JonSyn Posted July 2, 2009 Share Posted July 2, 2009 (edited) i posted this in the wrong thread i guess lol so i reposted here. i been working on a mod for gta sa and im getting along pretty good, till i got to the main.scm part. im using spaceeinsteins all in one modded main.scm and im trying to remove the main story missions and intro with the airport and tenpenny but keep the mini game things. like pool and the slots and poker and arcade games and such and the extra gta2 missions that are in it. but i cant figure out how to do it . been going at just that part for over 2 weeks now and i cant make it work at all. i even tryed starting with a stripped main.scm and adding the spaceeinstein parts i want but still no go. i been reading tutorials and posts and everything and it really makes no sence to me. so i broke down and decided to ask for help and i hope someone is willing to help me out . if someone could please do this for me i would greatly appreciate it . i uploaded the rar'ed main.scm and script.img im using to megaupload so i dunno if its ok to use here, if not please remove the link but not my post im very desperate . Edited July 2, 2009 by PatrickW Link to comment Share on other sites More sharing options...
trickstar34 Posted July 2, 2009 Share Posted July 2, 2009 Well can you put your main.scm in a .zip so I can access it easier? Link to comment Share on other sites More sharing options...
JonSyn Posted July 2, 2009 Author Share Posted July 2, 2009 (edited) yep sorry im so used to rar'ing everything i didnt even think about it <<<REMOVED>>> thanks for any help Edited July 2, 2009 by PatrickW Link to comment Share on other sites More sharing options...
ZAZ Posted July 2, 2009 Share Posted July 2, 2009 (edited) i posted this in the wrong thread i guess lol so i reposted here. i been working on a mod for gta sa and im getting along pretty good, till i got to the main.scm part. im using spaceeinsteins all in one modded main.scm and im trying to remove the main story missions and intro with the airport and tenpenny but keep the mini game things. like pool and the slots and poker and arcade games and such and the extra gta2 missions that are in it. but i cant figure out how to do it . been going at just that part for over 2 weeks now and i cant make it work at all. i even tryed starting with a stripped main.scm and adding the spaceeinstein parts i want but still no go. i been reading tutorials and posts and everything and it really makes no sence to me. so i broke down and decided to ask for help and i hope someone is willing to help me out . if someone could please do this for me i would greatly appreciate it . i uploaded the rar'ed main.scm and script.img im using to megaupload so i dunno if its ok to use here, if not please remove the link but not my post im very desperate . You´re not allowed to provide a download of other peoples work. Do you wonna just skip the intro mission or do you wonna remove all missions? Edited July 2, 2009 by PatrickW CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
PatrickW Posted July 2, 2009 Share Posted July 2, 2009 Indeed, download links removed. Link to comment Share on other sites More sharing options...
JonSyn Posted July 2, 2009 Author Share Posted July 2, 2009 i want all the main story line missions removed , including the intro at the air port. but i wanna keep the gta2 missions and the spaceeinstein mod sorry i didnt know i couldnt post that. Link to comment Share on other sites More sharing options...
ZAZ Posted July 2, 2009 Share Posted July 2, 2009 i want all the main story line missions removed , including the intro at the air port.but i wanna keep the gta2 missions and the spaceeinstein mod sorry i didnt know i couldnt post that. It´s a complex work to remove the missions and its starterscripts and keep the sidefeatures working. You need experience of editing main.scm and should start with a stripped main. Then read tutorial to learn how to insert scripts. And if you got it you can download my Stripped main with externscripts and submissions and insert it in that. Another way could be to set the mission check variables to the "acomplish"-value exemple: 0004: $SWEET_TOTAL_PASSED_MISSIONS = 9 but this will be the same like playing the game from beginning and ingnore just the missions. The settings to make side features work or to give access to the whole SA are mostly in the mission scripts itself. Or in the CELLFON and Mobile threads. the start code for the Intro mission is in the main thread, search for 0417: start_mission 2 this mission script includes also important settings for the following gameplay especially settings for the parachute script, so you can´t play parachuting if the intro mission was not executed. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 2, 2009 Author Share Posted July 2, 2009 i tryed using a stripped main.scm and taking the parts of the spaceeinstein mod out of the main.scm i have but it didnt work right. it would freeze randomly. i was looking for just the spaceeinstein all in one mod that wasnt already added to the main.scm so i could just add that to the stripped main but i cant find one so i doubt there is one. and trying to pull it out of one and add it to another isnt a task for a n00b lol. just sucks i put alot of time into this and now im stuck on this. i have replaced almost every vehicle , a ton of textures and loads of ped skins and othere stuff. i just wanted to make a good gta sa mod for xbox but its starting to look like its not gunna happen. been nice if i could find a stripped main with the spaceeinstein mod allready on it. Link to comment Share on other sites More sharing options...
