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Lounge for The Chain Game: San Andreas


Ryan
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Indeed it should be put in the CG hall of fame! I'll tell ilir to put it up in the Hall of fame soon since he's barely active anymore. icon14.gif

 

lol.gif

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Well, we all do mistakes, hope that shoumic and other players will be extra careful with the current Script Version. Well, as least the situation was funny biggrin.gif

Off-topic, JAJ, your avatar is not working.

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Well, we all do mistakes, hope that shoumic and other players will be extra careful with the current Script Version. Well, as least the situation was funny biggrin.gif

Off-topic, JAJ, your avatar is not working.

Thanks, it was the hosting site.

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The Odyssey

Question: If you already have mods installed, will they interfere with the save games?

Edit: Ignore this

Edited by thegtaman531
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Question: If you already have mods installed, will they interfere with the save games?

 

Depends on the mods. However it will most likely to glitch the saves.

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Please read the rules and instructions contained in the first posts of the Game and the lounge.:

 

•Do not use any kind of cheats, trainers, mods or cleo scripts. They can seriously mess up things later in the game, so using them will not only spoil the fun for yourself, but also for the other players.

 

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Question: Would converting PS2 cheat device (AR-MAX) codes to PC format be within the rules? They are not cheats (the game doesn't register them as cheats), mods, trainers or anything of the sort. The only time these sort of codes can mess the game up is when you save faultily created codes and I only intend to use tested codes.

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Question: Would converting PS2 cheat device (AR-MAX) codes to PC format be within the rules? They are not cheats (the game doesn't register them as cheats), mods, trainers or anything of the sort. The only time these sort of codes can mess the game up is when you save faultily created codes and I only intend to use tested codes.

No

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Question: Would converting PS2 cheat device (AR-MAX) codes to PC format be within the rules? They are not cheats (the game doesn't register them as cheats), mods, trainers or anything of the sort. The only time these sort of codes can mess the game up is when you save faultily created codes and I only intend to use tested codes.

It is against the rules to use any Trainers, so why would that be any different?

 

 

Question: If you already have mods installed, will they interfere with the save games?

 

The ONLY two mods that are allowed in the Chain Game are: Orion's .ipl mod for the extra Chain Game Armory objects and the Real-Names mod. Any others is against the rules.

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Space Cowboy

Hey radioman what is that .ipl mod which are you talking about. Can you give me a link please? smile.gif

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Hey radioman what is that .ipl mod which are you talking about. Can you give me a link please? smile.gif

It adds Casino games, Arcade games, Vending machines and some gym equipment to the armories. But, beware, that if you save at any of the armories with the .ipl mod in place, it *could* mess up the save(this came from Rubregg and Orion back in the day)-I have not tested it, cause I don't want to mess up the game.

 

As for the mod, you would have to talk to Orion, as I can't seem to find where that is mentioned? I searched this topic, but cannot seem to locate it for some reason?

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smile.gif don't it just tick you off when someone starts a new turn just a minute or two before the 6 hour reset? smile.gificon14.gif

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Sorry for that, I didn't notice. Also it wasn't only a minute or two before the reset. It was a full 15 minutes till the three mission rule would have been reset in the first place. smile.gif

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The ONLY two mods that are allowed in the Chain Game are: Orion's .ipl mod for the extra Chain Game Armory objects and the Real-Names mod. Any others is against the rules.

The ONLY two mods that are allowed in the Chain Game are: v1 players must use v2 scripts, and the starting saves are usually modified.

 

The Real Names mod was tolerated (IMO) because it was in use before we started really cracking down on modified data files and all the experts agree - it shouldn't be possible for this type of mod to have any negative effects on the save (it was a bit confusing to have one person referring to all the locations by a different name than everyone else).

 

The Optional Armory Objects IPL file was abandoned more because we thought it was important to maintain a zero tolerance policy for mods than concerns about glitches. I think rubregg even nudged the pickups so they wouldn't conflict. It's easy enough to disable the roulette table, and I can't find any problems with the other objects.

 

FYI: The armory objects were mostly an experiment with the kinds of items that had to be placed with data files and couldn't be coded into the save, otherwise they wouldn't work. Interesting items missing from the armory objects are the pool table (saving near the pool player disables him like a basketball), the roulette table (now, because saving near the valet spectator seems to make him disappear forever, but I can't figure out how) and vendor carts because there isn't room.

