GamerShotgun 168 Posted September 30, 2007 (edited) Well, if i'm right, mainly all trainers look for the window title. Maybe there are some others which not but who knows... *EDIT* One more problem. If i add a new weapon to the saweapon.txt file, it won't work ingame, because of the already specified weapon packs, and i can't even give it to the player, because the mission builder asks for a default.ide line so it won't compile the mission script i've made. Is there a way to fix that? And about the fire extinguisher bug.. I don't know why it didn't work but now it works :S maybe some other mods i've used.. Edited September 30, 2007 by MasterK Share this post Link to post Share on other sites
coin-god 24 Posted September 30, 2007 Well, if i'm right, mainly all trainers look for the window title. Maybe there are some others which not but who knows... *EDIT* One more problem. If i add a new weapon to the saweapon.txt file, it won't work ingame, because of the already specified weapon packs, and i can't even give it to the player, because the mission builder asks for a default.ide line so it won't compile the mission script i've made. Is there a way to fix that? And about the fire extinguisher bug.. I don't know why it didn't work but now it works :S maybe some other mods i've used.. But have you add the line to weapons.dat? And aded +1 in the weapons limit? Share this post Link to post Share on other sites
GamerShotgun 168 Posted September 30, 2007 Yep, but it still asks for the default.ide line.. I think it's because the game itself can't decide what model and texture name gets used for the specified weapon in the saweapons.txt file. And about the weapon.dat thing. I can't add a new weapon without a specified id in the default.ide file. Since it's recommended for all weapons which are going to be loaded by the game. Share this post Link to post Share on other sites
Sacky 3 Posted September 30, 2007 FANGTA: It is probably indeed possible that its because you changed the window name, for debugging just have it set to GTA: San Andreas. This is because it uses the function FindWindow("GTA: San Andreas"), without that window name it doesn't work. MasterK: Increase the IDE Limit, then add it to the end of your IDE's, reference that in the weapons.dat and all should be well. I was looking at the SA Memory Addresses's topic yesterday, and added some cool functions found by Dexx, like Stencil Shaded Opacity, you can now set this in the INI (should be released in a couple of hours) Share this post Link to post Share on other sites
coin-god 24 Posted September 30, 2007 FANGTA: It is probably indeed possible that its because you changed the window name, for debugging just have it set to GTA: San Andreas. This is because it uses the function FindWindow("GTA: San Andreas"), without that window name it doesn't work. MasterK: Increase the IDE Limit, then add it to the end of your IDE's, reference that in the weapons.dat and all should be well. I was looking at the SA Memory Addresses's topic yesterday, and added some cool functions found by Dexx, like Stencil Shaded Opacity, you can now set this in the INI (should be released in a couple of hours) Nice! can`t wait Share this post Link to post Share on other sites
Sacky 3 Posted September 30, 2007 Update Alpha 5 - Added a Models section where you can redefine hardcoded models the game uses (for emergency services etc) - Added a Graphics section where you can redefine some of the texture filtering the game uses, and set the stencil shaded opacity (change that option to 9 for some fun ) - Added a Performance section where you can select some options to disable to enhance your games performance - Added an AI section, where you can set the max number of peds/vehicles that can appear in one area, and there density multipliers - Added a HUD Area, where you can reset certain text formats the game uses - Added a new option in Misc for Windowed mode, simply set to 1 and GTA runs in a window Share this post Link to post Share on other sites
coin-god 24 Posted September 30, 2007 Cool Sacky , im gonna test it now Share this post Link to post Share on other sites
coin-god 24 Posted October 1, 2007 (edited) oK i made this: Works really good . But when i exit the game i have this error: GTA:SA Crashed, Debug Info Follows:GTA Info:Version: US 1.0Last File Loaded: gta_sa.setLast Library Loaded: user32.dllAssembly Info:Exception At Address: 0x054E0EA0Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)Registers:EAX: 0x0256D9D2 EBX: 0x00000000ECX: 0x00000000 EDX: 0x0000000AESI: 0x0256D978 EDI: 0x02559F78EBP: 0x7E3A0762 ESP: 0x0022FDCC edit: sorry for the double post Edited October 1, 2007 by goin-god Share this post Link to post Share on other sites
