussian: This problem somehow is related into the thread apartments of the user interface. For some reason APE uses multithreaded apartments which are incompatible with the native windows file dialogs in versions after Windows XP SP2 (?) and on x64 systems. This problem might disappear if you are using an outdated machine to modify your paths. Also it does not appear very often. However I am unable to change this at the moment. Please remember how much time has passed between the initial release of APE 1.1 (2004) and today. Changing one line of will definitely lead to problems somewhere else with newer technology. I am sorry for this.

Excellent Aschratt cookie.gificon14.gif nice to have your good work

I worked this year very intensive with APE 1.1, now i have a nice pathviewer

At the end i ignored your tutorial and the connect-function and edit the dnf file with texteditor

 

and this is the report from my work in practice:

 

APE 1.1 makes very stable paths as long as you only edit the flags

unless the start and end point must have 987137

 

Best is to record the path with APE, then save it as dnf and edit then with texteditor or sannybuilder

It needs then edit the flags to give the pathpoints a behavior

 

Open the *.dnf file with texteditor or sannybuilderThere are flags for carnodes and flags for navinodes______________________________________________________FLAGS OF CARNODES (carnodes are pathpoints of your recording)987137 = Start/End987138 = normal991234 = fast highway cars3088386 = Driver exit vehicle987426 = no traffic_____________________________________________________________________FLAGS OF NAVINODES (navinodes are calculated navipoints between the pathpoints of your recording)2304 = 2 lane, forward and backward traffic2048 = 1 lane right forward256  = 1 lane left backward2344 = wide street4608 = 4 lanes4688 = 4 lanes  wide street9376 = 4 lanes, a little bit wider street----traffic lights in direction north/south: 67840 84224 397,2844|-745,9026|28|0|-42|-85|67840 <--- traffic light at your right side by recording402,6552|-734,8299|28|1|-44|-90|2304408,4861|-722,9667|28|2|-47|-93|84224 <--- traffic light for oncoming traffic---traffic lights in direction east/west:133456 149760 461,4669|-365,2333|28|12|99|-23|133456 <--- traffic light at your right side by recording450,7619|-362,5904|28|13|95|-26|2304442,7587|-360,548|28|14|92|-22|149760 <--- traffic light for oncoming traffic

 

 

Aschratt, please correct me if i'm wrong:

A path, done with APE1.1, have allways a start and a end node where the cars are turning back

if the cars can't turn back they rotate around end or start point

 

It's not possible to connect 2 paths

 

 

 

Edited by ZAZ
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  • 1 month later...

Hmm, i wanna create paths for San Andreas. But this is the only one i could find, and it turns out i have to go ingame and make the paths, i'm working on a "secret" project, but the map is HUGE, literally, like the size of SA, and it will take like 10 years to finish creating paths with that way, so Aschratt, or someone, could you make a kind of Paths maker from a map? Like, click one area, then draw a line to the area the paths should go, then apply, go ingame and see them going in the line you made them go in?

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  • 1 year later...

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