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[SA|CLEO|WIP] 2 Player Missions Loader


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a little (big?) improvement - ability to drive two different vehicles at the same time

It's a nice feature but the camera used for these sucks, makes sense only for Destruction Derbies :(

Igor Bogdanoff

I have one request: ability of changing word dualshock to user defined word without changing gxt

You will laugh but I've done the 2player cleo mod: http://marsi4eg.dlinkddns.com/web/sa_twoplayer_cleo.zip

All default PS2 missions for default SA.

I get black screen when I press any PAD2 button on the freeroam pickup closest to grove street. Might be some something colliding.

I have GInput 0.1, xinput9_1_0.dll(won't load any other ones) and x360ce.ini.

I have the x360emu so PAD1 is Sony DS3 as XInput and PAD2 is Logitech Dual Action as DInput.

Nvm it was just me being dumb and putting everythong instinctively in modloader folder due to it being so good. In CLEO folder it works fine.

HUD is screwed up though. Might be something to do with WS fix :p

And revenge crashes if you win.

 

RbhQqES.png

 

 

Dat thread hijack lol

 

Edited by Blackbird88

 

You will laugh but I've done the 2player cleo mod: http://marsi4eg.dlinkddns.com/web/sa_twoplayer_cleo.zip

All default PS2 missions for default SA.

I get black screen when I press any PAD2 button on the freeroam pickup closest to grove street. Might be some something colliding.

I have GInput 0.1, xinput9_1_0.dll(won't load any other ones) and x360ce.ini.

I have the x360emu so PAD1 is Sony DS3 as XInput and PAD2 is Logitech Dual Action as DInput.

Nvm it was just me being dumb and putting everythong instinctively in modloader folder due to it being so good. In CLEO folder it works fine.

HUD is screwed up though. Might be something to do with WS fix :p

And revenge crashes if you win.

 

RbhQqES.png

 

 

Dat thread hijack lol

 

 

Did you mean "rampage crashes if you win"? Which one? I completed only bike_2p by myself using both pads with no any crash, I don't have any person nearby to help me test other rampagies, and I really don't know how to pass heli_2p because drive-by is not allowed from a helicopter (same bug in native ps2 script)

Edited by Marsi4eg

 

 

You will laugh but I've done the 2player cleo mod: http://marsi4eg.dlinkddns.com/web/sa_twoplayer_cleo.zip

All default PS2 missions for default SA.

I get black screen when I press any PAD2 button on the freeroam pickup closest to grove street. Might be some something colliding.

I have GInput 0.1, xinput9_1_0.dll(won't load any other ones) and x360ce.ini.

I have the x360emu so PAD1 is Sony DS3 as XInput and PAD2 is Logitech Dual Action as DInput.

Nvm it was just me being dumb and putting everythong instinctively in modloader folder due to it being so good. In CLEO folder it works fine.

HUD is screwed up though. Might be something to do with WS fix :p

And revenge crashes if you win.

 

RbhQqES.png

 

 

Dat thread hijack lol

 

 

Did you mean "rampage crashes if you win"? Which one? I completed only bike_2p by myself using both pads with no any crash, I don't have any person nearby to help me test other rampagies, and I really don't know how to pass heli_2p because drive-by is not allowed from a helicopter (same bug in native ps2 script)

 

Oh oops of course I mean rampage. It's the one near the fountain in LS. I don't have anyone else either now, but It's easy to beat most of them alone.

Edited by Blackbird88

You will laugh but I've done the 2player cleo mod: http://marsi4eg.dlinkddns.com/web/sa_twoplayer_cleo.zip

All default PS2 missions for default SA.

 

Been there, done that:

SA:

rU4QJUR.png

United:

VoiVnxc.png

 

What's the point of releasing this unfinished version of yours now?

You could at least have fixed the saving issue.

When saving and loading with your version:

QYAvvDf.png

vGPP8aO.jpg

You didn't fix it at all. Instead of doing the same thing twice it would have been far more productive to fix some of the issues I've mentioned. Now, people will mess up their savegames what you didn't even mention in your post....

 

...and I really don't know how to pass heli_2p because drive-by is not allowed from a helicopter (same bug in native ps2 script)

There is no bug. If you would've taken your time testing it properly instead of throwing it out as fast as possible just to release it before I can you would know that the second player controls the MG of the police helicopter. It works properly if done right:

 

 

A shame that you begrudge me this mod as it's my first cleo mod. I mostly only did texture mods before.

 

However, as promised the Grand Theft Auto United 1.2 version 1.0:

gtaforumsqp53.png

Features:

  • 5 free roam missions and 5 rampages
  • Stories written from scratch
  • Complete saving and loading compatibility
  • Most of the time original PS2 values were used
  • Some rampages are harder than their San Andreas counterparts
Edited by Nights744
  • Like 3

oh please, calm down, you act like a school boy, I'm not planning to steal your mod, I've just finished what I wanted to do some years ago, for my private purposes and why not to give some other people to have some fun while you're doing extended version? all is ok

 

P.S. I've fixed the error in ram_2p and re-uploaded .zip, link is the same

P.P.S. Nights744: I have no problems with save/load, probably this bug with black screen is caused by some other mods on your side

Edited by Marsi4eg
  • Like 1
Igor Bogdanoff

Is look on gtagarage.com you would see Files have been uploaded and will appear online shortly

Is look on gtagarage.com you would see Files have been uploaded and will appear online shortly

That's actually what confused me. You'd think SA version had bigger priority.