james227uk Posted July 2, 2009 Share Posted July 2, 2009 When you say for xbox limits the possibilities. Link to comment Share on other sites More sharing options...
JonSyn Posted July 2, 2009 Author Share Posted July 2, 2009 (edited) how so? i cant run cleo mods is all iv found. i can redo the whole map, add new cars if i drop the poly counts , change skins, add scripts to main.scm....etc. as long as i dont go over a 740mb gta3.img im golden. which with almost all ehicles replaced and tons of new textures for the world im at 738mb. and othere then a slight slow down in frame rate when theres storm weather , which im sure i can fix if i resize the images in the vehicle txd's ,i havent had a freeze or a crash till i started messing with the main.scm to nix the main story. as of right now if i could just find the few scripts that the spaceeinstein mod has i use , petrol, speddometer, the car and ped spawner, enerable interiors, and dual guns , id be a happy pappy. Edited July 2, 2009 by JonSyn Link to comment Share on other sites More sharing options...
ZAZ Posted July 2, 2009 Share Posted July 2, 2009 and trying to pull it out of one and add it to another isnt a task for a n00b lol. your whole plan isnt a task for a n00b CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 well everyone was a n00b at one point. and xbox may not be able to run high poly hi res vehicles and cleo mods i feel what i have done so far is pritty awesome since every gta sa mod iv played is a handful of cars and mcD's and burgerking textures. basicly and without the main missions in the game im free to rearrange the world as i see fit without worring that a part of the story line is gunna crash. as it is like i said if i could find the few scripts that match the ones in spaceeinsteins all in one mod i would gladly just use a stripped main.scm since it would most likly be alot easier. but i cant find the mods i need and not do to lack of searching, possably do to searching in the wrongs spots tho. and as for my whole plan not being a task for a n00b, i guess youve always been a coder and gta modder ? since birth? i mean you started somewhere right? had a idea of what u wanted to do and found a way to do it. so i think ill just start with the stripped main and build up it may take longer but ill have a better chance at grasping the scripting process that way on my own. thanks for the help guys and i totaly dig the site and community thanks guys Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 well everyone was a n00b at one point. and xbox may not be able to run high poly hi res vehicles and cleo mods i feel what i have done so far is pritty awesome since every gta sa mod iv played is a handful of cars and mcD's and burgerking textures. basicly and without the main missions in the game im free to rearrange the world as i see fit without worring that a part of the story line is gunna crash. as it is like i said if i could find the few scripts that match the ones in spaceeinsteins all in one mod i would gladly just use a stripped main.scm since it would most likly be alot easier. but i cant find the mods i need and not do to lack of searching, possably do to searching in the wrongs spots tho. and as for my whole plan not being a task for a n00b, i guess youve always been a coder and gta modder ? since birth? i mean you started somewhere right? had a idea of what u wanted to do and found a way to do it. so i think ill just start with the stripped main and build up it may take longer but ill have a better chance at grasping the scripting process that way on my own. thanks for the help guys and i totaly dig the site and community thanks guys I started also as n00b, and read first the readme of the editor, first trails with parked cars then used a stripped main and insert a mod thread, then started to write my first little thread to spawn an actor with weapon. I needed a long time to understand everything of Bart Waterducks readme of BWMissionBuilder. Looking in original script to adapt fragments, writing own scripts, trail and error lets grow a knowledge of praxis but step step and needs it´s time. Thread integration into main.scm is basic knowledge. Install extern scripts is a bit more advanced. Spaceeinsteins mods are for a part normal threads and for another part extern scripts. But its really no problem to find these in his main script. A problem could be if he set global variabel checks to communicate with other scripts. I looked into your uploaded main and saw that you deleted all create_thread lines of gamestart inclusiv the mod threads. