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Is Cleo 4 backwards compatible with Cleo 3?


stormchaser206
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aStiffSausage

Most mods created on CLEO 4 won't work on CLEO 3, as there are some CLEO 4 specific opcodes which CLEO 3 doesn't have. As for CLEO 3 mods working on CLEO 4, most likely yes, they work. There were some small changes from CLEO 3 to CLEO 4 which prevent complex scripts from working on CLEO 4.

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There's a big difference of CLEO3 and CLEO4 as to why some CLEO scripts written for CLEO4 may work incorrectly on CLEO3 even if they use only CLEO3 opcodes.

 

When calling SCM function by 0AB1 in CLEO4 arguments are passed and saved into local variables, the rest of variables is getting nulled (zero values).

In CLEO3 arguments of 0AB1 are passed and saved into local variables, but the rest of variables is kept unchanged.

That may cause problems when a programmer assumed a variable to be of zero value and didn't make initialization line of that variable.

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After I finish the heaps of major last minute changes to SCRambl, I should have some time (and a brand new compiler) to work on CLEO 4. I already managed to add one or two small new features to existing opcodes and fixed some strange behaviour that has even existed since CLEO 3. Unfortunately the most major cause of incompatibility between CLEO 3 and CLEO 4 is also a really complex issue (incompatible file handles between CLEO and the game), but I have a hacky idea of how to fix it.

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The release will usually specify whether it works on CLEO 3 or not. Is there any particular mod in question?

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stormchaser206

The release will usually specify whether it works on CLEO 3 or not. Is there any particular mod in question?

No particular mod. Some mods don't say which one, so I asked this question. It doesn't say either one on a lot of them. So, some or all CLEO 3 scripts work with CLEO 4?

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aStiffSausage

Most of CLEO 3 scripts work with CLEO 4. There are rare exceptions which won't work, but there are only few of them.

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  • 5 weeks later...

I would say most don't work correctly. The most popular of all time CLEO scripts were written on CLEO3.

 

Switching from CLEO3 to CLEO4 with the Sanny update broke my game which is why I haven't modded squat the past couple of months. It caused instant problems loading a new game, playing the game, and compiling scripts. Even well known scripts like Ryosuke's Skin Selector can't be compiled anymore. I had zero game crashes and zero weird gameplay anomalies before switching and now I have both in abundance. Instantly.

 

Why? I don't know why. Were opcodes' functionality changed? I haven't had the patience to go read through tons of posts to figure out what the problem is. Is there a modder's guide that instructs us on how to convert a 3 script to a 4 script? Is there a "What's Different?" thread somewhere?

 

It sucks because I've heard about CLEO4 having some awesome features. I shouldn't have to choose between those and several years worth of scripting work. Players shouldn't have to choose between mods based on the CLEO version either. Maybe when I have more time I could troubleshoot it some.

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lol, yeah... the mobile version of this site is minimalistic - I can't even find the edit button. Uhh, I'll have to look after finals.

 

V's been a welcome analytical distraction from trying to finish SA. (Speaking of V and tools, will we be able to have at least as much modding freedom on the PC version as we do with SA? I didn't get in on the IV era.)

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CLEO 4.3 (90%)

Is missile.cs finally working on cleo4? :)

 

 

Yes, I just need to check I've not broken any other things :p

Edited by Deji
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CLEO 4.3 (90%)

Is missile.cs finally working on cleo4? :)

 

 

Yes, I just need to check I've not broken any other things :p

 

 

Oh,hell yes!!!

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