Silent Posted September 29, 2010 Share Posted September 29, 2010 (edited) Global Positioning System mod What is it? Download mirror Installation Usage Known bugs What is it?This mod is a first one, that brings real satelite navigation in SA.Mod can navigate you straight to target marker position, including leading to highways. Download mirrorMIRROR ON GTAGInstallation Extract files from archive to game directory. Open gps.ini from CLEO folder and configure mod settings as you want (more information about options in gps.ini file). [optional] Download voices and extract them to game directory. [optional, but recommended] Download latest routes.dat build and extract it to game directory. Usage Press F12 in vehicle after placing target marker on map to enable GPS. Note that you might have to press that button for about 0.5s. Pressing F12 again or getting out of the vehicle will disable mod. Known bugs Sometimes GPS leads are inaccurate (routes.dat updates should solve some of that problems, so please check regularly for updates). [only for CLEO3] Voices sometimes gets stuck (enabling and disabling game menu solves it) and they're played unsmooth. [only for slow PC's] Voices gets bugged in SA-MP (if you have Dual or Quad Core CPU, then setting gta_sa.exe process to all CPU's should help, it's SA-MP bug). Made by SilentGFX art by Spray/Witex15 Edited May 2, 2011 by SilentPL DK22Pac 1 Link to comment Share on other sites More sharing options...
lolleroz Posted September 29, 2010 Share Posted September 29, 2010 THIS IS MADN....This is awesome! Good job, if I would still play SA I would definately D/L this. Link to comment Share on other sites More sharing options...
Spider-Vice Posted September 29, 2010 Share Posted September 29, 2010 Holy f*cking sh*t! Can't wait for release. RyanDri3957V 1 GTANet | Red Dead Network | black lives matter | stop Asian hate | trans lives = human lives the beginning is moments ago, the end is moments away Link to comment Share on other sites More sharing options...
Adler Posted September 29, 2010 Share Posted September 29, 2010 Wow sounds great! Is it possible to have those lines on the radar that highlight what path to take like on the real GPS? It sounds pretty complicated but I'm sure you can do it... You're one of the best coders I know! Link to comment Share on other sites More sharing options...
TheSiggi Posted September 30, 2010 Share Posted September 30, 2010 Damn, that sounds absoloutly nice :lol! Really looking foreward to use it Link to comment Share on other sites More sharing options...
Silent Posted September 30, 2010 Author Share Posted September 30, 2010 Is it possible to have those lines on the radar that highlight what path to take like on the real GPS? Sadly it won't be possible, so GPS also won't recognize blind ways (streets that have connection with only one road, like Grove Street or street new Loco Low Co). GPS is working for now, but I have to make that instructions more accurate - for now mod has problems with some roads, like confusing Las Colinas ones. Also I have to test it deeply on whole San Andreas state. Link to comment Share on other sites More sharing options...
gangmug Posted September 30, 2010 Share Posted September 30, 2010 man cant wait for the release. Link to comment Share on other sites More sharing options...
Silent Posted September 30, 2010 Author Share Posted September 30, 2010 Added new optional feature: http://i1178.photobucket.com/albums/x362/S...ki/ff4d63f9.jpg However that arrow shows way to marker in straight line, it isn't connected by GPS leads. Link to comment Share on other sites More sharing options...
vans123 Posted September 30, 2010 Share Posted September 30, 2010 hehe that arrow is pretty COOL...MIDNIGHT!xD Link to comment Share on other sites More sharing options...
Silent Posted October 2, 2010 Author Share Posted October 2, 2010 (edited) After 2 days of working, got that arrow to work properly To-do: fix some bugs with GPS leads tell mod that highways exists (she [GPS has female voice] can't drive properly from SF to LV so far) - DONE! block overlapping commands (sometimes when car is stopped, GPS can tell 'after 200 meters turn left' or sth repeatedly) add some INI options - DONE! add support for some CLEO4 options (mod will recognize if you're using CLEO3 or CLEO4 by itself) - DONE! test in game test in game test in game again release! Edited October 10, 2010 by SilentPL Link to comment Share on other sites More sharing options...
Rider916 Posted October 3, 2010 Share Posted October 3, 2010 say man this is too good to be true, gotta try it out!!! Link to comment Share on other sites More sharing options...
NTAuthority Posted October 3, 2010 Share Posted October 3, 2010 Hm, sounds nice, and I hope it works well! I wonder, did you implement this using manual reading of path nodes, using stuff like the 'get next route' command, or did you use some other weird hacks? Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Silent Posted October 3, 2010 Author Share Posted October 3, 2010 Hm, sounds nice, and I hope it works well! I wonder, did you implement this using manual reading of path nodes, using stuff like the 'get next route' command, or did you use some other weird hacks? I've used get_path_nearest_to_coords opcode, but I'll have to implement some constant points manually, like ramps to highways etc. Link to comment Share on other sites More sharing options...
