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[SA|CLEO|WIP] 2 Player Missions Loader


Nights744
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Actually I have the script in vanilla CLEO folder in the root so do you mean having it in modloader fixes it?

yup (sa_root/modloader/randomname/cleo), want video as proof?

 

Eh what I mean it crashes when using regular cleo folder without modloader ie. sa_root/CLEO/

Edited by Blackbird88
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Actually I have the script in vanilla CLEO folder in the root so do you mean having it in modloader fixes it?

yup (sa_root/modloader/randomname/cleo), want video as proof?

 

Eh what I mean it crashes when using regular cleo folder without modloader ie. sa_root/CLEO/

 

Found why it doesn't crash for me, even cleo.asi is in sa_root/scripts and 2p mod is in sa_root/cleo. Move FileSystemOperations.cleo IniFiles.cleo IntOperations.cleo into sa_root/modloader/somename/cleo and it should work for you.

HirLWl5.gif

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Actually I have the script in vanilla CLEO folder in the root so do you mean having it in modloader fixes it?

yup (sa_root/modloader/randomname/cleo), want video as proof?

 

Eh what I mean it crashes when using regular cleo folder without modloader ie. sa_root/CLEO/

 

Found why it doesn't crash for me, even cleo.asi is in sa_root/scripts and 2p mod is in sa_root/cleo. Move FileSystemOperations.cleo IniFiles.cleo IntOperations.cleo into sa_root/modloader/somename/cleo and it should work for you.

 

I don't have those two files. I only have CLEO.ASI in root folder next to exe and CLEO folder in its default place.

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Actually I have the script in vanilla CLEO folder in the root so do you mean having it in modloader fixes it?

yup (sa_root/modloader/randomname/cleo), want video as proof?

 

Eh what I mean it crashes when using regular cleo folder without modloader ie. sa_root/CLEO/

 

Found why it doesn't crash for me, even cleo.asi is in sa_root/scripts and 2p mod is in sa_root/cleo. Move FileSystemOperations.cleo IniFiles.cleo IntOperations.cleo into sa_root/modloader/somename/cleo and it should work for you.

 

I don't have those two files. I only have CLEO.ASI in root folder next to exe and CLEO folder in its default place.

 

So that's the reason it might be crashing for you, those are essential cleo plugins!

No idea why you don't have it, it comes in the download

http://cleo.li/cleo4/CLEO4.zip

Edited by LINK/2012
  • Like 1
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Actually I have the script in vanilla CLEO folder in the root so do you mean having it in modloader fixes it?

yup (sa_root/modloader/randomname/cleo), want video as proof?

 

Eh what I mean it crashes when using regular cleo folder without modloader ie. sa_root/CLEO/

 

Found why it doesn't crash for me, even cleo.asi is in sa_root/scripts and 2p mod is in sa_root/cleo. Move FileSystemOperations.cleo IniFiles.cleo IntOperations.cleo into sa_root/modloader/somename/cleo and it should work for you.

 

I don't have those two files. I only have CLEO.ASI in root folder next to exe and CLEO folder in its default place.

 

So that's the reason it might be crashing for you, those are essential cleo plugins!

No idea why you don't have it, it comes in the download

http://cleo.li/cleo4/CLEO4.zip

 

Oh so that fixed it. It even shows correct number of plugins in main menu :D

Honestly I had no idea these two files existed.

Edited by Blackbird88
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  • 2 weeks later...

Hi! May be it's not right topic but i think what this is important only in two-player mode.
1) Is there any way to stop automatic cam moving while driving?
2) Or can i stick crosshair to the middle of the screen (while driving too)?

P.S.: english is not my native language so i'm sorry for any possible mistakes.

Edited by AlduinTheDragon
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This crashes due to some weird mixup of cleo3 and cleo4 file operation modes...

 

 

EDIT:

Works with this crap 'DRM' removed.

