PhillBellic Posted June 28, 2015 Share Posted June 28, 2015 That Time Cycle you use looks Radioactively Apocalyptic. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067661292 Share on other sites More sharing options...
goodidea82 Posted July 1, 2015 Share Posted July 1, 2015 (edited) Farming mod makes game crash after saving the game. My specs: US 1.0 no-CD, CLEO 4.1, enb 0.76, modloader, project2DFX (with open limit adjuster), Basic version of Farming mod installed via modloader. When the mod is present then the game crashes when I save the game (tested in Doherty). The crash happens after saving has completed and the text is shown: Select "ok" to continue. When I click on "ok" the crash happens. If Farming mod is removed from the modloader folder, then saving and loading works without crashing. Any hope to fix that? Dump: ========================== Mod Loader 0.2.4 ==========================Game version: GTA SA 1.0 USLoading basic config file modloader/.data/config.iniParsing command lineLoaded fallback menu fxtLooking for plugins...Reading plugins.iniLoading plugin module "gta3\std.asi.dll"Plugin module "gta3\std.asi.dll" loaded as gta3.std.asi Feb 12 2015 22:09:09 by LINK/2012Starting up plugin "gta3.std.asi"CLEO library version 401011E found at "CLEO.asi"Loading plugin module "gta3\std.bank.dll"Plugin module "gta3\std.bank.dll" loaded as gta3.std.bank Feb 12 2015 22:08:44 by LINK/2012Starting up plugin "gta3.std.bank"Loading plugin module "gta3\std.data.dll"Plugin module "gta3\std.data.dll" loaded as gta3.std.data Feb 12 2015 22:09:14 by LINK/2012Starting up plugin "gta3.std.data"Loading plugin module "gta3\std.fx.dll"Plugin module "gta3\std.fx.dll" loaded as gta3.std.fx Feb 12 2015 22:08:29 by LINK/2012Starting up plugin "gta3.std.fx"Loading plugin module "gta3\std.movies.dll"Plugin module "gta3\std.movies.dll" loaded as gta3.std.movies Feb 12 2015 22:08:15 by LINK/2012Starting up plugin "gta3.std.movies"Loading plugin module "gta3\std.scm.dll"Plugin module "gta3\std.scm.dll" loaded as gta3.std.scm Feb 12 2015 22:08:17 by LINK/2012Starting up plugin "gta3.std.scm"Loading plugin module "gta3\std.sprites.dll"Plugin module "gta3\std.sprites.dll" loaded as gta3.std.sprites Feb 12 2015 22:08:20 by LINK/2012Starting up plugin "gta3.std.sprites"Loading plugin module "gta3\std.stream.dll"Plugin module "gta3\std.stream.dll" loaded as gta3.std.stream Feb 12 2015 22:08:53 by LINK/2012Starting up plugin "gta3.std.stream"Loading plugin module "gta3\std.text.dll"Plugin module "gta3\std.text.dll" loaded as gta3.std.text Feb 12 2015 22:08:37 by LINK/2012Starting up plugin "gta3.std.text"Loading plugin module "gta3\std.tracks.dll"Plugin module "gta3\std.tracks.dll" loaded as gta3.std.tracks Feb 12 2015 22:08:41 by LINK/2012Starting up plugin "gta3.std.tracks"Reading profile named "Default" at "modloader.ini".Reading profile named "Test" at "modloader.ini".Using profile named "Default".Using profile named "Default"Scanning mods at "modloader\"...Scanning files at "modloader\1434186231_farmingbasicbycml99\"...Found file [0x00000002552D19AC] "BASIC\GTA San Andreas\CLEO\CombineDust.cs" with handler "gta3.std.asi"Found file [0x000000024449D3E9] "BASIC\GTA San Andreas\CLEO\FarmVehSpawn.cs" with handler "gta3.std.asi"Found file [0x0000000285F26387] "BASIC\GTA San Andreas\CLEO\Lawn1a.cs" with handler "gta3.std.asi"Found file [0x00000002DAC5B25A] "BASIC\GTA San Andreas\CLEO\Lawn1b.cs" with handler "gta3.std.asi"Found file [0x000000026DDB83CB] "BASIC\GTA San Andreas\CLEO\NPCharvest.cs" with handler "gta3.std.asi"Found file [0x00000002D6B7B2AD] "BASIC\GTA San Andreas\CLEO\SpawnCombineTab+H.cs" with handler "gta3.std.asi"Found file [0x00000002F36EDBC7] "BASIC\GTA San Andreas\CLEO\SpawnMowerTab+M.cs" with handler "gta3.std.asi"Found file [0x000000097AD7FD2C] "BASIC\GTA San Andreas\data\gta.dat" with handler "gta3.std.data"Found file [0x0000000D5E091EDB] "BASIC\GTA San Andreas\data\maps\country\countryCML.IPL" with handler "gta3.std.data"Found file [0x00000000A77DF7E3] "BASIC\GTA San Andreas\models\grass\plant1.txd" with handler "gta3.std.fx"No handler or callme for file "BASIC\GTA San Andreas\models\grass\txgrass1_1.png"Found file [0x00000204EBFFF841] "BASIC\GTA San Andreas\models\gta3.IMG - WHEAT version\grasshouse.txd" with handler "gta3.std.stream"Found file [0x000001045708DA82] "BASIC\GTA San Andreas\models\gta3.IMG - WHEAT version\grassplant.dff" with handler "gta3.std.stream"No handler or callme for file "BASIC\promo.png"Found file [0xFFFFFFFFFFFFFFFF] "BASIC\ReadmeENG.txt" with handler ""Found file [0xFFFFFFFFFFFFFFFF] "BASIC\ReadmePL.txt" with handler ""Scanning files at "modloader\sa.project2dfxv3.2\"...Found file [0x00000001DE4F88B7] "limit_adjuster_gta3vcsa.asi" with handler "gta3.std.asi"No handler or callme for file "limit_adjuster_gta3vcsa.ini"Found file [0xFFFFFFFFFFFFFFFF] "readme.txt" with handler ""Found file [0x00000001356AFFD6] "SALodLights.asi" with handler "gta3.std.asi"No handler or callme for file "SALodLights.dat"No handler or callme for file "SALodLights.ini"Updating mods for "modloader\"...Updating state for "modloader\1434186231_farmingbasicbycml99\"...Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\combinedust.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\farmvehspawn.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1a.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1b.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\npcharvest.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawncombinetab+h.