Wesser Posted October 3, 2010 Share Posted October 3, 2010 I wondered the same question as NTAuthority said but how did you manage to work with that opcode? To be more correct, there are a few opcodes which are really similar and have a "type" or "in_direction" param. These descriptions don't mean anything but I found out they were used by R* to skip the nearest route path and get the next closest one by a specified number (from 0 to n). What's your ace in the hole? Does the arrow follow each route path found? If so, it'll rotate every time the route changes. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Silent Posted October 3, 2010 Author Share Posted October 3, 2010 I wondered the same question as NTAuthority said but how did you manage to work with that opcode? To be more correct, there are a few opcodes which are really similar and have a "type" or "in_direction" param. These descriptions don't mean anything but I found out they were used by R* to skip the nearest route path and get the next closest one by a specified number (from 0 to n). What's your ace in the hole? Does the arrow follow each route path found? If so, it'll rotate every time the route changes. 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 [email protected] 1.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] Simple and easy Arrow is pointing straight to target marker, not to paths. Link to comment Share on other sites More sharing options...
Wesser Posted October 3, 2010 Share Posted October 3, 2010 So how do you call it GPS if there's no indicator which shows the real path to follow? I cannot see that in the first picture though. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Silent Posted October 3, 2010 Author Share Posted October 3, 2010 Wait, wait. I'm talking above white arrow above my car - pointing to target marker. Textures and voices are showing path way, and it is working ~75% fine 'Telling' GPS about highways and other constant points for now... Link to comment Share on other sites More sharing options...
Wesser Posted October 4, 2010 Share Posted October 4, 2010 Yeah, I realized it by myself before your answer. There should be a better way like R* made with DRIVE_TO task which always follow the shortest path. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
69_black_69 Posted October 5, 2010 Share Posted October 5, 2010 Is this real ? Oh my f*cking god, i cant believe it. Im never look in coding section, because it was boring. But when i saw this.. OH my f*cking god!!! I dont know it can be made, cos i dont know nothing about coding Link to comment Share on other sites More sharing options...
Silent Posted October 10, 2010 Author Share Posted October 10, 2010 (edited) Completed path routing, GPS now will recognize highways However that option will read data from external routes.dat file, which will be updated often (and will be uploaded on GTA Garage separately, like voices will be). So when first release will be uploaded, that option might be still a bit buggy, but DAT updates will solve all bugs. I think that files for map mods would be done too*. BTW. Sadly mod will work ONLY with normal SA map, or maps that have car paths! * Because routes.dat will have map coordinates, INI file will allow to disable routings, to prevent leading to SA highways when user has modded map. Because that CLEO is one of my biggest and the most complex mods, at the moment I have 21 backups of source on my PC - one backup after each important change Edited October 10, 2010 by SilentPL Link to comment Share on other sites More sharing options...
Mak Posted October 12, 2010 Share Posted October 12, 2010 awesome mod keep up the good work cookie's for you: Link to comment Share on other sites More sharing options...
Silent Posted October 12, 2010 Author Share Posted October 12, 2010 To-do: fix some bugs with GPS leads Only one thing to do left Link to comment Share on other sites More sharing options...
Deji Posted October 12, 2010 Share Posted October 12, 2010 Silent deserves Rockstars Modding Award for this (not sure where the apostrophe goes in that one x0) Link to comment Share on other sites More sharing options...
Mak Posted October 13, 2010 Share Posted October 13, 2010 To-do: fix some bugs with GPS leads Only one thing to do left you the man, man..........this has to get an award like deji said @deji:u one great modder lol (sorry for off topic) Link to comment Share on other sites More sharing options...
Silent Posted October 14, 2010 Author Share Posted October 14, 2010 Mod is finished, currently I'm doing some finish stuff, like readme etc. I think that I'll upload files (files - script, Polish and English voices, routes.dat file will be separated uploads - voices are optional, and routes.dat will be updated more often than script) soon, in around 30 minutes. Link to comment Share on other sites More sharing options...
Mak Posted October 15, 2010 Share Posted October 15, 2010 Mod is finished, currently I'm doing some finish stuff, like readme etc.I think that I'll upload files (files - script, Polish and English voices, routes.dat file will be separated uploads - voices are optional, and routes.dat will be updated more often than script) soon, in around 30 minutes. i'm going to faint lol, awesome looking forward and SilentPL if gta garage is going to take time why don't u upload it somewhere else cause i can't wait another day Link to comment Share on other sites More sharing options...
riquenunes Posted October 15, 2010 Share Posted October 15, 2010 Great job man, I'm sure gonna try this out. Also, thanks for the little tip about those timer stuff, made things a lot easier. Link to comment Share on other sites More sharing options...
Silent Posted October 15, 2010 Author Share Posted October 15, 2010 Mod has been uploaded on GTA Garage, soon I'll upload mirror on GTAG too. Link to comment Share on other sites More sharing options...
_CP_ Posted October 15, 2010 Share Posted October 15, 2010 Mod has been uploaded on GTA Garage, soon I'll upload mirror on GTAG too. No przecie to to samo Link to comment Share on other sites More sharing options...
Silent Posted October 15, 2010 Author Share Posted October 15, 2010 Mod has been uploaded on GTA Garage, soon I'll upload mirror on GTAG too. No przecie to to samo GTAG = GTA Gangstas Uploaded: http://gtag.gtagaming.com/forums/index.php...ads&showfile=72 Link to comment Share on other sites More sharing options...
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