Edited by Silent
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I also find this ironic that you took effort to include some anti-decompilation and anti-stealing tricks, yet left the entire source inside the file so it can be just opened (with an untouched source) no matter how hard you'd try to protect it :lol:

  • Like 3
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  • 4 weeks later...

Nice to see that someone is resurrecting the good ol' Player 2 mod.

It might be a stupid question, but Split-screen is possible with the current modding tools, or not?

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  • 4 weeks later...
atheoang3l0_old

Neat. I've been looking for ways to play GTA: SA with my cousin. I've considered trying out SAMP. I might try this out as well.

Off-topic: How did you get your seabed to look like this?


aca508386498636.jpg
Some swimming....

 

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Neat. I've been looking for ways to play GTA: SA with my cousin. I've considered trying out SAMP. I might try this out as well.

 

Off-topic: How did you get your seabed to look like this?

 

aca508386498636.jpg

Some swimming....

 

 

 

Is because the ghostown mod, no?

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  • 1 month later...
  • 1 month later...

Mm. Quite the interesting display you have here. Works as intended, just like the PS2 version.

However, I have a question... how does the ped select work for player 2? Does it take from a pre-selected list, do you have to input the pednames one by one, or what?

I ask because I'm reminded of the famously well-known Player Selector mod. What are the chances - or possibilities - to get something similar working for this? Would it need to load from the game's .img, the Player Selector's .img, or a brand new .img of its own for a custom player for P2?

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Final Edit Below

 

Okay in the end, I simply got it working,but the one part of the ini that doesn't work is the audio maybe? (Maybe the prostitute one is forced muted) and i can't seem to figure out the beta thing. What's different??

Edited by nicefunfungal
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  • 1 month later...

Still active?
For me, the EnterSeparateVehicles=1 doesn't work. I can't use two separated vehicle

# Two Player Missions Loader 1.1 [with ini options+beta feature]# A two player missions mod for Grand Theft Auto San Andreas# Created by Nights744## Most values will only be loaded at the start of a mission[screenOptions]Letterbox=1        	 //Value is set to 1 on PS2	(BOOL)	Black borders in cutscenes[GameplayOptions]Beta=0			 //Activates Beta Features      (BOOL)	Adds a beta feature to "Run-around LS"FriendlyFire=0		 //Friendly Fire is off on PS2	(BOOL) 	You can aim at each otherDistanceLimit=100.0 	 //Value is set to 20.0 on PS2	(FLOAT)	How far you can veer away from each otherEnterSeparateVehicles=1  //Value is set to 0 on PS2	(BOOL)	Both players can drive vehicles at the same timeMutePainAudio2P=1    	 //Value is set to 1 on PS2	(BOOL)	Mute any speech of 2nd player[Language]Workaround=0 		 //Use this only if you are to lazy to edit *.gxt files			 //This overwrites a gxt entry for the pool game			 //It shows a message that you are able to play a 2 player pool game...;1st Language = English;2nd Language = French;3rd Language = German;4th Language = Italian;5th Language = Spanish;6th Language = Czech;You have to select the right language in the menu and RESTART the game!;As I said it is a WORKAROUND. If you want it properly integrated set Workaround=0 ;and edit all of your gxt files by pasting over the entries ;from the *.fxt files in the Language folder into your GXTs....
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  • 1 month later...

 

Still active?

For me, the EnterSeparateVehicles=1 doesn't work. I can't use two separated vehicle..

 

 

Yep, this function doesn't seem to work. Tried putting everything on and everything off, didn't make a difference. Which sucks cause I would love to race with 2-players.

 

Great to see this works on a heavily modified SA as well though, worked flawless for me with a keyboard + Xbox Controller and could still use all functions from Spaceeinstein's All-In-One-Mod while playing.

 

Could be this:

 

 

Most values will only be loaded at the start of a mission
Edited by Fireman
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Still active?

For me, the EnterSeparateVehicles=1 doesn't work. I can't use two separated vehicle..