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawnmowertab+m.cs"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\data\gta.dat"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\data\maps\country\countrycml.ipl"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\models\grass\plant1.txd"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\models\gta3.img - wheat version\grasshouse.txd"Installing file "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\models\gta3.img - wheat version\grassplant.dff"Installing file "modloader\1434186231_farmingbasicbycml99\basic\readmeeng.txt"Installing file "modloader\1434186231_farmingbasicbycml99\basic\readmepl.txt"Updating state for "modloader\sa.project2dfxv3.2\"...Installing file "modloader\sa.project2dfxv3.2\limit_adjuster_gta3vcsa.asi"Installing file "modloader\sa.project2dfxv3.2\readme.txt"Installing file "modloader\sa.project2dfxv3.2\salodlights.asi"Updating gta3.std.data state...Parsing cached readme data for "modloader\1434186231_farmingbasicbycml99\basic\readmeeng.txt"Found cached level file line for 'modloader\1434186231_farmingbasicbycml99\basic\readmeeng.txt':17Parsing cached readme data for "modloader\1434186231_farmingbasicbycml99\basic\readmepl.txt"Found cached level file line for 'modloader\1434186231_farmingbasicbycml99\basic\readmepl.txt':16Parsing readme file "modloader\sa.project2dfxv3.2\readme.txt"Done updating gta3.std.data state.Starting up filesystem watcher...Mod Loader has started up!Opening file for streaming "MODELS\GTA3.IMG"Loading default font values "DATA\FONTS.DAT"Loading default vehicles handling "HANDLING.CFG"Loading default surface adhesion limits "data\surface.dat"Loading default surface infos "data\surfinfo.dat"Loading default surface audio infos "data\surfaud.dat"Loading default ped stats "DATA\PEDSTATS.DAT"Loading default decision maker "RANDOM.ped"Loading default decision maker "m_norm.ped"Loading default decision maker "m_plyr.ped"Loading default decision maker "RANDOM.grp"Loading default decision maker "MISSION.grp"Loading default decision maker "GangMbr.ped"Loading default decision maker "Cop.ped"Loading default decision maker "R_Norm.ped"Loading default decision maker "R_Tough.ped"Loading default decision maker "R_Weak.ped"Loading default decision maker "Fireman.ped"Loading default decision maker "m_empty.ped"Loading default decision maker "Indoors.ped"Loading default decision maker "RANDOM.grp"Loading default decision maker "RANDOM2.grp"Loading default time cycle properties "TIMECYC.DAT"Loading default population cycle properties "POPCYCLE.DAT"Loading default plants surface properties "PLANTS.DAT"Loading default anim association "DATA\ANIMGRP.DAT"Opening file for streaming "MODELS\GTA3.IMG"Opening file for streaming "MODELS\GTA_INT.IMG"Loading default stream config "stream.ini"Loading default fighting data "DATA\melee.dat"Preloading level file "DATA\DEFAULT.DAT"Loading default level file "DATA\DEFAULT.DAT"Preloading level file "DATA\GTA.DAT"Loading custom level file "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\gta.dat"Loading preloaded level entries...Opening file for streaming "data\paths\carrec.img"Opening file for streaming "data\script\script.img"Opening file for streaming "models\cutscene.img"Loading default object types "data\default.ide"Loading default object types "data\vehicles.ide"Loading default object types "data\peds.ide"Loading default object types "data\maps\generic\vegepart.ide"Loading default object types "data\maps\generic\barriers.ide"Loading default object types "data\maps\generic\dynamic.ide"Loading default object types "data\maps\generic\dynamic2.ide"Loading default object types "data\maps\generic\multiobj.ide"Loading default object types "data\maps\generic\procobj.ide"Loading default object types "data\maps\la\lan.ide"Loading default object types "data\maps\la\lan2.ide"Loading default object types "data\maps\la\las.ide"Loading default object types "data\maps\la\las2.ide"Loading default object types "data\maps\la\lae.ide"Loading default object types "data\maps\la\lae2.ide"Loading default object types "data\maps\la\law2.ide"Loading default object types "data\maps\la\law.ide"Loading default object types "data\maps\la\lawn.ide"Loading default object types "data\maps\la\lahills.ide"Loading default object types "data\maps\la\laxref.ide"Loading default object types "data\maps\sf\sfn.ide"Loading default object types "data\maps\sf\sfs.ide"Loading default object types "data\maps\sf\sfse.ide"Loading default object types "data\maps\sf\sfe.ide"Loading default object types "data\maps\sf\sfw.ide"Loading default object types "data\maps\sf\sfxref.ide"Loading default object types "data\maps\vegas\vegasn.ide"Loading default object types "data\maps\vegas\vegass.ide"Loading default object types "data\maps\vegas\vegase.ide"Loading default object types "data\maps\vegas\vegasw.ide"Loading default object types "data\maps\vegas\vegaxref.ide"Loading default object types "data\maps\country\countryn.ide"Loading default object types "data\maps\country\countn2.ide"Loading default object types "data\maps\country\countrys.ide"Loading default object types "data\maps\country\countrye.ide"Loading default object types "data\maps\country\countryw.ide"Loading default object types "data\maps\country\counxref.ide"Loading default object types "data\maps\interior\int_la.ide"Loading default object types "data\maps\interior\int_sf.ide"Loading default object types "data\maps\interior\int_veg.ide"Loading default object types "data\maps\interior\int_cont.ide"Loading default object types "data\maps\leveldes\levelmap.ide"Loading default object types "data\maps\leveldes\levelxre.ide"Loading default object types "data\maps\interior\gen_int1.ide"Loading default object types "data\maps\interior\gen_int2.ide"Loading default object types "data\maps\interior\gen_intb.ide"Loading