aStiffSausage Posted July 23, 2011 Share Posted July 23, 2011 (edited) Welcome! Here I'll be uploading, updating and informing about any mods I'll make. Ask anything, request anything, at minimum I'll be trying. GTAGarage - 2-Color Main.scm [FINAL][MAIN.SCM] Allows secondary car color to be changed on any vehicle which enters TransFenders or other tuning shop. No need for starting new game in most cases! GTAGarage - AmmoLimit [FINAL] Allows you to limit your weapons ammo. Includes .ini-file! GTAGarage - New HUD [WIP] Improves HUD elements by re-sizing and re-positioning them GTAGarage - Vehicle CleoSpeed-Pack [WIP] NOW UPLOADED AND IMPROVED AS THEIR OWN MODS, NOT AS A PACK! Contains four Cleo-mods: Speedometer Speedlimit Ignition WantedLights GTAGarage - HUD & Radar Enabler/Disabler [FINAL] Allows you to enable/disable most of the HUD elements GTAGarage - Regeneration [WIP] Your health will regenerate if damage isn't taken in a while. GTAGarage - Slowdown [FINAL] Allows you to control game-speed by simple keypresses. GTAGarage - Digital Speedometer v1.1 - Fix #3 [FINAL] Simple and compact digital speedometer with gears, supports MPH and KPH and includes a configuration file. Configuration file is reloaded every time you re-enter your vehicle. Note: Removed reload-function in Fix #3, caused speedometer to disappear randomly! GTAGarage - Speedlimit v1.0 Enhanced Rewritten script, more compact and less laggy Added .ini-file for easy speedlimit configuration GTAGarage - Oksu's General Car Control v1.0 General control over current vehicle, including engine and light switches, and radio volume changing while in car. GTAGarage - Oksu's Handling Helper v2.0 Allows you to get more info about handlings while in-game, mostly about acceleration times. Any of the mods haven't been tested on Cleo 3, some of those might work, some not. For more info about each mod, see mod-page on GTAGarage. GTAGarage - HD Roadsignfont [WIP] Changes San Andreas original low quality roadsign font to more detailed one. GTAGarage - Radio-fix for Vehicle Audio Loader Thanks to Fastman92 for creating this plug-in. This mod is a new configuration for his plug-in, removing radios from vehicles that aren't supposed to have one, and adds emergency-radio to some vehicles. Edited August 6, 2012 by oksa8 Link to comment Share on other sites More sharing options...
BnB Posted July 24, 2011 Share Posted July 24, 2011 Nice but I guess you could have added more features. PS: You should PM a mod instead. Link to comment Share on other sites More sharing options...
aStiffSausage Posted July 25, 2011 Author Share Posted July 25, 2011 PM'd already about it, (I think it was Andrew ) And, I also thought of something of adding armor-regeneration with slower regen-rate. And also, suggest something Link to comment Share on other sites More sharing options...
BnB Posted July 26, 2011 Share Posted July 26, 2011 PM'd already about it, (I think it was Andrew ) Obviously you need to PM some one again. Link to comment Share on other sites More sharing options...
aStiffSausage Posted July 26, 2011 Author Share Posted July 26, 2011 2 PM's already sent, 2 more going... And, some real on-topic stuff: Soon uploading new version of HUD/Radar Enabler/Disabler, with keypress-combos for: Disabling and enabling HUD (CTRL+Shift+1) Disabling and enabling radar (CTRL+Shift+2) Disabling and enabling car name display (CTRL+Shift+3) Disabling and enabling zone name display (CTRL+Shift+4) Disabling and enabling all above (CTRL+Shift+5) And I'm also working on new version of Regeneration, which has armor regeneration, which fills up really slowly and get's filled to about 50%, and health regeneration is limited to 70-80%. Link to comment Share on other sites More sharing options...
aStiffSausage Posted August 3, 2011 Author Share Posted August 3, 2011 See the first post for newest mod, Slowdown! Info about usage of the mod and what it does can be found from first post or from clicking the link above. Oh, and sorry for double post Link to comment Share on other sites More sharing options...
