DK22Pac 2,479 Posted July 29, 2012 (edited) Finally released as test version If you downloaded the archive, all you wanted to see (documentation/examples) is already there.Download v2.1 27.08.14I'll update this post later.Thx to all who will help me to test it. Edited August 27, 2014 by _DK Quote Share this post Link to post Share on other sites
HeresOtis 75 Posted July 29, 2012 Great. Been waiting for this. Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted August 4, 2012 (edited) Updated, fixed some opcodes. {$CLEO}{$I stdc}0D61: t = load_texture_from "textures\brick.bmp" with_mask NULL // IF and SET{$I inloop} 0AB1: call_scm_function @drawTexturedCircle params 13 pos_x 250.0 pos_y 250.0 radius 150.0 step 6.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 angle -45.0 invert_x false invert_y false 0AB1: call_scm_function @drawTexturedQuad params 11 pos_x 450.0 pos_y 100.0 size 300.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 invert_x false invert_y false {$I forplayercar} 0D62: set_car veh remap_texture t 0D63: set_car veh color ALL_COLORS RGB 255 255 255 {$I for_end}{$I end}{$I drawtexturedcircle.scmf}{$I drawtexturedquad.scmf} {$CLEO}{$I stdc}0D61: t = load_texture_from "textures\brick.bmp" with_mask NULL // IF and SET{$I inloop} 0AB1: call_scm_function @drawTexturedCircle params 13 pos_x 250.0 pos_y 250.0 radius 150.0 step 6.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 angle -45.0 invert_x false invert_y false 0AB1: call_scm_function @drawTexturedQuad params 11 pos_x 450.0 pos_y 100.0 size 300.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 invert_x false invert_y false {$I forplayercar} 0D62: set_car veh remap_texture t 0D63: set_car veh color 1 RGB 255 255 255 0407: store_coords_to a b c from_car veh with_offset -2.0 0.0 0.0 0174: d = car veh z_angle 0D50: draw_shadow_type TYPE_LIGHT position a b c width 2.5 height 2.5 rotation d distance 2.0 texture t intensity 1 RGB 150 150 150 shadow_data NULL 0A97: s = car veh struct 0D53: draw_corona_with_texture t color 255 255 255 150 on_entity s at 0.0 -3.0 1.0 size 1.0 {$I for_end}{$I end}{$I drawtexturedcircle.scmf}{$I drawtexturedquad.scmf} Edited August 4, 2012 by DK22Pac Quote Share this post Link to post Share on other sites
Silent 15,339 Posted August 4, 2012 Holy sh*t. Awesome. Quote Share this post Link to post Share on other sites
HeresOtis 75 Posted August 4, 2012 Is there any recommended photo extension (png, bmp, tga, jpg) and any photo resolution? Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted August 4, 2012 It must work with any resolution. And only with .bmp format. Holy sh*t. Awesome. Tnx Quote Share this post Link to post Share on other sites
Recevr999 0 Posted August 5, 2012 You man, need a cookie Quote Share this post Link to post Share on other sites
Michael-Knight1 6 Posted August 5, 2012 Finally Finished , it Awesome Quote Share this post Link to post Share on other sites
LINK/2012 1,549 Posted August 5, 2012 (edited) Really cool opcodes. Any planning to release the source code? EDIT: Maybe you can add opcodes to add a stack to SCM? push, pop, set, get... Edited August 5, 2012 by Link2012 Quote Share this post Link to post Share on other sites
Bad.boy! 9 Posted August 6, 2012 Awesome job, especially 0D3A. I can make a descent cover system now. Quote Share this post Link to post Share on other sites
Wesser 345 Posted August 6, 2012 Personally, I'd like to code one of these opcodes by myself in my own scripts. Great work, though. Awesome job, especially 0D3A. I can make a descent cover system now. You could already make it. Look here. Quote Share this post Link to post Share on other sites
Deji 789 Posted August 6, 2012 I still don't get how {$I forplayercar}[...]{$I forend} is better than a simple loop calling a SCM Function Doesn't your way require leaving variables [email protected]+ untouched? Quote Share this post Link to post Share on other sites
Michael-Knight1 6 Posted August 7, 2012 @DK22Pac , You Can Make Opcode To Load Video ?? Quote Share this post Link to post Share on other sites
Deji 789 Posted August 7, 2012 @DK22Pac , You Can Make Opcode To Load Video ?? I explained a method here: http://gtag.gtagaming.com/forums/index.php...24&st=0&start=0 It seems to only work on one game version, however. Quote Share this post Link to post Share on other sites
Michael-Knight1 6 Posted August 7, 2012 (edited) @DK22Pac , You Can Make Opcode To Load Video ?? I explained a method here: http://gtag.gtagaming.com/forums/index.php...24&st=0&start=0 It seems to only work on one game version, however. He Doesn't Work ! Why ? Just in 1 Sec Then The Game Crashed :START_130wait 0 if Player.Defined($PLAYER_CHAR)else_jump @START_130 wait 1000 0A8C: write_memory 0xB5F852 size 1 value 1 virtual_protect 00A8C: write_memory 0x748BC5 size 2 value 0x13C virtual_protect 10AA5: call 0x747660 num_params 2 pop 2 "movies\\KRSTART.mpg" 00A8C: write_memory 0xC8D4C0 size 1 value 4 virtual_protect 00AA5: call 0x746740 num_params 0 pop 00A8C: write_memory 0xBA677B size 1 value 0 virtual_protect 00A8C: write_memory 0xB5F852 size 1 value 0 virtual_protect 0:START_155wait 0 if 0205: actor $PLAYER_ACTOR