default object types "data\maps\interior\gen_int3.ide"Loading default object types "data\maps\interior\gen_int4.ide"Loading default object types "data\maps\interior\gen_int5.ide"Loading default object types "data\maps\interior\savehous.ide"Loading default object types "data\maps\interior\stadint.ide"Loading default object types "data\maps\leveldes\seabed.ide"Loading default object types "data\maps\interior\props.ide"Loading default object types "data\maps\interior\props2.ide"Loading default object types "data\maps\interior\propext.ide"Loading default object types "data\maps\veh_mods\veh_mods.ide"Loading default object types "data\txdcut.ide"Loading default object data "DATA\OBJECT.DAT"Loading default vehicle colours "DATA\CARCOLS.DAT"Loading default vehicle upgrades "DATA\CARMODS.DAT"Initializing the streaming...Loading abstract cd directory...Importing model file for index 22256 at "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\models\gta3.img - wheat version\grasshouse.txd"Importing model file for index 3409 at "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\models\gta3.img - wheat version\grassplant.dff"Abstract cd directory has been loaded.Loading default scene "data\map.zon"Loading default scene "data\info.zon"Loading default scene "data\maps\la\lan.ipl"Loading default scene "data\maps\la\lan2.ipl"Loading default scene "data\maps\la\las.ipl"Loading default scene "data\maps\la\las2.ipl"Loading default scene "data\maps\la\lae.ipl"Loading default scene "data\maps\la\lae2.ipl"Loading default scene "data\maps\la\law.ipl"Loading default scene "data\maps\la\lawn.ipl"Loading default scene "data\maps\la\law2.ipl"Loading default scene "data\maps\la\lahills.ipl"Loading default scene "data\maps\sf\sfn.ipl"Loading default scene "data\maps\sf\sfs.ipl"Loading default scene "data\maps\sf\sfse.ipl"Loading default scene "data\maps\sf\sfe.ipl"Loading default scene "data\maps\sf\sfw.ipl"Loading default scene "data\maps\vegas\vegasn.ipl"Loading default scene "data\maps\vegas\vegass.ipl"Loading default scene "data\maps\vegas\vegase.ipl"Loading default scene "data\maps\vegas\vegasw.ipl"Loading default scene "data\maps\country\countryn.ipl"Loading default scene "data\maps\country\countn2.ipl"Loading default scene "data\maps\country\countrys.ipl"Loading default scene "data\maps\country\countrye.ipl"Loading default scene "data\maps\country\countryw.ipl"Loading default scene "data\maps\interior\int_la.ipl"Loading default scene "data\maps\interior\int_sf.ipl"Loading default scene "data\maps\interior\int_veg.ipl"Loading default scene "data\maps\interior\int_cont.ipl"Loading default scene "data\maps\interior\gen_int1.ipl"Loading default scene "data\maps\interior\gen_int2.ipl"Loading default scene "data\maps\interior\gen_intb.ipl"Loading default scene "data\maps\interior\gen_int3.ipl"Loading default scene "data\maps\interior\gen_int4.ipl"Loading default scene "data\maps\interior\gen_int5.ipl"Loading default scene "data\maps\interior\stadint.ipl"Loading default scene "data\maps\interior\savehous.ipl"Loading default scene "data\maps\leveldes\levelmap.ipl"Loading default scene "data\maps\leveldes\seabed.ipl"Loading default scene "data\maps\paths.ipl"Loading default scene "data\maps\paths2.ipl"Loading default scene "data\maps\paths3.ipl"Loading default scene "data\maps\paths4.ipl"Loading default scene "data\maps\paths5.ipl"Loading default scene "data\maps\cull.ipl"Loading default scene "data\maps\tunnels.ipl"Loading default scene "data\maps\occlusf.ipl"Loading default scene "data\maps\occluveg.ipl"Loading default scene "data\maps\occlula.ipl"Loading default scene "data\maps\occluint.ipl"Loading default scene "data\maps\audiozon.ipl"Loading custom scene "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\data\maps\country\countrycml.ipl"Loading default train track "data\paths\tracks.dat"Loading default train track "data\paths\tracks3.dat"Loading default train track "data\paths\tracks2.dat"Loading default train track "data\paths\tracks4.dat"Opening file for streaming "MODELS\PLAYER.IMG"Loading default clothes rules "DATA\CLOTHES.DAT"Loading default water level "DATA\water.dat"Loading default ped relationship data "DATA\PED.DAT"Loading default weapon data "DATA\WEAPON.DAT"Loading default ped groups "PEDGRP.DAT"Loading default car groups "CARGRP.DAT"Starting injected cleo script search 0E431FA8 for version '0'...Injecting extra scripts into search 0E431FA8...Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\combinedust.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\farmvehspawn.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1a.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1b.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\npcharvest.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawncombinetab+h.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawnmowertab+m.cs"Finishing injected cleo script search 0E431FA8...Loading default action reaction stats "DATA\AR_STATS.DAT"Loading default stat update conditions "DATA\STATDISP.DAT"Loading default shopping data "data\shopping.dat"Removing imported model file at index 0Loading default furniture data "data\furnitur.dat"Loading default procedural objects "data\procobj.dat"Loading default time cycle properties "TIMECYC.DAT"Loading default population cycle properties "POPCYCLE.DAT"Loading default ped relationship data "DATA\PED.DAT"Loading default weapon data "DATA\WEAPON.DAT"Loading default ped groups "PEDGRP.DAT"Loading default car groups "CARGRP.DAT"Starting injected cleo script search 0E431FC8 for version '0'...Injecting extra scripts into search 0E431FC8...Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\combinedust.