 

Also little typo in OP. You wrote 2 times to download GInput 1.0 and I'm pretty sure you mean 0.1 :p

 

And another thing. You can also use x360ce when you are using XInput and DInput controllers together.

Edited by Blackbird88
  • Like 1
Igor Bogdanoff

I think united version is released earlier because it is not released on gtagarage like san andreas version does

Igor Bogdanoff

Nights744 could you upload mirror of SA version before it appears on gtagarage?

Because it was the United version there. If he would upload the SA version, he would announce here. LOL

Anyways, holy damn, great job OP! This would be funny in III :p

Edited by darthvader20011
Igor Bogdanoff

No he is working on it

I have one request: ability of changing word dualshock to user defined word without changing gxt

Yea, will be done. Just the ® can't be included because it was left out in the PC version, I believe.

 

oh please, calm down, you act like a school boy, I'm not planning to steal your mod, I've just finished what I wanted to do some years ago, for my private purposes and why not to give some other people to have some fun while you're doing extended version? all is ok

 

P.S. I've fixed the error in ram_2p and re-uploaded .zip, link is the same

P.P.S. Nights744: I have no problems with save/load, probably this bug with black screen is caused by some other mods on your side

You maybe got me wrong on this one. I'm thankful for your GXT entries because I didn't want to download San Andreas PS2 but I was a little surprised that now people from all over the forums come here and post code before I even announced anything about the San Andreas version. For years I saw nobody posting anything about the 2P missions. And after I requested a Cleo version of it multiple times (and nobody wanted to do it) I thought I do it myself and learn cleo, how to convert scm to cs and maybe add something to it so that it gives you an advantage over the scm versions from G-side and jarjar. Also since the San Andreas version is something special to me I wanted to release it without any bugs. I already did that with the United version, thus I released it earlier. And I know that you didn't want to steal it but after I made the effort of making this thread, research how to control the players without bugs, bought new controllers and everything I didn't want people to high-jack this thread either. I saw PetkaGTA do that to the VladonPro's mods.

After all, our code differs in some things and I know that you did it all by yourself just like I did. But I've tested it on a clean SA and the saving issue is there with both versions.. The icons will be saved in your savegame as with all cleo mods. There is a mod out there that adds all blips from SA to the minimap. If you save your game with that and even if you remove the mod, guess what, the blips will stay on the minimap. I just tested again and the black interior bug is still there. But it doesn't happen with all savegames. Just with a few. However, the girlfriend missions do disappear forever if you save your game with the cleo because the savegame overwrites the status if they are active or not with always not active. On the other hand all other missions will stay forever. So if you save your game with the cleo mod without fixing the saving issue the 5 run-around and the 5 rampage icons will stay on the map even with the cleo mod removed, while the 6 girlfriend 2p missions will never appear again with or without the 2p cleo mod.

 

Well yeah, but I was under impression that SA version is already finished and United version will be released shortly after some bug in it is fixed.

The bug is only in San Andreas, since it's more complex than United. United is actually easier to do except for the rampage remakes because the main script isn't as bloated as in San Andreas. However, I had to redo some rampages that were already finished because United contains more bugs than San Andreas.

 

Nights744 could you upload mirror of SA version before it appears on gtagarage?

Of course, I will do that because GTAGarage always takes a little longer. As you might noticed I did this with the GTA United version, too.

 

And I saw that people say that the United version isn't of much significance but I did it because I know the community is there. United may not be the best III/VC to SA port and I know it's filled with bugs but it doesn't contain any big storyline and so I wanted to replenish it. If you downloaded version 1.2 back on the 16.12.2012 waiting years and years before the release and were dissapointed back then, you can now get your buddy into the game and maybe see it through different glasses and have some fun. And if it's too dull take a look at this. Maybe it changes your mind about it.

 

And both versions will be updated together since they use the same opcodes. I have never said that it is cancelled but the bugs need to be sorted out.

  • Like 2

Actually I was only one who said United isn't important :p

I remember back in day it was quite popular especially when MP was announced(not sure if it came out at all), but right now it seems so dead.

Glad to hear you're still working on this. It's probably one of last things to make it up to par with PS2 version besides Silent's GInput.