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 (edited) i can find spaceeinstens mods in the original main and i actualy got it to work with a stripped main but it stil crashs on parts. so i tryed using your stripped main with eternals and subs and adding a petrol/speedo mod i found but when i try to recompile i get this error ....... memory beyond the defined range has been accessed. DEFINE MEMORY 45441 or higher to alocate enough memory. then recompile. im using BW's SA mission builder v0.33 i didnt mess with the main i uploaded it was the original of what i had started with. but i think once i figure out this error and how to recompile successfuly ill have made a good step forward on this. EDIT: im such a moron lol , i fixed the error now it compiles but it freezes after a fee seconds into the game. Edited July 3, 2009 by JonSyn Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 i can find spaceeinstens mods in the original main and i actualy got it to work with a stripped main but it stil crashs on parts. so i tryed using your stripped main with eternals and subs and adding a petrol/speedo mod i found but when i try to recompile i get this error ....... memory beyond the defined range has been accessed. DEFINE MEMORY 45441 or higher to alocate enough memory. then recompile. im using BW's SA mission builder v0.33 i didnt mess with the main i uploaded it was the original of what i had started with. but i think once i figure out this error and how to recompile successfuly ill have made a good step forward on this. EDIT: im such a moron lol , i fixed the error now it compiles but it freezes after a fee seconds into the game. A reason can be that you hit the limit of the main size because of adding much threads. The missionbuilder normaly give you the info by compiling size 4 first segments, the limit is by 200 000 other reason can be like I said before: A problem could be if he set global variabel checks to communicate with other scripts do you have the game now on pc or only the console version? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 (edited) i just changed this line to have the same define memory as the error said to have DEFINE MEMORY 45441 ; Equals Mission Builder type global variable range $2 to $11224 and it compiled. but the issue im having now is with the script i added not working. the script i found came with the source and directions how to install it to a scm and i folowed them and it crashs my game. im using your stripped main with externscripts and submissions . i have a pc version and console version. ill test it out in that see what happens EDIT: my god man, i forgot to clear the cache and delete the savgame from the xbox after i switched the script. it was freezing everytime id get the phone call from ceasar. seams to be working now and the gas/speedometor mod is working. i think i need to get some sleep , been going at this since like 3am , almost 24 hours. lol Edited July 3, 2009 by JonSyn Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 i just changed this line to have the same define memory as the error said to haveand it compiled. yes, thats correct. but the issue im having now is with the script i added not working. the script i found came with the source and directions how to install it to a scm and i folowed them and it crashs my game. im using your stripped main with externscripts and submissions . i have a pc version and console version. ill test it out in that see what happens so I must see that script, post it here if you have permission or give a link to the source or is it a part of the All in one? Please note: Its possible to compile and copy the main.scm while game is running, and update the game by starting new game but just for testing Generaly it needs allways the main.scm and script.img of the same compiling process. But the script.img can not copied into game while game is running. So you must first quit the game and copy main and script into game. Reasons which needs main.scm and script.img of the same compiling process are: - testing a extern script which starts a thread in the main part like Basketball script. - editing extern scripts - adding threads, mission scripts or extern scripts - adding subroutines the Allinone mod includes an extern script which starts a thread in the main part its the externscript: 03A4: name_thread 'CARDRV' and it starts: 004F: create_thread ££INTROSH_1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 i used the AKMOD from gtagarage.com the source is in the download. i got it to work after i tested it on the pc and it worked it hit me that i had to clear the xbox's cache and delete the save game file it makes automaticly. its nice to finaly acomplish something, even tho it would have took anyone else minutes lol im still happy i got it workin Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 i used the AKMOD from gtagarage.com the source is in the download. there are more than one downloads CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 (edited) oh lol, its the 3rd download in the list the AKMod FULL v1.8 i linked to it. i think theres gunna be a dificulty using mods that involve key presses since the xbox controller is way difrent then a keyboard and mouse. but im reading theu the link to the script tutorial you gave me hopefully itll help Edited July 3, 2009 by JonSyn Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 oh lol, its the 3rd download