near_car $KITT radius 15.0 15.0 15.0 flag 0 else_jump @START_155 00BB: show_text_lowpriority GXT 'HLOS_1' time 2000 flag 1 wait 2000 00BB: show_text_lowpriority GXT 'HLOS_2' time 2000 flag 1 wait 2000 00BB: show_text_lowpriority GXT 'HLOS_3' time 3000 flag 1 08A6: set_car $KITT componentA 2 rotation_to 0.0 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.05 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.1 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.15 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.2 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.25 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.3 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.35 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.4 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.45 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.5 end_thread Edited August 7, 2012 by Michael-Knight1 Quote Share this post Link to post Share on other sites
Wesser 345 Posted August 7, 2012 You had to post there instead. Quote Share this post Link to post Share on other sites
Deji 789 Posted August 8, 2012 Or just refer to my original post, stating that it only seems to work on one game version (the version I created the code using). Quote Share this post Link to post Share on other sites
Michael-Knight1 6 Posted August 8, 2012 Or just refer to my original post, stating that it only seems to work on one game version (the version I created the code using). Yeah I Just Use The Original Version I . Ok Can You Write Simple Script With This Code When I Press A Key Load GTA titles video . i don't thinks my codes was wrong Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted August 17, 2012 Tnx for comments Doesn't your way require leaving variables [email protected]+ untouched? Yes. But only inside "{$I } construction". Quote Share this post Link to post Share on other sites
GaryRoachSanderson 11 Posted August 17, 2012 OMG man! Dude, are you a genius or what? Einstein just got resur-mother-f*kin-rected man! This sh*ts awesome dawg! Now I can do so much sh*t I never imagined I could do in CLEO4! By the way, I noticed you are using those "t" or "s" variables rather than the native [email protected] to [email protected] ones, does this mean there is no limit to variables now? Also, could you possibly make try{}catch{} exception handling opcodes? Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted August 17, 2012 They're just constants defined in stdc. Like const a = [email protected] Quote Share this post Link to post Share on other sites
Deji 789 Posted August 18, 2012 (edited) [ignore this post... if it's past 2AM, just go to sleep ] Edited August 18, 2012 by Deji Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted August 21, 2012 (edited) Hey guys, I have good news! Some guy working on new GUI system for SA, and we decided to include his work into newOpcodes. So you could create beautiful interface (like in SAMP or MTA) for your mods. Forget about default panels and texboxes! Edited August 22, 2012 by DK22Pac Quote Share this post Link to post Share on other sites
Albreht 0 Posted August 29, 2012 let me caps GREAT JOB I've been waiting for this! I have an idea, how about making Live TV Screens code? it may useful for car back-mirro, TV screen and so on. and last, thank you and keep it up! Quote Share this post Link to post Share on other sites
GaryRoachSanderson 11 Posted August 29, 2012 Hi DK22Pac, I see that you have "draw corona over entity" opcodes, is it possible to use this opcode to increase the number of stars in the sky? maybe add nebulae and galaxies as well since you can load a texture and use is as a corona? Quote Share this post Link to post Share on other sites
LINK/2012 1,549 Posted November 3, 2012 A opcode to create object without adding it to the save game will be very useful Quote Share this post Link to post Share on other sites
Tanvir_Rafi 0 Posted November 4, 2012 i am using CLEO4 but where do i find SBsa Folder? Quote Share this post Link to post Share on other sites
Midnightz 286 Posted November 13, 2012 Cool. Sounds funny but I wish there was a way to view a PDF file from within SA's main menu. It would be useful for modders who want to provide a complete graphical guide for their TC or heavily modded game. The user would then be able to look up key info to complete tasks etc without having to exit or minimize the game. It would also provide a quick and dirty way to include more content in SA without requiring tons of code or files. The list of possible mods with a PDF feature is endless. Quote Share this post Link to post Share on other sites
irganc 1 Posted December 1, 2012 What about III and VC? Quote Share this post Link to post Share on other sites
Bad.boy! 9 Posted December 17, 2012 I'm having trouble with this mod. It always says that "msvcr100d.dll" is missing. Since I have Visual Studio installed and everything that comes with it I think this is very strange. I don't feel like downloading the missing dll from a dodgy site. So is there anyway you could use "msvcr100.dll" instead? Quote Share this post Link to post Share on other sites