Edited by Blackbird88

You maybe got me wrong on this one. I'm thankful for your GXT entries because I didn't want to download San Andreas PS2 but I was a little surprised that now people from all over the forums come here and post code before I even announced anything about the San Andreas version. For years I saw nobody posting anything about the 2P missions. And after I requested a Cleo version of it multiple times (and nobody wanted to do it) I thought I do it myself and learn cleo, how to convert scm to cs and maybe add something to it so that it gives you an advantage over the scm versions from G-side and jarjar. Also since the San Andreas version is something special to me I wanted to release it without any bugs. I already did that with the United version, thus I released it earlier. And I know that you didn't want to steal it but after I made the effort of making this thread, research how to control the players without bugs, bought new controllers and everything I didn't want people to high-jack this thread either. I saw PetkaGTA do that to the VladonPro's mods.

After all, our code differs in some things and I know that you did it all by yourself just like I did. But I've tested it on a clean SA and the saving issue is there with both versions.. The icons will be saved in your savegame as with all cleo mods. There is a mod out there that adds all blips from SA to the minimap. If you save your game with that and even if you remove the mod, guess what, the blips will stay on the minimap. I just tested again and the black interior bug is still there. But it doesn't happen with all savegames. Just with a few. However, the girlfriend missions do disappear forever if you save your game with the cleo because the savegame overwrites the status if they are active or not with always not active. On the other hand all other missions will stay forever. So if you save your game with the cleo mod without fixing the saving issue the 5 run-around and the 5 rampage icons will stay on the map even with the cleo mod removed, while the 6 girlfriend 2p missions will never appear again with or without the 2p cleo mod.

I don't know how you had these bugs like disappearing girlfriends' missions or NON-disappearing icons without cleo script when load a save which was made with this cleo script. (There isn't any icon in my script, only pickups)

 

I've tested every case and all works fine - pickups are available only with this script, girlfriends' pickups also appear everytime when they have to appear... every mission starts without crashes before and after saving... nothing to say else, you may really have some problems with other mods/scripts/plugins which causes those troubles in 2players code.

 

About nobody posting anything about 2p missions...... sorry - I was interested in this everytime after jarjar released his version, I've rewrited it a little, later have made some cleo extentions for 2player mode such as increasing max distanse between players and ability to drive two different vehicles at the same time, etc.

But I just wasn't here and then just was out of gta modding for years...until this time. Some kind of nostalgy appeared. For a short time.

Edited by Marsi4eg

We just finished all the rampage missions with my bro and it was really great altough drive-by sounds are muted in planes/helicopters. Good job Marsi.

 

I should also mention that it'd be great if the missions worked like Toyz missions so you have to kill as much civilians/cars as you can in 2 minutes rather than kill 15 civilians and 5 cars which is really easy. It'd save highscore you could beat later. Just a little idea :)

Edited by Blackbird88

News: ini options are finished and they work perfectly. I've made everything important a toggle now and you get to set the limits. Still, there are certain limits active which are hardcoded but at least you can customize a little now and play with some settings for testing or actual playing. I still recommend to use the original PS2 values, but it's up to you to mess with your game :)

Two Player Missions Options.ini

# Two Player Missions Loader# A two player missions mod for Grand Theft Auto San Andreas# Created by Nights744## Values will be loaded at the start of a mission[screenOptions]Letterbox=0        	  //Value is set to 1 on PS2    (bool)[GameplayOptions]FriendlyFire=1		  //Friendly Fire is off on PS2 (bool)DistanceLimit=80.0 	  //Value is set to 20.0 on PS2 (float)EnterSeparateVehicles=1   //Value is set to 0 on PS2    (bool)MutePainAudio2P=0    	  //Value is set to 1 on PS2    (bool)

Here, I've changed it to something I imagine someone would use. But there's a reason Rockstar has disabled a few of these features. That's why I've written the statement above.

I may add more, If you wish but for now it's the important stuff.

Also, Silent looks into the saving issue and may fixes it. I hope he can do it.

 

We just finished all the rampage missions with my bro and it was really great altough drive-by sounds are muted in planes/helicopters. Good job Marsi.

I should also mention that it'd be great if the missions worked like Toyz missions so you have to kill as much civilians/cars as you can in 2 minutes rather than kill 15 civilians and 5 cars which is really easy. It'd save highscore you could beat later. Just a little idea :)

Nice idea, I had this in mind too and in many beat em ups you can select both. Game is finished when target is met or get most targets in certain time. However, it seems like the rampage opcode is only made for reaching a certain goal. It may can get tricked with some clever code, but at the moment I don't know how. I will leave it at the rampage opcode because I want to keep it original and not write my own messy version of it just to get something new out of it.

Edited by Nights744
  • Like 3

Also, Silent looks into the saving issue and may fixes it. I hope he can do it.

How am I supposed to fix it when you only gave me the compiled scripts with no source code? I'm not touching compiled scripts.

How am I supposed to fix it when you only gave me the compiled scripts with no source code? I'm not touching compiled scripts.

 

Am I the only one who can open compiled scripts? Hmm, this means I have a superior SannyBuilder!

 

 

 

Sent you a PM with the source ;)

Edited by Nights744

Am I the only one who can open compiled scripts? Hmm, this means I have a superior SannyBuilder!

Everyone can, but no one sensible does that.

Not in the case of such script, but you lose all high level constructs and comments. No better way to make the code messy, confusing and hard to work with.

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