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Recommended Posts

LINK/2012

You need CLEO Library for the above mod to work.

Edited by LINK/2012

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Asdf92

Uh... sorry, but can you reupload your modloader? Download link to gtagarage have bad gateway on my country (or so it seems to me).

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razvanxd

After I installed CLEO 4.3, I notified that there's a conflict between modloader's inbuilt cleo and standalone cleo ( in SA:MP ).

 

SA:MP freezes at startup and / or crashes: http://pastebin.com/ecgNMNaf

cleo.log: http://pastebin.com/5yG5suz8

modloader log: http://tny.cz/f1961655

 

 

EDIT: After I set std-asi.dll 's priority to 0, there was no crash anymore.

Edited by razvanxd

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Kilen9999

Is it recommended to install cleo4 with this yet?

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TJGM

Is it recommended to install cleo4 with this yet?

CLEO works fine with it. I have 40+ scripts running all being loaded by Mod Loader using CLEO 4.3. No need to put them into the CLEO folder anymore.

Edited by TJGM

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Kilen9999

 

Is it recommended to install cleo4 with this yet?

CLEO works fine with it. I have 40+ scripts running all being loaded by Mod Loader using CLEO 4.3. No need to put them into the CLEO folder anymore.

 

 

Yeah, but I was thinking on installing Cleo 4.3 using the modloader. Anyone got that working or do i need to install it properly?

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TJGM

 

 

Is it recommended to install cleo4 with this yet?

CLEO works fine with it. I have 40+ scripts running all being loaded by Mod Loader using CLEO 4.3. No need to put them into the CLEO folder anymore.

 

Yeah, but I was thinking on installing Cleo 4.3 using the modloader. Anyone got that working or do i need to install it properly?

 

Sure, it works. Although, CLEO.asi needs to go into the main directory, and then you can put the CLEO folder inside Mod Loader. CLEO scripts won't need to go into the CLEO folder though, they can go into their own mod folders.

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LINK/2012

After I installed CLEO 4.3, I notified that there's a conflict between modloader's inbuilt cleo and standalone cleo ( in SA:MP ).

 

SA:MP freezes at startup and / or crashes: http://pastebin.com/ecgNMNaf

cleo.log: http://pastebin.com/5yG5suz8

modloader log: http://tny.cz/f1961655

 

 

EDIT: After I set std-asi.dll 's priority to 0, there was no crash anymore.

That was caused by the limit of objects spawned in the game. I'd guess it was directly related to binaryipl.cs spawning all objects.

Again, not ML related :p

Edited by LINK/2012

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razvanxd

You were right. Those two 'bugs' were my fault.

 

I'm sorry for losing your time.

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Takahiro855

hey Link2012 i have few questions regarding on how to make .dat files work with mod loader and stuffs

 

 

how can i install a custom made weapon.dat

with mod loader? i tried it tons of times by doing this,

modloader/Modern Warfare/data/weapon.dat

or

modloader/Modern Warfare/weapon.dat

 

but non of them work,

i have cleo also installed,

[ver 4.13]

Edited by Takahiro855

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LINK/2012

hey Link2012 i have few questions regarding on how to make .dat files work with mod loader and stuffs

 

 

how can i install a custom made weapon.dat

with mod loader? i tried it tons of times by doing this,

modloader/Modern Warfare/data/weapon.dat

or

modloader/Modern Warfare/weapon.dat

 

but non of them work,

i have cleo also installed,

[ver 4.13]

Both would work if weapon.dat mixer was implemented, but it's not currently.

See the list of supported data files at std-data.txt

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Takahiro855

 

hey Link2012 i have few questions regarding on how to make .dat files work with mod loader and stuffs

 

 

how can i install a custom made weapon.dat

with mod loader? i tried it tons of times by doing this,

modloader/Modern Warfare/data/weapon.dat

or

modloader/Modern Warfare/weapon.dat

 

but non of them work,

i have cleo also installed,

[ver 4.13]

Both would work if weapon.dat mixer was implemented, but it's not currently.

See the list of supported data files at std-data.txt

 

alright, i see

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Ninetheplayer

Hello, this is really a great thingy but could somebody help me, when i try to change the gun sounds with this i put these

 

gun sounds in GTA San Andreas/modloader/sound mods/GENRL/and all sound.waw and nothing happens. I also tried with that bank but still nothing happens.

Edited by Ninetheplayer

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LINK/2012

You should have a bank folder... If the sound mod doesn't come with the bank folder take a look at it's readme.
So it'd go like

GTA San Andreas/modloader/sound mods/GENRL/Bank_XXX/sound_001.wav

EDIT: Okay, I see now, it was designed to work with ML but the directory structure is wrong... Just asked Triangulum to fix it :)

Edited by LINK/2012

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Aiden_Pearce

Hi, i want to ask why the .ini doesn't overriding my mods ?

the .log and .ini in here

Edited by Joe_Kido7

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LINK/2012

'Cuz the priority work for mod folders, not for sub folders. Using modloader/textures/SRt3 Mipmap 2014, the priority won't be applied, but if it was modloader/SRt3 Mipmap 2014 the priority would be applied.

 

Tip: you could use modloader recusion by itself to archive what you want, so it would look like:

modloader/textures/modloader/SRt3 Mipmap 2014

 

And your ini priority will affect that folder there.

