DK22Pac 2,479 Posted January 30, 2014 NewOpcodes 2.0 TEST available here: https://www.mediafire.com/?ck6nw8rb4y94704 Quote Share this post Link to post Share on other sites
MasterHK 17 Posted January 30, 2014 Thanks for release, but why you had disabled some useful opcodes... ? Quote Share this post Link to post Share on other sites
aStiffSausage 144 Posted January 30, 2014 Probably because they aren't yet re-made, and he doesn't want to release something unstable? Though, great work! Can't unfortunately try it out though. Quote Share this post Link to post Share on other sites
MasterHK 17 Posted January 31, 2014 Probably because they aren't yet re-made, and he doesn't want to release something unstable? Though, great work! Can't unfortunately try it out though. beside, the source is available so it's possible to build our own library... Quote Share this post Link to post Share on other sites
weedwar 1 Posted February 5, 2014 crash when im in sky Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted February 6, 2014 Are you sure that was caused because of NO? Quote Share this post Link to post Share on other sites
Asdf92 34 Posted February 7, 2014 I think he doesn't replace the plugin with the new one, and I wanna ask is it okay to rename the plugin? Your current NO plugins called ''NewOcpodes.cleo'' Quote Share this post Link to post Share on other sites
MasterHK 17 Posted February 7, 2014 is it okay to rename the plugin? Your current NO plugins called ''NewOcpodes.cleo'' it's better for those whom want to have both of new and old version of NewOpcodes (or NewOcpodes )... Quote Share this post Link to post Share on other sites
Asdf92 34 Posted February 11, 2014 I found a bug related to new plugin.dll inside NO here's the log... AllocateAdditional: allocating vehicle data for 110 vehiclesAllocateAdditional: allocating ped data for 140 pedsOnPedConstructor: ped 263125888, pedId - 0, pedCounter - 1 OnPedConstructor: no ped plugins registeredReleaseAdditional: releasing vehicle data (0 vehicle plugins were registered)ReleaseAdditional: releasing ped data (0 ped plugins were registered) Mod installed : NO and IMFX Explosion update CLEO Library used : CLEO 4.3.13 gta_sa.exe : 14 383 616 bytes Hoodlum crack Quote Share this post Link to post Share on other sites
J16D 9 Posted March 27, 2014 I wanna read the notes of _switch_example that you added, but I can't understand what you wrote in there could you help me out, translating these parts in the text file? I can't use a translator, this is what I see in the _switch_example // [email protected] - Ïîòî÷íûé ID ïîãîäû// [email protected] - Ôëàã òåêñò-áîêñà. 1 - íóæíî ïîêàçàòü òåêñò áîêñ, 0 - íå íóæíî // Êîíñòðóêöèÿ switch èñïîëüçóåòñÿ ïîçâîëÿåò âûáðàòü äåéñòâèå â çàâèñèìîñòè îò çíà÷åíèÿ ïåðåìåííîé. // // {$I switch(<ÏÅÐÅÌÅÍÍÀß>)} // Íà÷àëî êîíñòðóêöèè // // {$I case <ÇÍÀ×ÅÍÈÅ1>} // // Êîä, êîòîðûé âûïîëíèòñÿ, åñëè ÏÅÐÅÌÅÍÍÀß ðàâíà ÇÍÀ×ÅÍÈÞ1. // break - âûõîä èç êîíñòðóêöèè. // // {$I case <ÇÍÀ×ÅÍÈÅ2>} // // Êîä, êîòîðûé âûïîëíèòñÿ, åñëè ÏÅÐÅÌÅÍÍÀß ðàâíà ÇÍÀ×ÅÍÈÞ2. // break - âûõîä èç êîíñòðóêöèè. // // ... // // // Òàêæå â êîíñòðóêöèè ìîæíî èñïîëüçîâàòü ñïåöèàëüíûé ñëó÷àé, èìåíîâàííûé êàê default. // {$I default} // // Êîä, êîòîðûé âûïîëíèòñÿ, åñëè ïåðåìåííàÿ íå ðàâíà íè îäíîìó èç ÇÍÀ×ÅÍÈÉ. // // {$I switch_end} // Çàâåðøåíèå êîíñòðóêöèè// Ôóíêöèÿ ñâåðÿåò, íàæàòà ëè êëàâèøà, è â ñëó÷àå íàæàòèÿ - æä¸ò, ïîêà êëàâèøà íå áóäåò îòïóùåíà.// [email protected] - ID êëàâèøè// Ôóíêöèÿ îãðàíè÷èâàåò ÷èñëî â óêàçàííûõ ðàìêàõ.// [email protected] - ÷èñëî// [email protected] - íèæíÿÿ ãðàíèöà îãðàíè÷åíèÿ// [email protected] - âåðõíÿÿ ãðàíèöà îãðàíè÷åíèÿ// Âîçâðàùàåìîå çíà÷åíèå: ÷èñëî â óêàçàííûõ ðàìêàõ thanks.. Quote Share this post Link to post Share on other sites