Gramps Posted August 4, 2011 Share Posted August 4, 2011 I don't think Slowdown or Regeneration would classify as a reality mod. Good work anyways ! Can you create a script so that radio is always off in vehicles? Link to comment Share on other sites More sharing options...
aStiffSausage Posted August 4, 2011 Author Share Posted August 4, 2011 (edited) Alright. HUD & Radar Enabler/Disabler v3.0 Final uploaded on GTAGarage, more info can be found from first post or from GTAGarage. Methodunderg: I think it's better to post them in here instead of making separate topic. Edited August 4, 2011 by oksa8 Link to comment Share on other sites More sharing options...
fastman92 Posted August 4, 2011 Share Posted August 4, 2011 0A8C: write_memory 0x004EA03B size 2 value 0xC030 virtual_protect 1 // xor al, al0A8C: write_memory 0x004EA03D size 2 value 0x9090 virtual_protect 1 // nop, nop0A8C: write_memory 0x004EA03F size 1 value 0x90 virtual_protect 1 // nop Now radio will play when game is slowed down. This address is for GTA San Andreas v1.0 [uS] HOODLUM No-CD Fixed EXE Link to comment Share on other sites More sharing options...
aStiffSausage Posted August 5, 2011 Author Share Posted August 5, 2011 Fastman 92 I owe you. Where you're getting all of those addresses, do you find them by yourself, SannyBuilder forums or what? And something about Cleo-mods... Video coming really soon, and I finally got my Window Crash -mod to work. And it's uploaded on GTAGarage. Link to comment Share on other sites More sharing options...
aStiffSausage Posted September 9, 2011 Author Share Posted September 9, 2011 (edited) Vehicle CleoSpeed-Pack finished! Contains following mods: -Speedometer -Speedlimit -Ignition -WantedLights Read more from here and download. Edited September 10, 2011 by oksa8 Link to comment Share on other sites More sharing options...
fastman92 Posted September 11, 2011 Share Posted September 11, 2011 Fastman 92 I owe you. Where you're getting all of those addresses, do you find them by yourself, SannyBuilder forums or what? And something about Cleo-mods... Video coming really soon, and I finally got my Window Crash -mod to work. And it's uploaded on GTAGarage. I have IDB for IDA Pro and i have already basic addresses which are pointed by. I`m using Cheat Engine too. So for game speed i have already: 0x00B7CB64 - fGameSpeed I know radio is disabled by checking this adress. I added this float to Cheat Engine and used "Find out what points to". Then i have about 5 addresses of ASM instructions which check it. I can modify a pointer in each of 5 adresses to new adress with float e.g 1.0, one of them will cause GTA plays radio. After all i came to conclusion it is checked by function: 0x00561AD0 - void _isGameSlowedDown() I`m checking it in IDA. char __cdecl isGameSlowedDown(){ return fGameSpeed < 1.0;} It returns true if fGameSpeed is lower than 1.0. But it is still a function and i shouldn`t mess it up. So that i`m using Cheat Engine to find out Return adress of function. This is one adress which calls isGameSlowedDown. I got adress: 0x004EA040 I go to it in IDA Pro I see what`s above: .text:004EA03B call _isGameSlowedDown.text:004EA040 test al, al.text:004EA042 jz short loc_4EA051.text:004EA044 mov [esp+14h+var_10], -100.0.text:004EA04C jmp loc_4EA157 al is result from isGameSlowedDown here. jz short loc_4EA051 - jump if zero, it is where i want the code to jump jmp loc_4EA157 - when game is slowed down game would jump there So that one of possibilities to prevent checking if game is slowed down is to set eax to 0: xor al, al - set al to 0 But xor from above takes 2 bytes. We need to NOP bytes after xor al, al until 004EA042 jz short loc_4EA051 NOP - 0x90 hex code, do nothing, just go through instruction Now jz will always jump, because al is zero, it tests if al is zero. Link to comment Share on other sites More sharing options...