Edited by LINK/2012

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Aiden_Pearce

'Cuz the priority work for mod folders, not for sub folders. Using modloader/textures/SRt3 Mipmap 2014, the priority won't be applied, but if it was modloader/SRt3 Mipmap 2014 the priority would be applied.

 

Tip: you could use modloader recusion by itself to archive what you want, so it would look like:

modloader/textures/modloader/SRt3 Mipmap 2014

 

And your ini priority will affect that folder there.

Thank you, now it works :lol:

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Asdf92

My friend ask me how to change script.img and main.scm using modloader, and I don't know how.

Maybe like this?

 

GTA San Andreas\ModLoader\scripts_img\modloader ---------------> for Script.img

GTA San Andreas\ModLoader\main_scm\modloader ---------------> for Main.scm

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LINK/2012

Put them structured inside a data/scripts, altought the scm works without being there, the img wouldn't.

So for example: modloader/Stripped Main/data/scripts/script.img

Edited by LINK/2012

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Maryo_Nicle7

Any update? :/

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Neddo

So adding handling for added cars is impossible? Why can't San Andreas handle that yet it can handle big textures or scripts? Anyway 2dfx with this loader looks great and hopefully people will make something like MVL for SA. I think that day is really closer with this loader

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LINK/2012

So adding handling for added cars is impossible? Why can't San Andreas handle that yet it can handle big textures or scripts? Anyway 2dfx with this loader looks great and hopefully people will make something like MVL for SA. I think that day is really closer with this loader

The problem with the handling is that it's a static memory block with a fixed size, so it'd be necessary to relocate this array and do other stuff.

Let's see what happens after the 1.0.0 FINAL :p

 

Any update? :/

The next update will be a huge update. I can't give dates because I don't like to work under deadline pressures. When I want to work on it, I work on it, when I don't want, I don't, and it goes walking like that atm... The first updates were being released pretty fast because I was pretty excited with the results and it was holidays.

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Laremi Story

 

So adding handling for added cars is impossible? Why can't San Andreas handle that yet it can handle big textures or scripts? Anyway 2dfx with this loader looks great and hopefully people will make something like MVL for SA. I think that day is really closer with this loader

The problem with the handling is that it's a static memory block with a fixed size, so it'd be necessary to relocate this array and do other stuff.

Let's see what happens after the 1.0.0 FINAL :p

 

Any update? :/

The next update will be a huge update. I can't give dates because I don't like to work under deadline pressures. When I want to work on it, I work on it, when I don't want, I don't, and it goes walking like that atm... The first updates were being released pretty fast because I was pretty excited with the results and it was holidays.

 

 

Take all the time you need / want, this is an amazing thing you've created.

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fastman92

 

So adding handling for added cars is impossible? Why can't San Andreas handle that yet it can handle big textures or scripts? Anyway 2dfx with this loader looks great and hopefully people will make something like MVL for SA. I think that day is really closer with this loader

The problem with the handling is that it's a static memory block with a fixed size, so it'd be necessary to relocate this array and do other stuff.

Let's see what happens after the 1.0.0 FINAL :p

 

Any update? :/

The next update will be a huge update. I can't give dates because I don't like to work under deadline pressures. When I want to work on it, I work on it, when I don't want, I don't, and it goes walking like that atm... The first updates were being released pretty fast because I was pretty excited with the results and it was holidays.

 

 

 

 

So adding handling for added cars is impossible? Why can't San Andreas handle that yet it can handle big textures or scripts? Anyway 2dfx with this loader looks great and hopefully people will make something like MVL for SA. I think that day is really closer with this loader

The problem with the handling is that it's a static memory block with a fixed size, so it'd be necessary to relocate this array and do other stuff.

Let's see what happens after the 1.0.0 FINAL :p

 

Any update? :/

The next update will be a huge update. I can't give dates because I don't like to work under deadline pressures. When I want to work on it, I work on it, when I don't want, I don't, and it goes walking like that atm... The first updates were being released pretty fast because I was pretty excited with the results and it was holidays.

 

I may work on handling.cfg limit adjuster soon. The Link2012 said it correctly, there are relocations to be made.

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Neddo

 

So adding handling for added cars is impossible? Why can't San Andreas handle that yet it can handle big textures or scripts? Anyway 2dfx with this loader looks great and hopefully people will make something like MVL for SA. I think that day is really closer with this loader

The problem with the handling is that it's a static memory block with a fixed size, so it'd be necessary to relocate this array and do other stuff.

Let's see what happens after the 1.0.0 FINAL :p

 

Hopefully adding cars will be easier in future

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Concavax

Dude, really... THIS IS f*ckING AWESOME!!! But this crash with enhanced fuctions (On weapons) by Djjunior.Mod loder and cleo.log say it. :(

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TJGM

Dude, really... THIS IS f*ckING AWESOME!!! But this crash with enhanced fuctions (On weapons) by Djjunior.Mod loder and cleo.log say it. :(

Enhanced functions works fine for me.

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kev25b

This doesn't seem to wanna work for me. As soon as i add the modloader folder and asi, the game crashes with an error sound when i start it up, but it is still running in task manager. Anybody got any ideas????

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