razvanxd Posted April 1, 2014 Share Posted April 1, 2014 (edited) Hi! The following mod won't work inside modloader: http://www.mediafire.com/download/wa46fo11bib05wi/Timecyc.rar It gives an error at GTA SA launching: http://i.imgur.com/hQ5A9ID.png Log: http://pastebin.com/47LqCCQk ( line 2216 ) Edited April 1, 2014 by razvanxd Link to comment Share on other sites More sharing options...
Link2012 Posted April 1, 2014 Author Share Posted April 1, 2014 (edited) You need CLEO Library for the above mod to work. Edited April 1, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
Asdf92 Posted April 1, 2014 Share Posted April 1, 2014 Uh... sorry, but can you reupload your modloader? Download link to gtagarage have bad gateway on my country (or so it seems to me). Link to comment Share on other sites More sharing options...
Link2012 Posted April 1, 2014 Author Share Posted April 1, 2014 (edited) Uh... sorry, but can you reupload your modloader? Download link to gtagarage have bad gateway on my country (or so it seems to me). https://github.com/thelink2012/sa-modloader/releases Edited April 1, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
razvanxd Posted April 1, 2014 Share Posted April 1, 2014 (edited) 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 April 1, 2014 by razvanxd Link to comment Share on other sites More sharing options...
Kilen9999 Posted April 1, 2014 Share Posted April 1, 2014 Is it recommended to install cleo4 with this yet? Link to comment Share on other sites More sharing options...
TJGM Posted April 1, 2014 Share Posted April 1, 2014 (edited) 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 April 1, 2014 by TJGM Link to comment Share on other sites More sharing options...
Kilen9999 Posted April 1, 2014 Share Posted April 1, 2014 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? Link to comment Share on other sites More sharing options...
TJGM Posted April 1, 2014 Share Posted April 1, 2014 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. Kilen9999 1 Link to comment Share on other sites More sharing options...
Link2012 Posted April 1, 2014 Author Share Posted April 1, 2014 (edited) 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 Edited April 2, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
razvanxd Posted April 2, 2014 Share Posted April 2, 2014 You were right. Those two 'bugs' were my fault. I'm sorry for losing your time. Link to comment Share on other sites More sharing options...
Takahiro855 Posted April 3, 2014 Share Posted April 3, 2014 (edited) 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 April 3, 2014 by Takahiro855 Link to comment Share on other sites More sharing options...
Link2012 Posted April 3, 2014 Author Share Posted April 3, 2014 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 Link to comment Share on other sites More sharing options...
Takahiro855 Posted April 4, 2014 Share Posted April 4, 2014 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 Link to comment Share on other sites More sharing options...
Ninetheplayer Posted April 4, 2014 Share Posted April 4, 2014 (edited) 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 April 4, 2014 by Ninetheplayer Link to comment Share on other sites More sharing options...
Link2012 Posted April 4, 2014 Author Share Posted April 4, 2014 (edited) 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 April 5, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
Aiden_Pearce Posted April 9, 2014 Share Posted April 9, 2014 (edited) Hi, i want to ask why the .ini doesn't overriding my mods ? the .log and .ini in here Edited April 9, 2014 by Joe_Kido7 Link to comment Share on other sites More sharing options...
Link2012 Posted April 9, 2014 Author Share Posted April 9, 2014 (edited) '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 April 9, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
Aiden_Pearce Posted April 9, 2014 Share Posted April 9, 2014 '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 Link to comment Share on other sites More sharing options...
Asdf92 Posted April 9, 2014 Share Posted April 9, 2014 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 Link to comment Share on other sites More sharing options...
Link2012 Posted April 9, 2014 Author Share Posted April 9, 2014 (edited) 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 April 9, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
Maryo_Nicle7 Posted April 9, 2014 Share Posted April 9, 2014 Any update? Link to comment Share on other sites More sharing options...
Neddo Posted April 9, 2014 Share Posted April 9, 2014 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 Link to comment Share on other sites More sharing options...
Link2012 Posted April 9, 2014 Author Share Posted April 9, 2014 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 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. Concavax and Apu889 2 Link to comment Share on other sites More sharing options...
Laremi Story Posted April 10, 2014 Share Posted April 10, 2014 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 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. Link2012 1 Link to comment Share on other sites More sharing options...
fastman92 Posted April 10, 2014 Share Posted April 10, 2014 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 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 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. uokka 1 Link to comment Share on other sites More sharing options...
Neddo Posted April 10, 2014 Share Posted April 10, 2014 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 Hopefully adding cars will be easier in future Link to comment Share on other sites More sharing options...
Concavax Posted April 10, 2014 Share Posted April 10, 2014 Dude, really... THIS IS f*ckING AWESOME!!! But this crash with enhanced fuctions (On weapons) by Djjunior.Mod loder and cleo.log say it. Link to comment Share on other sites More sharing options...
TJGM Posted April 10, 2014 Share Posted April 10, 2014 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. Link to comment Share on other sites More sharing options...
kev25b Posted April 10, 2014 Share Posted April 10, 2014 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???? Link to comment Share on other sites More sharing options...
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