 

If I could recommend one mod it would be to remove the flag on the Bayside Armory so it isn't randomly disabled.

 

Anyway, the Optional Armory Objects IPL file is no longer hosted... because it's a mod for the Chain Game and mods are prohibited in the Chain Game so... it's one of the lost CG mods.

 

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

The Lost Armory Objects

 

Installation Instructions

 

Make a backup copy of gta.dat located in the C:\Program Files\Rockstar Games\GTA San Andreas\data folder (adjusted for your path as necessary).

 

Open gta.dat with a text editor and scroll to the bottom. Add a reference line to the ipl file you will save shortly after the audiozon entry and before the last splash screen (see example below).

 

 

IPL DATA\MAPS\audiozon.iplIPL DATA\ipl\armorobj.iplSPLASH loadsc4

 

 

Create a new folder called "ipl" in C:\Program Files\Rockstar Games\GTA San Andreas\data. Save the text file below in that folder. Use a plain text editor like Notepad.

 

Save as... C:\Program Files\Rockstar Games\GTA San Andreas\data\ipl\armorobj.ipl

 

 

 

# Optional Chain Game IPL by OrionSR# Chain Game Armory Objects, armorobj.iplinst2681, CJ_COIN_OP, 12, 2314.75, -1135.1, 1053.305, 0, 0, 0.7071067691, -0.7071067691, -12778, CJ_COIN_OP_1, 12, 2314.75, -1136.2, 1053.305, 0, 0, 0.7071067691, -0.7071067691, -12779, CJ_COIN_OP_2, 12, 2314.75, -1137.3, 1053.305, 0, 0, 1, -0.7071067691, -11775, CJ_SPRUNK1, 12, 2332.87, -1135.2, 1050.9, 1.32679665706e-06, 1.32679665706e-06, -1.32679313629e-06, -0.999999999997, -11776, CJ_CANDYVENDOR, 12, 2334.32, -1135.2, 1050.9, 1.32679665706e-06, 1.32679665706e-06, -1.32679313629e-06, -0.999999999997, -11209, vendmach, 12, 2335.77, -1135.3, 1049.8, 1.32679665706e-06, 1.32679665706e-06, -1.32679313629e-06, -0.999999999997, -12630, gym_bike, 12, 2311.24, -1141.86, 1053.3, 1.32679489668e-06, 1.32679489668e-06, -0.999999999998, 1.76038469785e-12, -12028, SWANK_CONSOLE, 12, 2308.45, -1138.78, 1054.17, 1.32679665706e-06, 1.32679665706e-06, -1.32679313629e-06, -0.999999999997, -11718, snesish, 12, 2308.55, -1138.18, 1054.15, 3.73433987239e-12, 3.73433987239e-12, 0.707105373907, -0.707108188464, -11719, LOW_CONSOLE, 12, 2308.47, -1137.58, 1054.13, 1.32679489668e-06, 1.32679489668e-06, -0.999999999998, 1.76038469785e-12, -11741, LOW_CABINET_1, 12, 2309.6, -1138.7, 1052.94, 1.87637009259e-06, -1.87637258215e-06, 0.707106312091, -0.707107250277, -12325, kb_bandit_U, 12, 2337.45, -1141.12, 1051.51, 0, 0, 0.707106312094, 0.707107250279, -12640, NEIL_SLOT, 12, 2320.6, -1137.4, 1050.35, 0, 0, 0, 1, -11895, wheel_o_fortune, 12, 2334.45, -1140.9, 1055.25, 0, 0, 0.707106312094, 0.707107250279, -11752, SWANK_TV_3, 12, 2313.24, -1142.16, 1054.5, 1.73354208905e-06, 1.73354208905e-06, -0.923878991536, -0.382684738385, -12631, gym_mat1, 12, 2311.1, -1136.6, 1053.3, 1.32679489668e-06, 1.32679489668e-06, -0.999999999998, 1.76038469784e-12, -12754, OTB_machine, 12, 2328.2, -1137.2, 1050.45, 1.87637009259e-06, -1.87637258215e-06, 0.707106312091, -0.707107250277, -12188, blck_jack, 12, 2333.8, -1136.2, 1054.25, 0, 0, 0.707106312094, 0.707107250279, -12872, CJ_COIN_OP_3, 12, 2314.75, -1140.2, 1053.31, 1.87637009259e-06, -1.87637258215e-06, 0.707106312091, -0.707107250277, -1#1978, roulette_tbl, 12, 2316.15, -1143, 1054.35, 0, 0, 0.707106312094, 0.707107250279, -1#^saving with active valet spectator appears to make him disappear forever#2964, k_pooltablesm, 12, 2316.25, -1142.4, 1053.3, -1.87637009259e-06, -1.87637258215e-06, -0.707106312091, -0.707107250277, -1#^saving with an active pool player will glitch him like a basketball. Set $9462 = 0 to fix.end