aStiffSausage Posted September 26, 2011 Author Share Posted September 26, 2011 About Speedometer: Going to fix few things in it. #1: If CJ is passenger, speedo is still shown #2: If vehicles health is over 1000, health meter gets bugged. #3: Second version made with more realistic speed, read below for more info. Update will be uploaded on GTAGarage next weekend, hopefully GTAG staff will become a little more active and approve Vehicle CleoSpeed-pack after over two weeks... And about more realistic speed, I'll be also including fixed version of Speedlimit-mod so the speeds will be matching. And it'll also include a little speedtest-script which shows your current speed when pressing Z, no matter if on foot or in vehicle. Also includes source for your own needs. I've used speedtest-script to check most realistic "speedmultiplier", and I've come to result that 2.5 is pretty realistic. Walk speed: 5 km/h Jogging: 13 km/h Sprinting: 20-30 km/h (Hard to measure, it's changing really fast). In vehicle: Around 100-200 km/h for each vehicle, needs fitted handlings. Hydra: ~450 km/h, maybe a slightly over. And, you can measure how much your current car would go with new speedo, as the multiplier in current speedometer is 3.3, and now it's 2.5. 3.3/2.5*CAR SPEED= Real car speed I hope I'm getting few responses is this wise move, as the car's are really fast at speeds over 200 km/h. Link to comment Share on other sites More sharing options...
fastman92 Posted October 16, 2011 Share Posted October 16, 2011 02E3: [email protected] = car [email protected] speed Unit of stored value: map points per second One map point is assumed to be one meter from real life and it works this way in game statistics. But speedometers in vehicles show value in unit KM\H or MPH\H. It is simple math as follows. Sample speed is 60.0 meters per second and needs to be converted into KM\H 60 meters \ second ? meters \ hour hour contains 60 minutes * 60 seconds = 3600 seconds 60*3600 meters \ hour 216 000 meters \ hour as you know, 1 KM = 1000 M (216 000 \ 1000) kilometers \ hour 216 KPH It can be done simpler. We know (one meter per second) 3.6 of KMH. (1 meter * 3 600) / 1 000 = 3.6 02E3: [email protected] = car [email protected] speed // returned meters per [email protected] *= 3.6 // now it is kilometers per [email protected] /= 1.609344 // in case if you wanted to convert it into MPH Hydra reaches 75.0 meters per second, 75.0 * 3.6 = 270.0 KPH Infernus: around 61.5 * 3.6 = 221.4 KPH Link to comment Share on other sites More sharing options...
aStiffSausage Posted October 16, 2011 Author Share Posted October 16, 2011 Fastman92 First one was made by experimenting, and I made second speedometer depending from running animations. I can, of course, fix that, as I didn't know this part: Unit of stored value: map points per second One map point is assumed to be one meter from real life and it works this way in game statistics. Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 20, 2011 Author Share Posted November 20, 2011 (edited) EDIT: All done, all gone... Edited June 21, 2012 by oksa8 Link to comment Share on other sites More sharing options...
aStiffSausage Posted December 7, 2011 Author Share Posted December 7, 2011 AmmoLimit released! AmmoLimit allows you to limit your weapons ammo through .ini-file, which you can reload during game and even disabling it! Link to comment Share on other sites More sharing options...
aStiffSausage Posted December 13, 2011 Author Share Posted December 13, 2011 2-Color Main.scm published! Allows secondary car color to be changed on any vehicle which enters TransFenders or other tuning shop. In most cases doesn't require starting new game! Link to comment Share on other sites More sharing options...