Sacky 3 Posted October 1, 2007 Yes, i've been aware of that for some time and been to lazy to fix it , but it will be fixed in the next release, also I've noticed that the game has become increasingly unstable with the Audio Pool, I don't why but I'll also crack this limit for the next release, as well getting the menu.dat working. Share this post Link to post Share on other sites
creative madman 1 Posted October 1, 2007 this is very, very, very impressive to me very good work Share this post Link to post Share on other sites
FANGTA 0 Posted October 1, 2007 (edited) Hi. I have this problem with new vehicle wh i add (not replace old add a complite new vehicle) I do entries to vehicles.ide: 612, ciezarowkaw1, ciezarowkaw1, car, ciezarowkaw1, CIEZAROW, truck, worker, 6, 0, 0, -1, 1.3, 1.3, -1 And to handling.cfg: ciezarowkaw1 50000.0 380000.0 2.0 0.0 0.0 -0.2 90 0.85 0.75 0.4 5 70.0 15.0 20.0 4 D 8.0 0.30 0 20.0 1.0 0.10 0.0 0.25 -0.20 0.5 0.0 0.35 0.25 35000 20206008 01000001 2 2 2 And to carcols.dat: ciezarowkaw1, 0,0 And to american.gxt: Entry name: CIEZAROW Entry inside text: Ciezarowka wojskowa And i add models to gta3.img: ciezarowkaw1.dff ciezarowkaw1.txd And when i entry id car (612) to car spawner and click spawn, and click the game window title and when i click resume the car spawner show text: car spawned but the car is not spawned yet(im not see this car). Maybe somebody know what is this problem?? I know its be sa limit adjuster or my own bug;) Edit 01.10.07 hour: 18:59 (Polish time not yours) I found next bug when i want shoot from the dual pistols(standard 9mm)or knife(not in all of the san andreas weapons) the game crash. Its the report from the SA Limit adjuster: GTA:SA Crashed, Debug Info Follows:GTA Info:Version: US 1.0Last File Loaded: AUDIO\STREAMS\AMBIENCELast Library Loaded: user32.dllAssembly Info:Exception At Address: 0x0072F4DEException Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)Registers:EAX: 0x00000040 EBX: 0x09E87508ECX: 0x00000000 EDX: 0x0000000AESI: 0xFFFFFFC0 EDI: 0xFFFFC5F4EBP: 0x000000D7 ESP: 0x0022FC1C Edited October 1, 2007 by FANGTA Share this post Link to post Share on other sites
FANGTA 0 Posted October 1, 2007 ok i find the error. This is the detail of this error when i write up: When i open the .ini file, i go to this line: Weapon IDs=47 And rename to this: #Weapon IDs=47 And all works great:) But please correct this bug in the next version of the limit adjuster:) Share this post Link to post Share on other sites
MoeRonimoe 0 Posted October 1, 2007 Yes, I'm having the same problem. It crashes when I punch someone or shoot with a uzi. But I believe that you'll fix this I also have some suggestions for this thing. I don't know if those are all changeable but I'll just list them -changing the police and emergency cars lamp color -assigning other siren sounds to each emergency cars (I think they use all the same ...) -changing the sniper rifle scope thingy. It mirrors one texture, 4 times to one big. Would be cool if the game wouldn't mirror it ... if you know what I mean Thats it ... for now =D Share this post Link to post Share on other sites
coin-god 24 Posted October 1, 2007 Would be cool to make Cops dont use cars. I mean that if i want to have wanted level but i dont want them to chase me in cars i can make thjem dont drive them. Please do it Police forses dont drive cars. You will save my life if you do so Share this post Link to post Share on other sites
Alexander Blade 1,385 Posted October 2, 2007 2Sacky : you have the same address at Point Routes,Patrol Routes and Node Routes (5511AEh) . Real address : Point Routes=5511AEh Patrol Routes=5511E3h Node Routes=551218h Share this post Link to post Share on other sites
coin-god 24 Posted October 2, 2007 GTA:SA Crashed, Debug Info Follows:GTA Info:Version: US 1.0Last File Loaded: AUDIO\STREAMS\AALast Library Loaded: user32.dllAssembly Info:Exception At Address: 0x004D3FBCException Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)Registers:EAX: 0x6315FA60 EBX: 0x05371F01ECX: 0x00000000 EDX: 0x101D6D04ESI: 0x124540A8 EDI: 0x00000000EBP: 0x000000D7 ESP: 0x0022FC48 When i moved the player and tried to hit the air. Aklso you can make the loading bar color changable and the checkpoints color too Share this post Link to post Share on other sites
Sacky 3 Posted October 2, 2007 All of these random crashes you are getting while using weapons are because of the new weapons allocation, im not exactly sure why its not working, but for now comment it out of the ini, at the moment I\'m working on changing siren colours, and making it so Police can\'t drive cars, which I\'ve almost done, I can make it so the army/fbi/swat/airforces never appear in cars, but normal police still do Share this post Link to post Share on other sites
