Brit_Bllt Posted January 17, 2009 Share Posted January 17, 2009 (edited) I know how to modify the existing music tracks, and how to trigger sounds and streams via mission scripting. But how hard would it be to have the menu screen itself play a looping track? For instance, I want the very first menu, the "New Game/Load Game/Options" screen, to have a music track looping through it. I can't imagine that's something you could do via mission scripting... but I wouldn't mind being proven wrong. Even if it's not, is it something that could be done pretty easily? This isn't an essential part of the mod I'm working on, but it'd be a cool extra if it's possible... (EDIT: Hm, maybe you can edit that via main.scm. I'll test it later...) One other question: the popcycle data tells San Andreas who hangs out in the rich residential areas, the gang areas, country towns, the beach areas, the shopping areas, and all that. But how are the zones linked to that data? Like, if I wanted to take Santa Maria Beach and turn it a desert town (not really my plan, but that's one example ), what would I change? I've modded the .dat file to what I want, but I also want to change the actual layout of who's hanging out where. Thanks! Edited January 17, 2009 by Brit_Bllt Link to comment Share on other sites More sharing options...
Brit_Bllt Posted February 22, 2009 Author Share Posted February 22, 2009 (edited) Okay, that didn't work. I thought I could try something like this (using Sanny Builder): :MENUMUSICthread 'MENUMUSIC' :MENUMUSIC_19wait 0 if 09FA: is_menu_closed else_jump @MENUMUSIC_29jump @MENUMUSIC_19 :MENUMUSIC_290952: load_soundtrack [email protected] 0954: start_playing_loaded_soundtrack jump @MENUMUSIC_19 So whenever the menu's not closed, a certain soundtrack plays. But all that does is screw up the cut scene audio and lag the game, without even affecting the menu anyway. I'm open to suggestions... Edited February 23, 2009 by Brit_Bllt Link to comment Share on other sites More sharing options...
Brit_Bllt Posted March 17, 2009 Author Share Posted March 17, 2009 (edited) Does nobody know anything about this? Since the radio can be played within the menu screen, I know there's some way to access audio streams inside the menu. So it's just a matter of setting a default audio stream, instead of the default silence. Except I don't have a clue whether the menu audio's handled in the .scm or if it's hardcoded in the exe. The HUME 2 application on http://www.gtaforums.com/index.php?showtopic=298522 would've solved the problem, except audio streams were never added to it, and I'd rather not use CLEO. I'm trying to mod the game strictly via the game's own files, without using CLEO or any trainers, but the menu screen idea's cool enough to break that self-imposed rule if it's only possible that way. Likewise for expanding the txd images on the menu screen (the mountains and all that) to fullscreen. It'd be really bizarre if something that trivial's hardcoded into the exe file, but I can't find the data for it anywhere else, and HUME 2 being a CLEO hook makes me think it is... The population zone editing's at least done now. Edited March 17, 2009 by Brit_Bllt Link to comment Share on other sites More sharing options...
ModelingMan Posted March 17, 2009 Share Posted March 17, 2009 Menus are most certainly hardcoded. There's no possible way to control it through SCM; when the menu is open all game logic stops (including anything script related). It wouldn't be too hard to get an ASI module up and running to do the task, although I'm not a fan of hacking SA... Modifying the menu functions internally in the executable will allow you to achieve this. You can even use SA's internal audio engine... Link to comment Share on other sites More sharing options...
Brit_Bllt Posted March 19, 2009 Author Share Posted March 19, 2009 Thanks, knowing it's definitely hardcoded'll at least keep me from banging my head on the main.scm trying to make it work. Link to comment Share on other sites More sharing options...
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