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\farmvehspawn.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1a.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1b.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\npcharvest.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawncombinetab+h.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawnmowertab+m.cs"Finishing injected cleo script search 0E431FC8...Loading default action reaction stats "DATA\AR_STATS.DAT"Loading default stat update conditions "DATA\STATDISP.DAT"Loading default furniture data "data\furnitur.dat"Loading default procedural objects "data\procobj.dat"Starting injected cleo script search 0E431FC8 for version '0'...Injecting extra scripts into search 0E431FC8...Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\combinedust.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\farmvehspawn.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1a.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\lawn1b.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\npcharvest.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawncombinetab+h.cs"Injecting cleo script "modloader\1434186231_farmingbasicbycml99\basic\gta san andreas\cleo\spawnmowertab+m.cs"Finishing injected cleo script search 0E431FC8...Removing imported model file at index 20000Removing imported model file at index 20001Removing imported model file at index 20002Removing imported model file at index 20003Removing imported model file at index 20000Removing imported model file at index 20001Removing imported model file at index 20002Removing imported model file at index 20003Removing imported model file at index 20000Removing imported model file at index 20001Removing imported model file at index 20002Removing imported model file at index 20003Removing imported model file at index 20000Removing imported model file at index 20001Removing imported model file at index 20002Removing imported model file at index 384Removing imported model file at index 385Removing imported model file at index 385Removing imported model file at index 386Removing imported model file at index 386Removing imported model file at index 387Removing imported model file at index 387Removing imported model file at index 388Removing imported model file at index 388Removing imported model file at index 390Game version: GTA SA 1.0 USUnhandled exception at 0x00466751 in GTA_SA.EXE (+0x66751): 0xC0000005: Access violation reading location 0x00000000.Register dump:EAX: 0x00000000 EBX: 0x00000001 ECX: 0x016F4D58 EDX: 0x00465E60EDI: 0x00000000 ESI: 0x016F4D58 EBP: 0x0028F97C EIP: 0x00466751ESP: 0x0028F8E8 EFL: 0x00210212 CS: 0x00000023 SS: 0x0000002BGS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002BStack dump:0x0028F8E8: 016FD338 016F4D58 41D89000 0046D00A 0D551D18 0028F9140x0028F900: 00000000 0028F988 00837D3B FFFFFFFF 00469FF7 000000450x0028F918: 016F4D58 00000000 0046A220 00000000 00000000 0028F97C0x0028F930: FFFFFFFF 00000003 0028F988 0083C528 FFFFFFFF 0053BFCC0x0028F948: 019C2748 00014231 FFFFFFFF 00000000 00000000 000000000x0028F960: 6A99145E 0053E986 019C2248 69E4DCCA 019C2248 69E4E1300x0028F978: 00000001 0028F994 69E4C643 0028F9B4 0028F9CC 69E9A8580x0028F990: 00000000 0028F9BC 69E4E06E 69E9FAB0 019C2748 69E4316D0x0028F9A8: 00000000 0028F99C 0028F9D4 00000001 019C2238 0028F9D80x0028F9C0: 69E4CB47 0028F9E0 0028FA94 0028FA74 69E9A858 00000000base: 0x00090000 top: 0x0028F8E8 bottom: 0x00290000Backtrace (may be wrong):=>0x00466751 in GTA_SA.EXE (+0x66751) (0x0028F97C)0x69E4C643 in modloader.asi (+0x1c643) (0x0028F994)0x69E4E06E in modloader.asi (+0x1e06e) (0x0028F9BC)0x69E4CB47 in modloader.asi (+0x1cb47) (0x0028F9D8)0x69E4E617 in modloader.asi (+0x1e617) (0x0028FA80)0x69E4E50C in modloader.asi (+0x1e50c) (0x0028FA8C)0x0053ECC2 in GTA_SA.EXE (+0x13ecc2) (0x0028FA94)0x00619B71 in GTA_SA.EXE (+0x219b71) (0x0028FAA8)0x00748DA0 in GTA_SA.EXE (+0x348da0) (0x0028FB48)0x69E4E0D4 in modloader.asi (+0x1e0d4) (0x0028FB68)0x69E4C7A8 in modloader.asi (+0x1c7a8) (0x0028FBA8)0x69E4E10F in modloader.asi (+0x1e10f) (0x0028FBDC)0x69E4CAD2 in modloader.asi (+0x1cad2) (0x0028FC0C)0x69E4E92C in modloader.asi (+0x1e92c) (0x0028FCCC)0x69E4E558 in modloader.asi (+0x1e558) (0x0028FCE4)0x69E4C8AE in modloader.asi (+0x1c8ae) (0x0028FD24)0x69E4E10F in modloader.asi (+0x1e10f) (0x0028FD58)0x69E4CAD2 in modloader.asi (+0x1cad2) (0x0028FD88)0x69E4E92C in modloader.asi (+0x1e92c) (0x0028FE48)Shutting down Mod Loader...Shutting down filesystem watcher...Shutting down menu...Unloading plugin "gta3.std.fx"Unloading plugin "gta3.std.asi"Unloading plugin "gta3.std.bank"Unloading plugin "gta3.std.data"Unloading plugin "gta3.std.movies"Unloading plugin "gta3.std.scm"Unloading plugin "gta3.std.text"Unloading plugin "gta3.std.tracks"Unloading plugin "gta3.std.sprites"Unloading plugin "gta3.std.stream"Mod Loader has been shutdown. I can test subsets of the mod if you give me instructions which subsets are consistent (have no missing dependencies). Edited July 1, 2015 by goodidea82 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067677715 Share on other sites More sharing options...
CML99 Posted July 1, 2015 Author Share Posted July 1, 2015 (edited) Try installing it manually and only the files to replace, not whole downloaded folder. I can't say at the moment if it's the mod's case.. My game crashes after saving too, but since a loooong time before I even started making the mod. I'm not saving the game anyway. Soon I'll ask other users from another website if they experienced the crash too. Edited July 1, 2015 by CML99 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067678179 Share on other sites More sharing options...