 

 

Yep, this function doesn't seem to work. Tried putting everything on and everything off, didn't make a difference. Which sucks cause I would love to race with 2-players.

 

Great to see this works on a heavily modified SA as well though, worked flawless for me with a keyboard + Xbox Controller and could still use all functions from Spaceeinstein's All-In-One-Mod while playing.

 

Could be this:

 

 

Most values will only be loaded at the start of a mission

 

Now is working fine!

Just use beta=1

and EnterSeparateVehicles=1

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4DjPYvjl.jpg

Is it possible to add money tolbar for second player? You know...to make them work simultaneously.

Edited by Honker1944
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I think it's just a compatibility issue. Below are the settings.

 

 

 

[screenOptions]
Letterbox=1          //Value is set to 1 on PS2 (BOOL) Black borders in cutscenes [GameplayOptions]Beta=1  //Activates Beta Features      (BOOL) Adds a beta feature to "Run-around LS"FriendlyFire=0  //Friendly Fire is off on PS2 (BOOL)  You can aim at each otherDistanceLimit=50.0   //Value is set to 20.0 on PS2 (FLOAT) How far you can veer away from each otherEnterSeparateVehicles=1  //Value is set to 0 on PS2 (BOOL) Both players can drive vehicles at the same timeMutePainAudio2P=0      //Value is set to 1 on PS2 (BOOL) Mute any speech of 2nd player

 

Edited by Fireman
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That didn't help, so I can safely assume it's some sort of compatability issue if it works for everyone else.

 

I can play 2-player mode fine, but can't enter two vehicles, can do everything else.

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Razor_Vermillion

*snip*

Now all it needs is split screen for multiplayer and this world can sleep better at night.

Edited by Girish
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Sorry, I know it's already 10 months if I remember correctly but there were things of more importance within that timespan. I really hadn't got the time to read through all the new posts here because I was busy. However, I haven't forgotten about this and I was thinking about the thread from time to time and whether I should check it out again. Last weekend I found the time to get back to it and tried to make a new version with new features and also I wrote on a sheet of paper all of the things I really wanted for this mod for months but couldn't do because I hadn't got the time. I then started all the programs and looked for the files and found all of them like I left them in February. From there I did what I had written down. The list said: crack the distance limit, make a dynamic separate vehicle script and get the ps2 and xbox gxts into the game. Within a single day I tried to put all of this into, at least, the San Andreas version, seeing that it was the most downloaded version. And even If I haven't managed to get the pool gxt into it without crashing or workaround or haven't managed to make a splitscreen I have at least managed to crack the hard-coded distance limit (which is 100.00f by the way) and made it possible to use separate vehicles or a single vehicle without limitations just like in SAMP/MTA. And even if done in a fairly unprofessional way, it works like I intended. As a bonus I wanted an Xbox/PS2 switch because both console versions have different gxts. It aren't just the button promts. It are completely changed texts! And personally I have to say that I like the Xbox strings much more!

 

Instead of boring info messages or titles like these:

6CS5FYZpIC5vjiyoM16Aab6CHiJQJ.jpg

 

you get awesome Grand Theft Auto over-the-top style catch-lines:

6CS5GFfDAWJMjIjyB6XC1qLeFEliX.jpg

 

The Xbox texts actually tell me something and make me want to play the mission while the PS2 texts are as boring as it gets.

However, I can't find many Xbox co-op videos out there and if there are some clips they always play the LS free-roam mission near the hospital.....but if I am correct both console versions don't even display these rampage messages! I will later make a switch to further enhance this. What is the point of these new strings in the Xbox version when they aren't even used? Purists will of course disable all of these options or delete my ini file completely because of the rockstar vision everyone is talking about these days.

 

I also find this ironic that you took effort to include some anti-decompilation and anti-stealing tricks, yet left the entire source inside the file so it can be just opened (with an untouched source) no matter how hard you'd try to protect it :lol:

I removed it long time ago and it was also just a test for me.