in the list the AKMod FULL v1.8 i linked to it.i think theres gunna be a dificulty using mods that involve key presses since the xbox controller is way difrent then a keyboard and mouse. but im reading theu the link to the script tutorial you gave me hopefully itll help this download file includes Source.txt did you copied the scripts from Source.txt or did you decompile the main.scm to copy the scripts ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 i used the source.txt to put it into the stripped main.scm, then i decompiled the main.scm that cam with the mod and checked it against my version to make sure i had it setup right. but i was a little sketchy on it since in the scm its way difrent looking then in the source Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 i used the source.txt to put it into the stripped main.scm, then i decompiled the main.scm that cam with the mod and checked it against my version to make sure i had it setup right. but i was a little sketchy on it since in the scm its way difrent looking then in the source yes, the decompiling process gives the global variables new names. take the source text! I did it also and added the scripts into my stripped main with externscripts and submissions I downloaded it and decompiled it to have the same base as you. Akmod in_stippedmain_with_externscripts_and_submissions.txt works without problems. look into the source.txt and copy these lines: 004F: create_thread ££SpeedCounter004F: create_thread ££FuelManagement004F: create_thread ££PetrolCar004F: create_thread ££PetrolStation004F: create_thread ££SlowTime 004F: create_thread ££HeliMagnet004F: create_thread ££WeaponSelect 004F: create_thread ££CarSelect004F: create_thread ££GivenTake and add them to list of create_thread lines at the beginning of the main part now the scripts of the source.txt, it beginns with the instruction: Put these lines before: ;-------------Mission 0--------------- ; Originally: Initial 1 the scripts itself for copy beginns with ; ======================================================================================; SpeedCounter; ======================================================================================:SpeedCounter0004: $SC_Driving = 0;; integer values and ends with :CS_WaitUnpressKey_End0001: wait 0 ms00D6: if 180E1: key_pressed 0 16 ;; sprint pressed80E1: key_pressed 0 18 ;; crouch pressed004D: jump_if_false ££CS_WaitUnpressKey_End03E6: remove_text_box018C: play_sound 1052 at 0.0 0.0 0.0015D: set_gamespeed 1.004D7: lock_actor $PLAYER_ACTOR in_current_position 001B4: set_player $PLAYER_CHAR frozen_state 1 (frozen)0002: jump ££CS_Loop after that are only additional instructions: And to finish, the GXT files modifications:------------------------------------------- To modify GXT files, use for example 'GTA SA GXT Editor' by Hammer. Add the script above of ;-------------Mission 0--------------- the end of your addon should look like that: :CS_WaitUnpressKey_End0001: wait 0 ms00D6: if 180E1: key_pressed 0 16 ;; sprint pressed80E1: key_pressed 0 18 ;; crouch pressed004D: jump_if_false ££CS_WaitUnpressKey_End03E6: remove_text_box018C: play_sound 1052 at 0.0 0.0 0.0015D: set_gamespeed 1.004D7: lock_actor $PLAYER_ACTOR in_current_position 001B4: set_player $PLAYER_CHAR frozen_state 1 (frozen)0002: jump ££CS_Loop;-------------Mission 0---------------; Originally: Initial 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 3, 2009 Author Share Posted July 3, 2009 yep it works great my sons been running around for almost 5 hours now without a crash ZAZ did you get the "save anywhere mod" to work n your stripped main? i seen a few years back you had a post about issues with it. and thats the next mod im trying to add but im not sure on the gosub things so im still searching for help Link to comment Share on other sites More sharing options...
ZAZ Posted July 3, 2009 Share Posted July 3, 2009 (edited) yep it works great my sons been running around for almost 5 hours now without a crash ZAZ did you get the "save anywhere mod" to work n your stripped main? i seen a few years back you had a post about issues with it. and thats the next mod im trying to add but im not sure on the gosub things so im still searching for help No, I didnt add it. You mean Bart Waterducks script of the All in one mod. He just made a gosub to R* original PSavescript 0050: gosub ££PSAVE1_118 How old are your sons? Edited July 3, 2009 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
JonSyn Posted July 4, 2009 Author Share Posted July 4, 2009 (edited) my son is 3 1/2. ahh tried adding some missions and now i get entirely random crashs Edited July 4, 2009 by JonSyn Link to comment Share on other sites More sharing options...
ZAZ Posted July 4, 2009 Share Posted July 4, 2009 my son is 3 1/2.ahh tried adding some missions and now i get entirely random crashs please describe a bit more detailed, what have done? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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