goodidea82 Posted July 2, 2015 Share Posted July 2, 2015 Fixed it. Look for the lines that end with "//FIX". // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}0A95: enable_thread_saving //FIX//-------------MAIN---------------014B: 0@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1114.026 -1620.922 77.9753 angle 270.0014C: set_parked_car_generator 0@ cars_to_generate_to 1014B: 1@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1027.723 -1142.643 130.8227 angle 90.0014C: set_parked_car_generator 1@ cars_to_generate_to 1014B: 2@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1075.861 -1247.669 130.8242 angle 270.0014C: set_parked_car_generator 2@ cars_to_generate_to 1014B: 3@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1423.249 -1513.844 103.319 angle 90.0014C: set_parked_car_generator 3@ cars_to_generate_to 1014B: 4@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.2164 -1760.762 7.6162 angle 42.0014C: set_parked_car_generator 4@ cars_to_generate_to 1014B: 5@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 38.9452 -269.9813 3.6322 angle 270.0014C: set_parked_car_generator 5@ cars_to_generate_to 1014B: 6@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 90.4749 -300.1166 3.1861 angle 0.0014C: set_parked_car_generator 6@ cars_to_generate_to 1014B: 7@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -17.2925 -274.8525 7.031 angle 180.0014C: set_parked_car_generator 7@ cars_to_generate_to 1014B: 8@ = init_car_generator #MOWER color 86 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1451.305 -1487.328 101.6384 angle 270.0014C: set_parked_car_generator 8@ cars_to_generate_to 1014B: 9@ = init_car_generator #FARMTR1 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1451.73 -1535.034 101.7578 angle 270.0014C: set_parked_car_generator 9@ cars_to_generate_to 1014B: 10@ = init_car_generator #FARMTR1 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -393.2126 -1149.704 69.4508 angle 270.0014C: set_parked_car_generator 10@ cars_to_generate_to 1014B: 11@ = init_car_generator #FARMTR1 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -367.1169 -1060.897 59.256 angle 90.0014C: set_parked_car_generator 11@ cars_to_generate_to 1014B: 12@ = init_car_generator #FARMTR1 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -78.7546 12.3094 3.1286 angle 164.0014C: set_parked_car_generator 12@ cars_to_generate_to 1014B: 13@ = init_car_generator #MOWER color 86 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1106.624 -312.5867 73.8726 angle 0.0014C: set_parked_car_generator 13@ cars_to_generate_to 1014B: 14@ = init_car_generator #COMBINE color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1058.69 -289.6227 75.5953 angle 180.0014C: set_parked_car_generator 14@ cars_to_generate_to 1014B: 15@ = init_car_generator #FARMTR1 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1103.973 -348.4925 73.9851 angle 27.5014C: set_parked_car_generator 15@ cars_to_generate_to 1032B: $PICKUP = create_weapon_pickup #FIRE_EX type 15 ammo 9999 at -1169.65 -1140.0 129.5$CANDY = Object.Create(7392, -236.8232, 2648.8, 57.9)0453: set_object $CANDY XYZ_rotation 90.0 0.0 0.0//end_thread //ERROR0A93: end_custom_thread //FIX Read here about 0A95: enable_thread_saving However, I'm not sure if this is sufficient or the best option. Consider reading also here: http://gtag.gtagaming.com/forums/index.php?showtopic=1457 CML99 and mirh 2 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067681571 Share on other sites More sharing options...
CML99 Posted July 18, 2015 Author Share Posted July 18, 2015 Fixed the download links in OP, also v2 is out! Neddo and mirh 2 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067761979 Share on other sites More sharing options...
Gryzlek Posted July 22, 2015 Share Posted July 22, 2015 Sorry for off topic but how did you get that PS2 look? http://2.bp.blogspot.com/-qidQQBNmP9Y/VQB9-g-I8UI/AAAAAAAACsU/UmHi30aeIRg/s1600/west.jpg Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067780161 Share on other sites More sharing options...
CML99 Posted July 22, 2015 Author Share Posted July 22, 2015 Older version of PostFx, SilentPatch. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067780478 Share on other sites More sharing options...
Junior_Djjr Posted July 26, 2015 Share Posted July 26, 2015 (edited) Very good mod But have a few errors that can cause problems for people in which install First, about global vars ($) Global variables, as the name implies, are variables that communicate with all scripts and all mods contrary to what many think, global variables are not names, but numbers, when you type a name, such as "$CAR" and compiles the Sanny Builder will scour your game to put the appropriate number to your GTA, e.g. "$6" Meanwhile, another modder will do the same, will use a global variable and will also compile on his GTA, and will also compile with the number 6 Their two mods will use the variable "$6", if you created an actor with it and the other mod created an object, will surely crashing for millions of reasons that I don't need to mention And the problem does not stop there, when you save the game, global vars remain in your save game forever! Is like a virus. WaterMill.cs you used global vars, $MILL, $FAN you terminated the script with end_thread, used for .cm and not .cs, .cs is end_custom_thread opcode you used 08D2:, this crashes the game when you move the camera in-off the object you created the objects even if you are not in the location TruckTerminal.cs you used global vars, $FORK, $TRAILER*. you already loaded the models and animations (with 038B:), but again, you checked if was loaded with (0248:) if not loaded, you jump for load again, but you will duplicate the load of model... model loads is actually "model marked for load", when you use the opcode for load the model, will mark the model for game load and when you use the opcode to release the model (0249:) will mark as not necessary, then, if mark to load 1 time, will load, if mark to release 1 time, will release.... if marks to load 2 times, will load 1 time, if mark to release 1 time, will not release 'cause was marked to 2 times of use, then the game will never unload the model ...anyway, you don't used the release of model, then will continues unloading, forever and you loaded simply entering in the game, then, you enter in the game with this mod installed and will be all load and created for ever, even if you are not using this mod... bad for FPS... bad for ram memory... bad for game limits... SurvMission.cm you used global vars, $UFO1, $UFO2, $LIGHT, $CAR, $MARKER* you used timers (32@ and 33@) to create and control actors, but this is timers, count the time, in each process of the game this vars will increase by the time, after 1 sec the 32@ will be with value "1000", 2 secs, "2000" etc SurvJenkins.cs you loaded the models when you enter in the game, and not when you are in the location, as I said before, bad for fps, bad for ram, bad for game limits etc you removed the actor references and after, checked if he is dead, destroy it etc... bu you already removed the references, will be turn a random ped Survivalists.cs you loaded all the models when you enter in the game... again, is is a LOT of models and animations and you again check if load (0248:) even