Really, I just wanted to protect the initial release so that people who want to mess with the mod and then mirror it everywhere don't bother with it and give up. You see, that didn't turn out well. Just like all copy protection does. It prevents the honest ones from executing the game they bought/the mod they downloaded and copycats/pirates benefit from it because they easily know how to crack the code. My actual intention was nearly the same as yours with your mods. The difference is that I don't provide my mods for learning purposes but rather so that people can built upon it as long as credit is given and the spin-off doesn't get known under the name of the mod that it was actually built on. People could for example replace the beta mission I made with their own mission but most of the time that doesn't end up very well. I am all for creative commons, against DRM and against a too strict EULA,when it comes to games, but my fear was that people rewrite this mod completely, mirror it to the many mod sites out there and either put me as the author(so that they think I did that offspring mod and think it's my fault when it doesn't work) or themselves as the sole author. I have seen this happen, but it would make me much more happy if people would just build on each others work with a credit list and their changelog. You see, there are community mods out there that grow much faster than if one person did it on his/her own (I am talking about mods like MTA....after all I looked into their source to get more than two players into the game). But I don't intend this to be a community mod because I have my own ideas and also I really want to learn and get further. I am not a pro and this is my first script mod.

 

Also, this mod is heavily based on the original with some tweaks here and there and thus I am of the mind that it's still the work of Rockstar. The separate vehicle opcode, for example. I didn't invent it. I use the work of other people (rockstar's opcodes and parts of the ps2 main script) so if I wanted to get fussy I couldn't even release this with me as the author. I wanted to hedge against certain scenarios for the initial release and later on when the mod is somewhat established remove all of that nonsense. Just like publishers who later on release their games in digital form without copy protection. (After five years with DRM and everything it was time to go no-cd...)

 

Mm. Quite the interesting display you have here. Works as intended, just like the PS2 version.

 

However, I have a question... how does the ped select work for player 2? Does it take from a pre-selected list, do you have to input the pednames one by one, or what?

 

I ask because I'm reminded of the famously well-known Player Selector mod. What are the chances - or possibilities - to get something similar working for this? Would it need to load from the game's .img, the Player Selector's .img, or a brand new .img of its own for a custom player for P2?

It doesn't matter from what img the models and textures are loaded as long as your custom character has got its own ID. Cleo and the main script of GTA San Andreas work this way. SAMP also works this way and I don't know about MTA but it should also work this way. There is a player class and that class features IDs. In PWN (SAMP) you can create a player class and add skins to that class selection. Here in scm/scr/cleo you have to attach the skin to an actor and if you want to control it you need a virtual player and link it to the actor. If I were you (assuming the player selector is open source) you should ask someone (or do it yourself if you can) to link the skin selection to the second player. Maybe you can also hex edit it if it's an executive (I don't know which mod you use because there are multiple mods for that purpose out there). Instead of changing CJ (the player actor) you need to change the 2nd player (second player actor). Make sure to load your script after the 2nd player is created because it may crash otherwise. If you want to keep it simple and really need your custom skin then just look what skins are used in the 2p missions. The "Run-Around LS" one has two GSF members if I remember correctly and a cop (LAPD1) and some other skins. Try to replace them in your gta3.img.

You could replace that old guy with Tommy or Claude for example.

 

Final Edit Below

 

Okay in the end, I simply got it working,but the one part of the ini that doesn't work is the audio maybe? (Maybe the prostitute one is forced muted)

Still active?

For me, the EnterSeparateVehicles=1 doesn't work. I can't use two separated vehicle

I think it's just a compatibility issue. Below are the settings.

I think all of you lack "some files" because it works on all of my systems.

Profound knowledge was shared months ago by LINK/2012:

So that's the reason it might be crashing for you, those are essential cleo plugins!

No idea why you don't have it, it comes in the download

http://cleo.li/cleo4/CLEO4.zip

 

This mod got an update yesterday, I don't know why Nights744 didn't posted nothing here about it.

