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V6.1 Released!


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V6.1 released! - Download

 

We just released V6.1. We fixed some major bugs and added quite a few new features.

 

Bug fixes

  • Fixed "outro not starting" after a progress file was loaded
  • Parachutebug: activation of parachute script was hanging in DYOMintro texts.
  • untranslated colorcodes when editing existing objective text
  • Dead enemies who were objectives will now be hidden after being killed.
  • Stability: Several bugs have been fixed that should prevent the random crashes when entering mission triggers

New features

  • Mission rewards: money and several "between missions" free-roaming settings (weather, riotmode, peds/cars enabled, wanted level)
  • Clean Start of storyline: reset money,remove weapons,reset health
  • Mission triggers no longer possible in interiors.
  • Player Stronger in designer mode & no hunger & no drowning
  • New Special objective: Remove Weapons
  • New Special objective: talk on phone
  • new animation: jump forward
  • Actors possible to sit/enter missioncar (e.g. pickup someone with your missioncar)
  • In designmode always only show the selected and 3 closest non-selected checkpoints as sphere.
  • Enabled all wasted/busted respawn points (spawn at nearest hospital/police when wasted/busted)
  • Option to use "enter" to make choices during browsing and in menu's
Have fun with DYOM V6.1. wink.gif Thanks to Chimpso for testing!
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Splendid! I'll be testing it out right away.

 

 

EDIT: Alright I've done some quick testing and found a few things you should look into:

 

- Objective actors can still not be hidden.

- The "Jump Forward" animation should be edited to allow AI to climb over walls, fences, ect.

- The "Talk on Phone" special objective does not give a player an actual phone. Only the animation of taking the phone out and talking is there.

Edited by Tug66666
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@mati1501

You can... Use the 'f' to cancel selections..

 

 

Splendid! I'll be testing it out right away.

 

 

EDIT: Alright I've done some quick testing and found a few things you should look into:

 

- Objective actors can still not be hidden.

- The "Jump Forward" animation should be edited to allow AI to climb over walls, fences, ect.

- The "Talk on Phone" special objective does not give a player an actual phone. Only the animation of taking the phone out and talking is there.

1) The change description may be somewhat deceiving, but the idea is, that after you killed the objective actor, the corpse will dissapear if you walk out of sight. When you return back, in the past the corpse was still there.

2) That would be nice, maybe for a future release, now it was just meant to jump.

3) We will look into it. [EDIT... see below]

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For those that have downloaded a version before the postdate of this post, please download V6.1 again. We've fixed a small bug that did not display the phone in the hand of the player during the "talk on phone" objective.

 

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How to set that exapmple i complete the mission and i get money is this possible

Mission rewards are only enabled in "storyline mode", as in playing seperate missions, money and other rewards don;'t have a meaning, as you will drop back to designmode after the mission anyway.

 

You can set the rewards for a mission, when defining the mission trigger. During that, you will get a menu with the various new options for mission rewards:

  • You can give money
  • Enable/Disable riotmode
  • enable/disable peds and traffic
  • enable/disable option to get a wanted level
  • switch to a certain type of weather
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Congratulations PatrickW and Dutchy3010. I like the new features but I do not know how to use these features: tounge.gif

Bug fixes:

Fixed "outro Not starting " after a progress file loaded WAS

 

New Features:

Actors possible to sit / enter missioncar

In designMode always selected and only show the closest non-selected 3 checkpoints as sphere.

 

I want to explain, if anyone is willing.

Folks are very good features. Thanks for the mod and keep it up.

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Congratulations PatrickW and Dutchy3010. I like the new features but I do not know how to use these features: tounge.gif

    Bug fixes:

    Fixed "outro Not starting " after a progress file loaded WAS

 

There was a bug in V6.0, that once you loaded a progressfile, the outro-mission would no longer start after the last mission had been pasted, as it was supposed to. This has now been fixed in V6.1

 

 

 

    New Features:

    Actors possible to sit / enter missioncar

 

The first one means, that when a actor is spawned that has an animation of "enter nearest car" or "sit in nearest car", it also takes the car in consideration, that the player has entered as an objective car before. But this only works as long as there are only checkpoints or special objectives been since then.

Example scenario:

 

  • Define a objective car in groove street, that the player needs to enter.

     

  • Now spawn a regular actor somewhere that you are supposed to pickup.

     

  • Add an objective checkpoint in front of that actor.

     

  • Hide the actor you spawned before

     

  • Spawn the same actor in the same location, but now with a "enter nearest car" animation.

     

  • Add an objective checkpoint, somewhere where you are supposed to take the actor.

     

This way you can have the player pick someone up with his car.

 

 

 

    In designMode always selected and only show the closest non-selected 3 checkpoints as sphere.

 

The gta SA engine has a limit on the number of checkpoint sphere's it can display at the same time. In previous versions you would notice that when you added a lot of checkpoints, at a certain point the checkpoints wouldn't be displayed in designmode anymore, and you had to "blindly" place them. It has now been changed, that only the selected objective and the 3 nearest non-selected checkpoints are shown as a sphere in designmode. This way, the engine is always able to display a sphere when you add a new checkpoint.

 

 

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Hey PatrickW i found other one i dont know is this bug ok here it is

 

Here is what happened i was designing missions and i finished it then i hited play missions it was one of zombiem mission i fighted with zombies but then when i lost health by the zombies it ran slowly back up is this bug

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Hey PatrickW i found other one i dont know is this bug ok here it is

 

Here is what happened i was designing missions and i finished it then i hited play missions it was one of zombiem mission i fighted with zombies but then when i lost health by the zombies it ran slowly back up is this bug

mmmh, doesn't sound good. But I can imagine how that would happen.. We'll do some testing and try to fix this asap..

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Nope they'r not in (yet). We tried, but did have trouble to get it working stable. So we skipped it because we wanted to get this version out to get rid of the annoying crashes. If we're able to get it stable, it will appear in a future release.

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Guys, you do better and better Hoprfully we'll see great version of DYOM, allowing us to make great missions.

Version of DYOM that won't limit us with creativity

 

Keep on

 

C00kiehZ for ya'll

 

 

user posted image

 

 

Didn't let me to post that much emoticons, but well...

Took me 20 mins to make this wink.gif

 

Original:

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You can try, as we couldn't reproduce that, we could not fix it specifically.But we've solved a couple of general stability bugs, so it might be resolved.

Well i got a similar bug, when i created one actor in Grove Street and i used a jetpack to fly away to another place, it crashed in the middle of the flight. Might be my SA suicidal.gif

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I'm glad to see that the parachute bug has been looked at and possibly fixed. I'll be downloading this and using it to finish a mission I'm half way through with, and then I'll try my old missions with parachutes.

 

Oh, I'm not sure if you know or not, but is the bail of car feature in GTA (where you jump out of a speeding car) an external script like the parachute script? Because if so, will bailing out of cars work flawlessly now?

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