it is already loaded (038B:) you used global var, $PISS you doesn't released the models SurvCerber.cs you loaded all the models when you enter in the game, same things that I already said ↑ you used global vars, $CAR, ironically this global var will be incompatible with your own mod, 'cause you used the same global var of SurvMission.cm you used car generator and don't saved the thread, when you use the car generator you MUST create this in a only 1 .cs file, and use 0A95:, if not, when you save the game, the vehicle will be duplicate when you enter in the game again with this .cs, them, in the thread saving, the .cs file will be stored and will not run again if you entered in the save game again don't need to stop the audio for release, simply release it SpawnTractorTab+T.cs you used global vars again, $TRAILER, and again will be incompatible with your own mod, 'cause you used this same var in TruckTerminal.cs Spawn*****Tab+*.cs you checked if the car is with more than 10000 of health, wtf? 0185: is a condition opcode, not for set, the 0224: is for set SheepSound.cs, PigSound.cs, CowSound.cs, ChickenSound.cs you loaded the audio when you enter in the game, and used 038B: to load the audio, but the audio don't need to force to load and this opcode if for model and anims, not for audio don't release the audio when you get off the location, you simply stopped the audio, don't released it Sheeps.cs and Pigs*.cs loaded the model even if is not in the location and checked if loaded even is already loaded by 038B: NPCharvest.cs this is created by Wesser, what could I say? Lawn1*.cs used opcode for mission for the object, but you are not in the mission and don't used any mission clear FarmVehSpawn.cs used a lot of global vars don't used thread saving, as I said in SurvCerber.cs FarmSave.cs used "return" bellow of jump/goto, but return is used for return the gosub this script is seen in various bad tutorials, apparently you just copied and changed the coordinates, I think FarmHouse.cs other "return", but is a nice script, same tutorial? FarmFireplace.cs used global vars, $FP*, $FIRE, $TREE* and the same problems with the load of models, ever loading and creating the models/objects even when you is not in the location CropdustSpray.cs used global vars, $PEST* Cows.cs used global vars, $BUCKET, $MILK and the same problems with the load of models, ever loading and creating the models/objects even when you is not in the location CombineDust.cs good script CombineChuteF10.cs "$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)" why this? this is for main.scm when you create the player ChickensTF.cs, ChickensHelen.cs, ChickensHelen.cs same problems with the load of models Boar*.cs used global vars, $WOOD, $FIRE, you used $FIRE in several scripts, all is incompatible with another, working incorrectly together BluBryLiq.cs global vars, $BOX1 same problems with models and creations as I said before FARM_CML.fxt you used FARMRACE*, this gxt entry have 9 chars, really worked as fine? the limit is not 7? anyway, you used gxt entry for simply "1", "2" and "3", when you can use this: 045A: .col you don't need to use a entire model for the collision, you need to use a low version and use and abuse of the spheres, as the col files of gta sa are geral a lot of global vars that broke your game A LOT of problems in FPS, memory and limits. and A LOT of problems if you save the game, all the objects, cars, global vars will stay in the save game, will spoil the whole save game. TIPS: use 3d sound, 0AC1:, 0AC4: etc try using less .cs files, you used A LOT of .cs files, don't need all of this why you not use Mod Loader? you can also use Mod Loader to avoid the .col limit, installing .col with modloader will not reach of the limit of col files (some limit adjusters increase this limit, but with wrong way, make bugs in your game). The col limit of GTA SA is very very small, I think a lot of people who installed your mod and before he had another .col files also installed, they had the crash in address 0x015632B0 simply create a .txt file in a folder, like: modloader\your mod\any name.txt and put the .col file in: modloader\your mod\my cols\col1.col inside .txt, you put this: COLFILE 0 my cols\col1.col done. will load the .col file without reaching the col limit of the game more infos here: http://mixmods.blogspot.com/2015/07/tutorial-dicas-tudo-sobre-mod-loader.html if nice too 'cause modloader create merge of files, then the guy can use 100 diferents gta.dat inside "modloader" and mod loader will merge all, leaving all the mods compatible, mainly for your mod, that replace this files and can broke the game of the peoples if is already with others mods installed please, fix this things Edited July 26, 2015 by Junior_Djjr CML99, Neddo and mirh 3 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067798353 Share on other sites More sharing options...
Honker1944 Posted July 26, 2015 Share Posted July 26, 2015 Are you going to make tgis mod looks like farming simulator? Can you add trailer for tractor http://ursus.com.pl/images/images/ursus_t_610(1).jpg m Maybe somehing like that :] Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067799522 Share on other sites More sharing options...
CML99 Posted July 26, 2015 Author Share Posted July 26, 2015 (edited) @Honker, I did, and that was unnecessary and useless (and bugged a bit, turning SA's farmtrailer to dumper trailer isn't that easy). @Junior, for most of them I'll take a try soon. And: Releasing sound freezes the game all the time. The way survivalists.cs is made is the only way that works w/out any issues (I spent some time to finally fix it). Parked cars - they're meant to be spawned like that - appear when player come near the spawn point (not appear if you use teleport) and disappear when the player is far or saved the game. About global vars, I've been told already it's better to not use them, but it's impossible if you use 33 local ones (which is the maximum). 3d sounds - I just got what they differ from the normal sound not a while ago, after I finished the mod. So yeah, it'll be good to implement them. About WaterMill.cs, I thought I didn't include that script, it was just a test, that didn't work how it had to anyway. Save-game related changes - I thought it's 0A95 fault indeed? 32@ and 33@ timers - hmm, that may be the reason why the mission ends when there are still 2-3 enemies left alive. And the combine chute - that was in original script and if you remove it (or anything from the original script) it freezes the game or crashes. end_thread - forgot to fix that. I'm using modloader for some things, but anyway not everyone is using it, so the mod is suited for classic installation. And yeah, the limit adjusters doesn't do the object/.col limit job well. Also, I have issues with MixSets, the HUD disappears and I can't go to pause menu with the mod. I have to use task manager to kill SA process. Edited July 26, 2015 by CML99 Jinx. 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067799626 Share on other sites More sharing options...
CampinFred Posted July 27, 2015 Share Posted July 27, 2015 Epic. Been wantin to see this for a while. Great job dude Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067802785 Share on other sites More sharing options...