miclin 152 Posted March 27, 2014 (edited) translated with google translator works like a normal switch;) http://www.tutorialspoint.com/cprogramming/switch_statement_in_c.htm {$ CLEO}{$ I switch}/ / 0 @ - ID Flow Forecast/ / 1 @ - Flag text-box. 1 - you need to show the text box, 0 - nowhile true wait 0 if 0AB1: call_scm_func @ KeyJustPressed _vkey 1 219 then @ 0 - 0AB1: call_scm_func @ Limit 3 0 0 @ _min _max 22 _ret 0 @ 1 @ 1 = else if 0AB1: call_scm_func @ KeyJustPressed _vkey 1 221 then 0 @ + + 0AB1: call_scm_func @ Limit 3 0 0 @ _min _max 22 _ret 0 @ 1 @ 1 = end end if 1 @ == 1 then @ 1 = 0 set_weather 0 @ 01B7: release_weather / / The switch statement is used allows you to select an action based on the value of the variable. / / / / {$ I switch (<VARIABLE>)} / / Start of construction / / / / {$ I case <value1>} / / / / Code to execute if variable is ZNACHENIYU1. / / Break - out of the structure. / / / / {$ I case <value2>} / / / / Code to be executed if the variable is equal to value2. / / Break - out of the structure. / / / / ... / / / / / / Also can be used in the construction of a special case, as the named default. / / {$ I default} / / / / Code to execute if the variable is not equal to any of the values. / / / / {$ I switch_end} / / End of construction {$ I switch (0 @)} {$ I case 0} 0ACA: show_text_box "0 - Los Santos - Extra Sunny" break {$ I case 1} 0ACA: show_text_box "1 - Los Santos - Sunny" break {$ I case 2} 0ACA: show_text_box "2 - Los Santos - Extra Sunny Smog" break {$ I case 3} 0ACA: show_text_box "3 - Los Santos - Sunny Smog" break {$ I case 4} 0ACA: show_text_box "4 - Los Santos - Cloudy" break {$ I case 5} 0ACA: show_text_box "5 - San Fierro - Sunny" break {$ I case 6} 0ACA: show_text_box "6 - San Fierro - Extra Sunny" break {$ I case 7} 0ACA: show_text_box "7 - San Fierro - Cloudy" break {$ I case 8} 0ACA: show_text_box "8 - San Fierro - Rainy" break {$ I case 9} 0ACA: show_text_box "9 - San Fierro - Foggy" break {$ I case 10} 0ACA: show_text_box "10 - Las Venturas - Sunny" break {$ I case 11} 0ACA: show_text_box "11 - Las Venturas - Extra Sunny" break {$ I case 12} 0ACA: show_text_box "12 - Las Venturas - Cloudy" break {$ I case 13} 0ACA: show_text_box "13 - Countryside - Extra Sunny" break {$ I case 14} 0ACA: show_text_box "14 - Countryside - Sunny" break {$ I case 15} 0ACA: show_text_box "15 - Countryside - Cloudy" break {$ I case 16} 0ACA: show_text_box "16 - Countryside - Rainy" break {$ I case 17} 0ACA: show_text_box "17 - Desert - Extra Sunny" break {$ I case 18} 0ACA: show_text_box "18 - Desert - Sunny" break {$ I case 19} 0ACA: show_text_box "19 - Desert - Sandstorm" break {$ I case 20} 0ACA: show_text_box "20 - Underwater" break {$ I case 21} 0ACA: show_text_box "21 - Extracolours 1" break {$ I case 22} 0ACA: show_text_box "22 - Extracolours 2" {$ I switch_end} endend/ / This function checks, whether the key is pressed, and if you press - waits until the key is released.: KeyJustPressed/ / 0 @ - ID keysif 0AB0: key_pressed 0 @then while 0AB0: key_pressed 0 @ wait 0 end 0485: return_true 0AB2: ret 0end059A: return_false0AB2: ret 0/ / This function limits the number specified in the framework.: Limit/ / @ 0 - number/ / 1 @ - lower limit restrictions/ / @ 2 - the upper bound limit/ / Return value: The number specified in the framework ofif 802D: not 0 @> = 1 @then 0085: 0 @ = 2 @else if 001D: 0 @> 2 @ then 0085 0 = 1 @ @ endend0AB2: ret 1 0 @ Edited March 27, 2014 by miclin Quote Share this post Link to post Share on other sites
josesbj 0 Posted April 3, 2014 DK for example I want to rotate an object 90 degrees outside the vehicle, please as I do? Quote Share this post Link to post Share on other sites
Fenton 665 Posted April 4, 2014 I want to use Oksu's Gang car color , But not working after i install it properly, So whats the problem? Quote Share this post Link to post Share on other sites
