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[REL|SA] VCS Hud Mod


riquenunes

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This mod brings VCS Hud into your San Andreas, it's maybe the most accurate VCS hud mod you'll see, from the radar size, to weapon icons position. Of course such a mod couldn't be done all by myself, so I'm very thankfull for the following folks:

 

* Wesser for the original script and textures (Windshield GUI and Location Text mods) - This mod wouldn't be possible without these two mods, so show him some respect guys.

* SilentPL for CLEO 4 version, LOTS of changes and help with the script.

* voodoo48 for Vice City font.

* NTAuthority for subtitles font (Eurostile).

* AlexanderBlade for InterfaceEditor.

* Deji for finding the memory adresses used on hud colors (text and blips)

* h3nr1qu3 (ME) for modding Wesser's original script, some weapons icons, textures and colors script.

 

Install instructions:

Extract the files into your San Andreas main folder and you should be good to go. Make sure you have SA 1.0us, CLEO 4, and no other scripts that draws images over the screen (like blood on the screen or speedometer mods).

 

Pics:

user posted image

user posted image

user posted image

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user posted image

 

 

Mirrors untill files are aproved on GTAGarage:

v1.0:

http://www.4shared.com/file/Kp64Tc8K/vcs_hud_mod_v10.html

 

v1.5:

http://www.4shared.com/file/agbgRjtu/vcs_hud_mod_v15.html

 

Changelog:

* hudcolors.cs is now included in hud script, so there's no need for hudcolors script anymore.

* Some more optimizing to the script.

(All changes were made by SilentPL biggrin.gif)

 

Before installing it, delete hudcolors script from your CLEO folder, as it is not needed anymore.

 

Have fun. smile.gif

Edited by H3NR1QU3
  • Like 1
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This looks awesome, (even though i already had it by you sending me it tounge.gif ) Hope you make more mods like this!

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HEY MAN HOW ARE YOU smile.gif

 

THAT'S WHAT IM TALKING ABOUT cool.gif

 

GOOD JOB HOMIE REALLY inlove.gif

 

AND NICE FONT YOU ARE THE BEST icon14.gificon14.gif

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@G-Unit R.I.P: I dont think he made the font, i think he got it from GTAGarage

Yup

 

 

*voodoo48 for Vice City font.
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Looks awesone, good work smile.gif

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Holy crap! I can't believe! I guess you edited those pics! LOL

It's the most similar VCS HUD ever made I have ever seen in my entire life!

AMAZING! inlove.gif

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This is great, very good job! I love it.

But what if you got armour and you're in the water too? where does the water/armour bar appears?

 

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This is great, very good job! I love it.

But what if you got armour and you're in the water too? where does the water/armour bar appears?

I think while in water the armour bar disappears and gets replaced with the Water bar instead of it getting collided with the Armour bar

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This is great, very good job! I love it.

But what if you got armour and you're in the water too? where does the water/armour bar appears?

I think while in water the armour bar disappears and gets replaced with the Water bar instead of it getting collided with the Armour bar

Exactly. smile.gif

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This looks exploitable enough to be used for an SA-to-VC map conversion, and it's even better than the one in found in Dageron's LCS mod.

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  • 2 weeks later...
GTA3Betalover
It looks very nice , I will test it right now

Yeah it's look awsome I Will test it biggrin.gif

Why is the forum so complicated......And the people :(

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  • 3 weeks later...

really really really really really nice, remembers me to old times.

have some cookies cookie.gifcookie.gifcookie.gificon14.gif

 

happy new year btw

/watch?v=Rr8ljRgcJNM

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sorry for bumping...but i found a bug on this mod...

here is a screenshot :

user posted image

it always happen after playing pool...

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This happens because of releasing pool TXD Dictionary, I can easily make a "Reload TXD" key to fix that.

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As far as I can tell, for 038F you can freely use any ID between 0 and 80.

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No, it's more correct to say that ID is 1-based and it goes from 1 to 128. You've probably confused hexdecimal value with decimal (0x1 to 0x80). wink.gif

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Reload TXD? Will that work for all CLEO mods that use TXD dictionaries or just this one?

If I'd do that, then it will reload only VCS HUD textures.

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Similar to every kind of rendered things stored in a limited pool which needs to be updated each frame the game performs, textures have their own single pool with 128 items. Although the pool is unique for all threads created, we must release the TXD Dictionary when it is no longer needed, else the game will leave them even if they're useless. confused.gif

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The opcode named "release_txd_dictionary" (which I renamed "release_textures" in the OpcodeDB) unloads all script related textures. Thus, I try to avoid doing this to allow a chance for other mods to survive. Rockstar seemed to actually leave textures loaded until they needed to load new ones.

 

Wesser, you've probably noticed the use of "script" before handling script textures... I've felt it would be possible to create new space for textures to allow keeping textures unique to each CLEO thread.

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It'd require a lot of work then. The issue occurs when we assign different pool to each thread, because they works simultaneously and even their instructions are executed at the same time. So, every threads wouldn't always return to their fixed pool. turn.gif

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  • 9 years later...

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