 

 

This mod can be disabled by placing a # symbol at the beginning of it's line in gta.dat.

 

If there is a lot of interest in this mod we can consider moving a few items to avoid conflicts with the pickups.

 

Edited by OrionSR
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PS2 cheat device codes are not actually cheats; they're not mods, they're not trainers, so I don't see the problem with converting them to PC format seeing as there is no stated rule against it, but whatever. PC mods are complicated whereas PS2 cheat device codes are simple.

 

OrionSR, I like the armory you made for the PS2; linking the Queens safe house wardrobe with an unused interior and filling it with pickups. Is that what you did on the Chain Game starter save? By the way, you showed me how to alter the ammo tallies on PS2, but how do you do that on PC?

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PS2 cheat device codes are not actually cheats; they're not mods, they're not trainers, so I don't see the problem with converting them to PC format seeing as there is no stated rule against it, but whatever. PC mods are complicated whereas PS2 cheat device codes are simple.

 

 

You're not allowed to use them since JAJ has already said no. It doesn't matter what the rules say in this case since he is the host of the game and he calls all of the shots. It doesn't matter if they're not mods or trainer but it still puts the save at risk. I'm sure Orion will be able to tell of you're converting the save which could mean a ban in being able to play in the Chain Game so I wouldn't risk it if I were you. icon14.gif

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@Shoumic: Calm down, dude, please don't take offense! I was just curious is all; nothing more, nothing less. I take "no" for answers all the time. I'm not going to risk anything, that's why I was asking. By the way, you sound like you'd be a great enforcer. icon14.gif

 

And another question: If I took a turn, could the next player get my IP address (or other personal data) from the link?

Edited by GTASAddict
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Dude, I didn't take any offence don't worry. I'm sorry if I made it seem like it. blush.gif

 

 

And another question: If I took a turn, could the next player get my IP address (or other personal data) from the link?

 

No they cannot so you don't have to worry about that. icon14.gif

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PS2 cheat device codes are not actually cheats; they're not mods, they're not trainers, so I don't see the problem with converting them to PC format.[...]

 

OrionSR, [...] By the way, you showed me how to alter the ammo tallies on PS2, but how do you do that on PC?

So... download a Chain Game save and see what happens.

Then after you've added your play to it up load your save game to a topic you will make and we'll see what happens as a Test.

 

 

For your own use only (not CG): Paul’s Internet Game Save Repair

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Moderators with sufficient privileges can always get your IP address when you access GTAForums. The upload/download host can track your IP if they wanted. hmvartak's used to link the addresses with usernames, which I thought was a bit creepy even though I knew he had all the information anyway. But there shouldn't be a way for players to glean this information. If you notice it displayed for someone else then bring it up with the site's admin or web support.

 

Cheat device codes for PS2 are considered as a type of trainer. A trainer is any program that manipulates game memory -- usually with game specific functions, but even a more generic memory tool for PC (which is what AR-Max is for PS2) would still be classified as a trainer as far as the CG rules are concerned. But you are missing the point: modifications of any kind are prohibited. Besides, a lot of your favorite codes are for features already included in the Chain Game saves. Not to worry though. PC memory addresses are completely different from PS2; the AR-Max codes will not translate directly.

 

We abandoned mods designed to be included in the Chain Game rounds because we thought it was critical for the viability of the CG community that everyone would play on a level playing field. 60+ rounds later I'll argue we made the right choice.