I also think Nights744 should update this thread.

 

Now all it needs is split screen for multiplayer and this world can sleep better at night.

A few pages ago I posted this video:

 

and even a few months ago a saw this video popping up:

 

 

So if you really want a split screen you should talk to these people because:6CS39A7Qz77ewZtKqHMZZ21MLG8zk.jpg

But I don't think you will have much fun with this. For now, like I see it, it's done very unfortunate. It renders a few frames for the first screen, then it renders some frames for the second screen. Until someone does a solid split screen mod which lets me load, remove, and set cameras separately I am not interested in it. That doesn't mean that I don't like split screen. I want it too, but only if it's playable. And I cannot do it because it requires heavy patching. As this is a cleo mod it would require custom opcodes and two different cameras at the same time! I don't even know how to start a project like this, haha. At the moment San Andreas features one single camera. Press select in 2P mode and it switches to another player or to a 'Chinatown Wars view' where you can see both players but it's still a single window and a single camera. The MTA method still uses only one single camera. It switches back and forth in a split-second. That technique puts heavy load on your system and also introduces delay and I hope everyone can relate to it.

 

And if you don't like reading then just click this link and ignore everything at the bottom: 2 Player Missions Loader 1.2 for GTA San Andreas

 

It features:

  • Distance hack (toggle) (Remember to raise DistanceLimit=20.0 to some bigger value)
  • Dynamic separate vehicle detection
  • PS2/Xbox dynamic gxt strings which are relevant to 2p mode
Remember:

The rendering area is measured from CJ. That means at about 300 units if the distance hack is applied the second player can fall through the map. I yet haven't got a mod-native solution for this but I guess there are mods out there which enhance the collision area. That is why I recommend to set the distance limit to about 250 units just to stay safe. If you really want further, and I guess you will, then the second player should look for some area with water. Water will never lose it's feature of holding you up (density). Let the second player jump into a lake for example put the camera on CJ and go to the place you want to go to (you could for example travel to Liberty City but I haven't tested this.....)

 

The gxt strings only work if you have English selected. I didn't want to go through the hassle of 7 languages for this update. As always, if you want your own gxt set GXT=2 in the ini settings file and use your own gxt. For a full xbox gxt you need the text folder of the xbox release of San Andreas. For a full PS2 gxt you will need the text folder of the PS2 release.

 

If you want your own custom controller message to pop up when entering the pickups(like some people already wanted) make an fxt file, for example 2pmessage.fxt and put in the following:

 

PU_2PL Here comes your custom messagePU_2PLN Here comes the same message again
Example:

 

PU_2PL Press ~h~START~w~ on the SNES controller connected to port 2 to play with 2 playersPU_2PLN Press ~h~START~w~ on the SNES controller connected to port 2 to play with 2 players
Save the fxt file in the cleo_text folder and set GXT=2(default).

 

 

Oh and here is a spoiler since nobody noticed what was different in the beta mission:

You can select the Cluckin Bell Guy(cock). Rockstar loaded and unloaded the skin but they forgot to put him into the class selection.

I rewrote the class selection to make him appear. It seems like it was their intention to add him. If it was like that in the final, it would have given RUN_LS the largest class selection of all 2p missions.

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Huh, when you said xbox and PS2 has different gxt i found in one video that hit start on second controller is neutral on xbox version instead of Dualshock™® 2™®

 

 

HirLWl5.gif

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Hope that you are still alive.. (Sarcasm detected)

Anyway, script a splitscreen could be really hard.. Maybe you coul try calling 5 or more ppl that can script with you :\\ I would help you but i don't know nothing.

This mod works perfectly but mi twin won't play with me.. ahahaha.....


EDIT and P.S: I tried the mod of the splitscreen on mta months ago, it's really bad but i used to add some commands into the strings..

Edited by MirvMr
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the game comes out when he came to play 2 players in united gta 1.2 a solution?

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