J16D 9 Posted April 7, 2014 mm It seems that there are missing opcodes definitions in SASCM.ini the last opcode definition is this one: 0D73=3,get_screen_width_to %2d% height_to %3d% type %1d% and I want to use these opcodes: 0D74: [email protected] = component [email protected] parent_component0D75: [email protected] = component [email protected] num_objects0D76: [email protected] = component [email protected] object 00D77: object_atomic [email protected] hide 10D78: [email protected] = get_object [email protected] atomic_flag [email protected]: set_object %1d% atomic_flag %2d% state %3d%0D7A: [email protected] = get_object [email protected] num_materials // IF and SET0D7B: [email protected] = get_object [email protected] material 0 texture // IF and SET0D7C: [email protected] = load_texture_dds_from "image.dds" // IF and SET0D7D: clean_loaded_texture [email protected]: draw_sprite_with_texture [email protected] at_cornerA 100.0 100.0 cornerB 300.0 300.0 color 255 255 255 255 angle 0.00D7F: draw_gradient_sprite_with_texture [email protected] at_cornerA 100.0 100.0 cornerB 300.0 300.0 colors 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 angle 0.0 but they don't exist in SASCM_new.ini Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted April 8, 2014 You're right. Here's the correct version link Quote Share this post Link to post Share on other sites
savidge 2,677 Posted April 10, 2014 (edited) Whenever I try to compile the "Sunlight" script, I get an error that says "Couldn't load stdc". What does this mean? Here's the sunlight script btw /* NewOpcodes 2.0 Example script: SunLight Creates a pointlight for game sun. Makes game dynamic objects pre-lighted with (d, e, f) color.*/{$CLEO}{$I stdc}var d: array 3 of floatend{$I inloop}00BF: a = current_time_hours, b = current_time_minutes077E: get_active_interior_to bif and b == 0 a > 6 0D57: get_sun_position_to a b cthen 0D55: get_sun_colors_core_to d e f glow_to d e f for i = 0 to 2 0093: d[i] = integer d[i] to_float 0017: d[i] /= 2.0 0092: d[i] = float d[i] to_integer end 0D52: draw_light_type LIGHT_DEFAULT position a b c direction 0 0 0 radius 6000.0 RGB d e f affect_entity NULLend{$I end} EDIT: I know this is off-topic, but ImVehFt sometimes works and sometimes crashes for me. But once it crashes, even if I reinstall ImVehFt, the crash does not go away. If anyone knows what causes this could they PM me as I don't want to de-rail this topic. Thanks. Edited April 10, 2014 by SergeantSavidge Quote Share this post Link to post Share on other sites
J16D 9 Posted May 5, 2014 Whenever I try to compile the "Sunlight" script, I get an error that says "Couldn't load stdc". What does this mean? Here's the sunlight script btw * put the "stdc" file in the same place where you will save the script. You're right. Here's the correct version link hey I have a question, the new opcode-textures, the dimension of the textures aren't proportional to the resolutions? I mean, if I have resolution of 1920*1080 with something like; 0D7E: draw_sprite_with_texture [email protected] at_cornerA 1030.0 0.0 cornerB 1930.0 1005.0 color 255 255 255 200 angle 0.0 it looks, nice. but when changing resolution to 1280*720, texture dissapears. or practically draw texture out of the display. that means, that it is necesary to change those values of cornerA & cornerB for each resolution? thanks Quote Share this post Link to post Share on other sites
miclin 152 Posted May 6, 2014 (edited) 0D73=3,get_screen_width_to %2d% height_to %3d% type %1d% Gets game sfx and radio volume. Param 1: value type to return, see Param types in stdc...........................[int Param types] Param 2: var to store screen width, or NULL if this value is not needed..........[var: int|float] Param 3: var to store screen height, or NULL if this value is not needed.........[var: int|float] This description is wrong!? Schouldn't it be "Gets the screen width and height". And a idea for newOpcodes: attach_object to current weapon %1d offset %2d %3d %4d Edited May 6, 2014 by miclin Quote Share this post Link to post Share on other sites