Gramps Posted December 16, 2011 Share Posted December 16, 2011 Keep it up bro ! xD Link to comment Share on other sites More sharing options...
fastman92 Posted December 28, 2011 Share Posted December 28, 2011 The source of Slowdown script looks crappy, but it isn`t mine.. 0A8C: write_memory 0x004EA03B size 2 value 0xC030 virtual_protect 1 // xor al, al0A8C: write_memory 0x004EA03D size 2 value 0x9090 virtual_protect 1 // nop, nop0A8C: write_memory 0x004EA03F size 1 value 0x90 virtual_protect 1 // nop Why can`t you put it after 03A4: name_thread 'SLOW' One these values are written to memory (executable code is modified), it doesn`t need to be written hundred of times again. Link to comment Share on other sites More sharing options...
aStiffSausage Posted December 28, 2011 Author Share Posted December 28, 2011 Oh... Well, I'm not really as professional with memory writing and reading as you. If I manage to do something that works, then it's fine for me, but if there's clear improvement, then why not to update it? But it also works this way, and I haven't really noticed any lagg in the script or crashes caused by it. Link to comment Share on other sites More sharing options...
G-Modifications Posted December 29, 2011 Share Posted December 29, 2011 I've got a question about the 2-Color mod: does it really work? Because the second color is in the dff file. G-Modifications Link to comment Share on other sites More sharing options...
aStiffSausage Posted December 30, 2011 Author Share Posted December 30, 2011 It ALLOWS you to buy it for every vehicle, so if the vehicle doesn't have the secondary color included in the .dff-file, then it won't have any effect. It's useful if you've modded lots of vehicles and some of them require secondary color buyable in modding shop, but you can't get it to fit in the original cars. Link to comment Share on other sites More sharing options...
G-Modifications Posted December 30, 2011 Share Posted December 30, 2011 Aah, now I understand it. I haven't download your mods, but that is the first thing I'm going to do today. The descriptions look good! G-Modifications Link to comment Share on other sites More sharing options...
aStiffSausage Posted December 31, 2011 Author Share Posted December 31, 2011 Glad to hear that. And some other news: I've been pretty busy with real life, and other things, and I haven't done much development on any mods, but I'll keep trying to get everything finished up. And thanks to Citroman for making a preview video for my mods, you can find the video from first post! Link to comment Share on other sites More sharing options...
G-Modifications Posted December 31, 2011 Share Posted December 31, 2011 I've downloaded them and I have to say they are really good. I'm also working with my Speedometer Pro, but there are some problems and I don't know how to fix that. I even don't know what the problem is. All textures after the 19th are white. So I can't release it. I whise everyone a happy new year! G-Modifications Link to comment Share on other sites More sharing options...
aStiffSausage Posted January 1, 2012 Author Share Posted January 1, 2012 (edited) Hmm, let's take the Speedometer Pro thingy into PM's, or into III ERA Coding section? -EDIT- Edited June 15, 2012 by oksa8 Link to comment Share on other sites More sharing options...
Silent Posted January 1, 2012 Share Posted January 1, 2012 AmmoLimit v2.0 Ped-edition - This one also affects peds ammo too, with it's own .ini-file. IMO not a good idea, as it could screw up some missions. Link to comment Share on other sites More sharing options...
aStiffSausage Posted January 1, 2012 Author Share Posted January 1, 2012 AmmoLimit v2.0 Ped-edition - This one also affects peds ammo too, with it's own .ini-file. IMO not a good idea, as it could screw up some missions. That's true, but if people want it, I'll give it to them. Including waning of course. Link to comment Share on other sites More sharing options...
G-Modifications Posted January 1, 2012 Share Posted January 1, 2012 (edited) Hmm, let's take the Speedometer Pro thingy into PM's, or into III ERA Coding section? I will start a new topic in III Coding. EDIT: Topic posted. G-Modifications Edited January 1, 2012 by G-Modifications Link to comment Share on other sites More sharing options...
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