Junior_Djjr Posted July 27, 2015 Share Posted July 27, 2015 (edited) Releasing sound freezes the game all the time.I think there is problem, or script errorI always use in my mods and always works perfectly (I use cleo 4.3.20) http://mixmods.blogspot.com/2015/06/som-de-chuva-em-interior.html The way survivalists.cs is made is the only way that works w/out any issues (I spent some time to finally fix it).it would be best to review this, does not exist the "use of error to not have issues" Parked cars - they're meant to be spawned like that - appear when player come near the spawn point (not appear if you use teleport) and disappear when the player is far or saved the game.you are saying to which script? all parked cars work the way you said, is a standard of game, this opcode control the spawn of parked car to only spawn when you are near.The problem I said about it is that such vehicles will be trapped in the save game About global vars, I've been told already it's better to not use them, but it's impossible if you use 33 local ones (which is the maximum).WaterMill.cs uses only 2 varsTruckTerminal.cs uses only 9 vars SurvMission.cm uses a lot of vars, but the var limit of a .cm is 1024 vars SurvCerber.cs uses only 3 vars Spawn*Tab+*.cs uses only 6 vars, and have a script which can be written using only 3 etc... but in any script you need to use more than 32 variables (0@-31@) you can use thread memory, like this: {$cleo}0000:while true wait 0 if 0ADC: test_cheat "create" //type "create" then model.Load(1001) 038B: load_requested_models 04C4: store_coords_to 1@ 2@ 3@ from_actor $player_actor with_offset 1.0 3.0 1.0 0107: 0@ = create_object 1001 at 1@ 2@ 3@ //create object 0AC6: 1@ = label @object1 offset //get the label address 0A8C: write_memory 1@ size 4 value 0@ virtual_protect 0 //store the handle of the object to this label 04C4: store_coords_to 1@ 2@ 3@ from_actor $player_actor with_offset 0.0 3.0 1.0 0107: 0@ = create_object 1001 at 1@ 2@ 3@ 0AC6: 1@ = label @object2 offset 0A8C: write_memory 1@ size 4 value 0@ virtual_protect 0 04C4: store_coords_to 1@ 2@ 3@ from_actor $player_actor with_offset -1.0 3.0 1.0 0107: 0@ = create_object 1001 at 1@ 2@ 3@ 0AC6: 1@ = label @object3 offset 0A8C: write_memory 1@ size 4 value 0@ virtual_protect 0 model.destroy(1001) while 8ADC: not test_cheat "delete" wait 0 end 0AC6: 1@ = label @object1 offset //get the label address with the object created 0A8D: 0@ = read_memory 1@ size 4 virtual_protect 0 //read the handle of the object 0108: destroy_object 0@ //destroy it! 0AC6: 1@ = label @object2 offset 0A8D: 0@ = read_memory 1@ size 4 virtual_protect 0 0108: destroy_object 0@ 0AC6: 1@ = label @object3 offset 0A8D: 0@ = read_memory 1@ size 4 virtual_protect 0 0108: destroy_object 0@ endend :object1hex00 00 00 00 //a space in memory for 4 bytes (the size of 1 variable)end:object2hex00 00 00 00end:object3hex00 00 00 00end Save-game related changes - I thought it's 0A95 fault indeed?this is a touchy subject.icons in radar and parked cars, need to be created in a separated script with 0A95, but for objects... not really know how to fix, but delete them when they leave the place and / or when entering into an interior is a great advance so I created a mod to find and delete objects trapped save http://mixmods.blogspot.com/2015/06/deletar-objetos-dentro-do-jogo.html (sometimes if we can not fix a bug, we surrender to it ) Also, I have issues with MixSets, the HUD disappears and I can't go to pause menu with the mod. I have to use task manager to kill SA process.simply try to find out which of the functions did give this problem and tell me Edited July 27, 2015 by Junior_Djjr Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067802958 Share on other sites More sharing options...
Honker1944 Posted July 27, 2015 Share Posted July 27, 2015 Will you add this trailer,please In my opinion the pucharsing fields will be veary good idea. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067803138 Share on other sites More sharing options...
CML99 Posted July 27, 2015 Author Share Posted July 27, 2015 (edited) @Honker, nope. @Junior, fixed most of these, except the mission and cropdust spray (need to try your memory thread later). The reason why releasing audio crashed was that I loaded the audio before the loop, and when audio's been released, it jumped to first loop which caused crash - fixed. edit: tried and for the cropduster - it doesn't work like it has to, the particle stays in the place where it's been created instead of being attached to plane. tried both 064B: 0@= create_particle "CARWASHSPRAY" at 1@ 2@ 3@ type 1 and 066A: 0@ = attach_particle "CARWASHSPRAY" to_actor $PLAYER_ACTOR with_offset 1@ 2@ 3@ rotation 0.0 0.0 0.0 flag 1 For mission - freezes the game just when starting the mission. Edited July 27, 2015 by CML99 Junior_Djjr 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067803484 Share on other sites More sharing options...
Junior_Djjr Posted July 27, 2015 Share Posted July 27, 2015 (edited) edit: tried and for the cropduster - it doesn't work like it has to, the particle stays in the place where it's been created instead of being attached to plane. tried both 064B: 0@= create_particle "CARWASHSPRAY" at 1@ 2@ 3@ type 1 and 066A: 0@ = attach_particle "CARWASHSPRAY" to_actor $PLAYER_ACTOR with_offset 1@ 2@ 3@ rotation 0.0 0.0 0.0 flag 1 For mission - freezes the game just when starting the mission. you created and then attached? 066A: is for create, the name of this opcode is really bad, it was to be: "066A: create_fx_system_on_char_with_direction" anyway, always when a first variable is followed by an equal, is a returned var like: 0@ = actor.angle // return (the 0@ will be the angle) actor.angle = 0@ // set (the angle will be the 0@) Edited July 27, 2015 by Junior_Djjr Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067806545 Share on other sites More sharing options...