nyolc8 215 Posted December 29, 2014 (edited) Is it possible to attach corona to a vehicle part? For example chassis, or bonnet, or whatever it called? I only found this: 0D54=18,draw_corona_with_extra_params_texture %1d% color %2d% %3d% %4d% %5d% on_entity %6d% at %7d% %8d% %9d% size %10d% far_clip %11d% near_clip %12d% flare %13d% enable_reflection %14d% check_obstacles %15d% flash_while_fading %16d% fade_speed %17d% only_from_below %18d% but this works for whole vehicle, and not for vehicle parts. (gives opcodes and crash) edit: "Unknown directive sprite.Draw([email protected], 100.0, 100.0, 600.0, 400.0, 255, 255, 255, 200, 0.0)." error when compiling txd.txt example. Tried to use manual opcode by "0D7E: draw_sprite_with_texture [email protected] at_cornerA 100.0 100.0 cornerB 600.0 400.0 color 255 255 255 200 angle 0.0" but then I get "unknown opcode 0D7E" error message. Installed all files, checked three times already. Installed NO v2.1. Is this require latest cleo or something? Edited December 30, 2014 by nyolc8 Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted December 30, 2014 It looks like you haven't changed classes.db and the class 'Sprite' is undefined. Also, you can't attach corona to vehicle part with that opcode. Quote Share this post Link to post Share on other sites
nyolc8 215 Posted December 30, 2014 (edited) Just realized I need to add the file content to old files... I just copied them into the folder Thanks Is there any solution to attach corona to vehicle part? The problem is that corona doesn't following the movement of the swinging chassis if I attach corona to vehicle struct. Or if there's a solution to disable swinging chassis on vehicles with cleo? Edited December 30, 2014 by nyolc8 Quote Share this post Link to post Share on other sites
nyolc8 215 Posted February 24, 2015 Can someone show an example for 0D40? I try to use it but I don't even understand where it draws the shape(no coordinate parameter at all...?) and such things. This is what in the help file: 0D40=8,draw_2d_shape_type %3d% texture %4d% numVerts %2d% pVerts %1d% vertexAlpha %5d% srcBlend %6d% dstBlend %7d% priority %8d% Tried to fill it from stdc parameters for testing, but my game just crashes. Quote Share this post Link to post Share on other sites
DK22Pac 2,479 Posted February 24, 2015 http://13.sannybuilder.com/files/SA/scripts/gta_sa_cleo4/NewOpcodes/RUS/SCM-функции%20-%20в%20папку%20CLEO%20или%20SB%20sa/drawtexturedrect.scmf http://13.sannybuilder.com/files/SA/scripts/gta_sa_cleo4/NewOpcodes/RUS/SCM-функции%20-%20в%20папку%20CLEO%20или%20SB%20sa/drawtexturedquad.scmf http://13.sannybuilder.com/files/SA/scripts/gta_sa_cleo4/NewOpcodes/RUS/SCM-функции%20-%20в%20папку%20CLEO%20или%20SB%20sa/drawtexturedcircle.scmf Quote Share this post Link to post Share on other sites
nyolc8 215 Posted February 24, 2015 Thank you Quote Share this post Link to post Share on other sites
nyolc8 215 Posted February 25, 2015 It crashes the game for me Quote Share this post Link to post Share on other sites
nyolc8 215 Posted February 26, 2015 I don't know if it's me, but the 0D5B doesn't do anything. The groovelight.txt example does not do anything. What should I see? A light shadow on the ground? Or searchlight? I'm don't see anything near CJ house. Quote Share this post Link to post Share on other sites
aliabdan 0 Posted December 15, 2015 Finally released as test version If you downloaded the archive, all you wanted to see (documentation/examples) is already there. Download v2.1 27.08.14 I'll update this post later. Thx to all who will help me to test it. Hello Mr. dk22 I thank you because you've designed a opcode that's helped me build my game GTA I could movable components machines by using your opcode Only now I have a problem, please help me I want to write code that can do object connected to car component, so that when that move part of the car, such as dump trailers, object move with that part of the car This mod is very important for me, please help me This e-mail me, please email me the answer [email protected] I want to be associated with you in the way of disigne my game to help me I'm sorry because my English is not so good. very very very Thanks Quote Share this post Link to post Share on other sites
Finn The Human 25 Posted May 22, 2016 It crashed my game Quote Share this post Link to post Share on other sites