 

In the Chain Game we link directly to the Big House instead of going through the Queens wardrobe. We also moved the Queens save disk to the Big House and took out the Queens interior completely. The Queens wardrobe trick on PS2 was used to avoid requiring 7 lines of codes to move the disk and possibly leaving the Queens interior without a disk if someone didn't enter all the codes.

 

Added: If I wanted to change the ammo count on a weapon on PC I would destroy the pickup and create a new one with the ammo count I wanted: 2 lines of computer code, very easy. The only time I poke around in memory on PC is when the codes don't exist for the function I want; like removing a save vehicle from memory, or enabling the drive-on-water cheat. You can learn more about CLEO coding in the Modding forums, this isn't the place for those discussions.

Edited by OrionSR
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In reference to my post in the Chain Game topic itself...

 

 

EDIT: Looking at the SnP link to THaBoY's save file, it says that the executable version is 1.00 Modified. Does that mean this version of the game is incompatible with the Chain Game's rules, nulling his turn?

 

Link to save file page

 

I'm still a bit green on the specificity of the rules, and I don't know if this a regular occurrence which I'm regretably turning into an issue out of nothing, plus I haven't actually checked (nor do I have the powers to check) what mods (if any) he's used. But I noticed it said 1.00 Modified and was a bit concerned, given that all the other files uploaded I've seen say 1.00 Original.

6L71qdt.gif


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Please carry on the turn because it's certainly not nullified. Even my V1 game says 'V1 Modified' when ever I upload a save to the hosting site, it does not necessarily mean I use any types of modifications. I don't even know why it says 'Modified' in my game. But my V2 version says 'V2 Original' whenever I upload a save so I don't really know whats going on.

Edited by shoumic
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No worries, I shall. I just noticed that all of the save files I have downloaded from so far (including all the ones I had uploaded) say 1.00 Original, so seeing 1.00 Modified set off some alarm bells. Thanks for clearing that up. icon14.gif

6L71qdt.gif


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SnP is displaying the executable version based on what it finds in the first 4 bytes of data. This information is used to calculate a new checksum when SnP automatically changes these bytes to the v2 ID. The Modified/Unmodified designations were identified long before I came on the scene, but in context seems to mean different from the original rather than altered by a hacker and provided with a different version ID for no apparent reason.

 

7581DA35 -- Version 1.00 Unmodified EXE

83E5F365 -- Version 1.00 Modified EXE

58BE6E9A -- Version 1.01 Unmodified EXE

5E764593 -- Version 1.01 Modified EXE

F68D14FD -- Version 2.00 Unmodified EXE

22CC315D -- Version 2.00 (German)

F68D14FD -- PS2 Version 2 (Greatest Hits)

4CDC1D64 -- PS2 Version 1 (Original Edition)

 

Reminder: a player's executable version doesn't need to match their barrier version, so check for problems after Green Sabre and YKBB before disqualifying a turn.

 

 

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@Orion, So does a V3 .exe have the same id as a V2? Since both those versions are completely compatible save-wise and modding-wise? I have both versions(V2 (DVD) and V3(Steam) and was just curious on the differences there(if any)?

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I don't remember running any checks on recent version IDs. What I heard was the Steam/etc saves and even the Mac saves are exactly the same as v2. I haven't seen anything to contradict that assertion. All of my modding experience is using a v1 game with various script versions. I don't know anything about modding other versions.

 

Lost Armory Objects

 

The post linked above includes instructions for installing the Lost Armory Objects. Another player reported problems getting it to run so please let me know if you get it to work. I updated an old post on the previous page because one long line inserted to avoid line breaks stretches out the screen a bit.

Edited by OrionSR
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Am I allowed to swipe a Chain Game save for my own personal use?

There are two Independent Saves, for V1 and V2 scripts, that act just like the standart Chain Game Saves, but you can also get Wasted or Busted and still continue playing, unlike the standart ones. JAJ always puts links to them at the bottom of his posts. Feel free to use them.

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If you intend to publish a Chain Game save, with or without modification, please check back with us. Some arrangements can probably be made.

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I meant download and keep it to myself for my own personal projects; nothing to "publish". That is, if I can ever get used to the controls.

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