CML99 Posted July 28, 2015 Author Share Posted July 28, 2015 (edited) Links updated (except gtagarage links, fixed files awaiting approval). Also done rooster crowing at 6 AM on countryside. @Junior, nevermind 'bout that MixSets problem. The fault was mine. ; WidescreenAddress = 0xB6F065 ; Memory address.Size = B ; Number of Bytes to be written. - You can put the number of Bytes or use shortcut letters as: B=1 Byte | W=2 Bytes | D=4 Bytes | F=Float (Remember of Float numbers (0.0, 1.0 etc) have 4 Bytes, but is necessary to use "F" here to say that this is a Float).Value = 2 ; Value to been written in this address. Tried to enable the cutscene widescreen (these black stripes on the screen) in-game, but nah. And, could you make the underwater vision toggleable via cheat/key ingame? That'd be great. Edited July 28, 2015 by CML99 ClaudX and Junior_Djjr 2 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067809643 Share on other sites More sharing options...
goodidea82 Posted July 28, 2015 Share Posted July 28, 2015 Have you removed all custom global variables? Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067810080 Share on other sites More sharing options...
CML99 Posted July 28, 2015 Author Share Posted July 28, 2015 Almost, except in those 2 scripts. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067810101 Share on other sites More sharing options...
goodidea82 Posted July 28, 2015 Share Posted July 28, 2015 Which ones? So I know which ones to delete. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067810307 Share on other sites More sharing options...
CML99 Posted July 28, 2015 Author Share Posted July 28, 2015 CropdustSpray SurvMission Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067810431 Share on other sites More sharing options...
Junior_Djjr Posted July 29, 2015 Share Posted July 29, 2015 And, could you make the underwater vision toggleable via cheat/key ingame? That'd be great. {$cleo}0000: while true wait 0 if 0ADC: test_cheat "und" then 0A8D: 0@ = read_memory 0x00C402D3 size 1 vp 1 if 0@ == 1 then 0A8C: write_memory 0x00C402D3 size 1 value 0 vp 1 else 0A8C: write_memory 0x00C402D3 size 1 value 1 vp 1 end endend CML99 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067811383 Share on other sites More sharing options...
CML99 Posted July 30, 2015 Author Share Posted July 30, 2015 Garage links updated. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067818796 Share on other sites More sharing options...
CML99 Posted August 4, 2015 Author Share Posted August 4, 2015 (edited) UPDATE: - fixed CropdustSpray.cs vars - fixed & improved mission - field updated - bale press (a bit buggy but playable) (gtagarage, gtainside, gtagaming links awaiting approval) @down, yep Edited August 14, 2015 by CML99 mirh, ClaudX, reyks and 4 others 7 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067838991 Share on other sites More sharing options...
goodidea82 Posted August 4, 2015 Share Posted August 4, 2015 -fixed & improved mission You mean that you have removed global variables from SurvMission too? Junior_Djjr 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067839902 Share on other sites More sharing options...
reyks Posted August 5, 2015 Share Posted August 5, 2015 Just wondering any chance you can make the vertex on crops and stuff not have that dark shadow thingy on the sides, like d3jan did with this mod, would look a lot better IMO. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067843934 Share on other sites More sharing options...
CML99 Posted August 5, 2015 Author Share Posted August 5, 2015 (edited) Just wondering any chance you can make the vertex on crops and stuff not have that dark shadow thingy on the sides, like d3jan did with this mod, would look a lot better IMO. I know it looks ugly. I just edited the original weed model with zmodeler, I may try to do that in max but dunno if I won't f*ck it up @EDIT: So... tried, and f*cked it up as predicted Edited August 5, 2015 by CML99 reyks 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067844405 Share on other sites More sharing options...
CML99 Posted August 20, 2015 Author Share Posted August 20, 2015 (edited) So I just realized the extended edtion caused that well-known (or less known?) LOD-related map bug: Fixing it via cleo: (no cleo fix, but still the 'airways' bug present - the cleo script still didn't fixed the LOD object absence) Fixing through IPL: it was ok, but then: taki chuj... XD and then: and then... Didn't know whether to cry or laugh. After five lines in IPL, it was time to get it fixed... probably... at least I think it's fixed, I haven't seen any broken roads yet. And hence it's a bit far to the next update/release.. Here, take these lines and insert them in countryCML.IPL 10365, roadbit21_SFS, 0, -2674.492188, -409.34375, 20.65625, 0, 0, 0, 1, 56 10364, sfshill07, 0, -2836.851563, -592.9375, 6.3671875, 0, 0, 0, 1, 55 10489, c*ntwland18_SFS, 0, -2869.257813, -812.3828125, 6.203125, 0, 0, 0, 1, 292 10362, sfshill05, 0, -2408.140625, -415.0546875, 72.5078125, 0, 0, 0, 1, 53 10363, sfshill06, 0, -2646, -448.90625, 33.171875, 0, 0, 0, 1, 54 Also, report if you spot it elsewhere. //@EDIT: So.. ekhem... don't do drugs, guys Don't insert these lines. @EDIT2: Ok I probably got it finally fixed. Paste the line in SFs.IPL 10365, roadbit21_SFS, 0, -2674.492188, -409.34375, 20.65625, 0, 0, 0, 1, 56 Edited August 21, 2015 by CML99 mirh 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067901018 Share on other sites More sharing options...
universetwisters Posted August 28, 2015 Share Posted August 28, 2015 That's one hell of a fancy DFT with the hay bales and everything. Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067927019 Share on other sites More sharing options...
CML99 Posted August 30, 2015 Author Share Posted August 30, 2015 (edited) UPDATE: - fixed SF road bug- fixed boar pile normals- minor changes for some scripts- real combine sounds- additional bumper trailer and tractor with sounds - All it needs now is cowsh*t. You have to save cowsh*t and place them on the lawn to make the ground alive lol Gonna update garage links soon. Edited August 30, 2015 by CML99 reyks 1 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067932081 Share on other sites More sharing options...
CML99 Posted August 31, 2015 Author Share Posted August 31, 2015 (edited) Could you also add tractor race? And the prize would be tractor with an original paintjob, for example a pig-nosed woman with "Wife is looking for farmer" inscription I had to, and nope. Race coding ain't no for me Moreover I have no more time fo' that. Edited August 31, 2015 by CML99 Link to comment https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067934851 Share on other sites More sharing options...
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