coin-god 24 Posted October 2, 2007 All of these random crashes you are getting while using weapons are because of the new weapons allocation, im not exactly sure why its not working, but for now comment it out of the ini, at the moment I\'m working on changing siren colours, and making it so Police can\'t drive cars, which I\'ve almost done, I can make it so the army/fbi/swat/airforces never appear in cars, but normal police still do normal police its what f*ck my mod. I wish you can do it Share this post Link to post Share on other sites
Sacky 3 Posted October 3, 2007 I can disable all police... then you can control them via SCM Share this post Link to post Share on other sites
positive 0 Posted October 3, 2007 Is possible to put pop-up lights to other cars, like zr350?? Share this post Link to post Share on other sites
Alexander Blade 1,385 Posted October 3, 2007 Is possible to put pop-up lights to other cars, like zr350?? It's impossible )) Share this post Link to post Share on other sites
GamerShotgun 168 Posted October 3, 2007 Not impossible, just hard coded... Share this post Link to post Share on other sites
Sacky 3 Posted October 3, 2007 I can make it redirect hardcoded vehicle detachables... if thats what you want? Share this post Link to post Share on other sites
UZI-I 0 Posted October 3, 2007 Hey all Good work for this big tool And I Have make a GUI for set the INI DownLoad If that Can Help you Share this post Link to post Share on other sites
GamerShotgun 168 Posted October 3, 2007 I think he meant those pop-up lights in zr350 what's on it by default, without mods... So basically he meant the headlights. Share this post Link to post Share on other sites
silvermanblue 2 Posted October 4, 2007 Update Alpha 5 - Added a Models section where you can redefine hardcoded models the game uses (for emergency services etc) - Added a Graphics section where you can redefine some of the texture filtering the game uses, and set the stencil shaded opacity (change that option to 9 for some fun ) - Added a Performance section where you can select some options to disable to enhance your games performance - Added an AI section, where you can set the max number of peds/vehicles that can appear in one area, and there density multipliers - Added a HUD Area, where you can reset certain text formats the game uses - Added a new option in Misc for Windowed mode, simply set to 1 and GTA runs in a window Whoa!!! Does that mean you can have more than one type of police car for each city? And they will function like police cars, lights sirens and the vigilante missions? You just made San andreas alot more fun!!! I will be playing around with this when my new rig comes! Great job Sacky, you just made my respect list. Also more types of taxis for the win! Share this post Link to post Share on other sites
Hollaz 2 Posted October 4, 2007 hmm.. the Borgine Taxi + the Zebra Cab in SA, at the same time as the original taxis.. Share this post Link to post Share on other sites
P.I.M.P_PL 1 Posted October 4, 2007 Update Alpha 5 - Added a Models section where you can redefine hardcoded models the game uses (for emergency services etc) - Added a Graphics section where you can redefine some of the texture filtering the game uses, and set the stencil shaded opacity (change that option to 9 for some fun ) - Added a Performance section where you can select some options to disable to enhance your games performance - Added an AI section, where you can set the max number of peds/vehicles that can appear in one area, and there density multipliers - Added a HUD Area, where you can reset certain text formats the game uses - Added a new option in Misc for Windowed mode, simply set to 1 and GTA runs in a window Whoa!!! Does that mean you can have more than one type of police car for each city? And they will function like police cars, lights sirens and the vigilante missions? You just made San andreas alot more fun!!! I will be playing around with this when my new rig comes! Great job Sacky, you just made my respect list. Also more types of taxis for the win! maybe when you add some lines to the ini the car who you set in the line be a police car;) Share this post Link to post Share on other sites
Marcin6 14 Posted October 4, 2007 What this program doo ? With this can i add more cars and not have a problems with textures dissapers ? Share this post Link to post Share on other sites
Il CoCChi 0 Posted October 4, 2007 very good one! just one thing.. how can i set the straming memory value? Share this post Link to post Share on other sites