Jump to content

Recommended Posts

goodidea82

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 US
Loading basic config file modloader/.data/config.ini

Parsing command line
Loaded fallback menu fxt

Looking for plugins...
Reading plugins.ini
Loading 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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/2012
Starting 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':17
Parsing cached readme data for "modloader\1434186231_farmingbasicbycml99\basic\readmepl.txt"
Found cached level file line for 'modloader\1434186231_farmingbasicbycml99\basic\readmepl.txt':16
Parsing 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 0
Loading 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 20000
Removing imported model file at index 20001
Removing imported model file at index 20002
Removing imported model file at index 20003
Removing imported model file at index 20000
Removing imported model file at index 20001
Removing imported model file at index 20002
Removing imported model file at index 20003
Removing imported model file at index 20000
Removing imported model file at index 20001
Removing imported model file at index 20002
Removing imported model file at index 20003
Removing imported model file at index 20000
Removing imported model file at index 20001
Removing imported model file at index 20002
Removing imported model file at index 384
Removing imported model file at index 385
Removing imported model file at index 385
Removing imported model file at index 386
Removing imported model file at index 386
Removing imported model file at index 387
Removing imported model file at index 387
Removing imported model file at index 388
Removing imported model file at index 388
Removing imported model file at index 390



Game version: GTA SA 1.0 US
Unhandled exception at 0x00466751 in GTA_SA.EXE (+0x66751): 0xC0000005: Access violation reading location 0x00000000.
Register dump:
EAX: 0x00000000 EBX: 0x00000001 ECX: 0x016F4D58 EDX: 0x00465E60
EDI: 0x00000000 ESI: 0x016F4D58 EBP: 0x0028F97C EIP: 0x00466751
ESP: 0x0028F8E8 EFL: 0x00210212 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B

Stack dump:
0x0028F8E8: 016FD338 016F4D58 41D89000 0046D00A 0D551D18 0028F914
0x0028F900: 00000000 0028F988 00837D3B FFFFFFFF 00469FF7 00000045
0x0028F918: 016F4D58 00000000 0046A220 00000000 00000000 0028F97C
0x0028F930: FFFFFFFF 00000003 0028F988 0083C528 FFFFFFFF 0053BFCC
0x0028F948: 019C2748 00014231 FFFFFFFF 00000000 00000000 00000000
0x0028F960: 6A99145E 0053E986 019C2248 69E4DCCA 019C2248 69E4E130
0x0028F978: 00000001 0028F994 69E4C643 0028F9B4 0028F9CC 69E9A858
0x0028F990: 00000000 0028F9BC 69E4E06E 69E9FAB0 019C2748 69E4316D
0x0028F9A8: 00000000 0028F99C 0028F9D4 00000001 019C2238 0028F9D8
0x0028F9C0: 69E4CB47 0028F9E0 0028FA94 0028FA74 69E9A858 00000000
base: 0x00090000 top: 0x0028F8E8 bottom: 0x00290000

Backtrace (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 by goodidea82
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067677715
Share on other sites

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 by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067678179
Share on other sites

goodidea82

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 270.0
014C: set_parked_car_generator 0@ cars_to_generate_to 1
014B: 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 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 1
014B: 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 270.0
014C: set_parked_car_generator 2@ cars_to_generate_to 1
014B: 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 90.0
014C: set_parked_car_generator 3@ cars_to_generate_to 1
014B: 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 42.0
014C: set_parked_car_generator 4@ cars_to_generate_to 1
014B: 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 270.0
014C: set_parked_car_generator 5@ cars_to_generate_to 1
014B: 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 0.0
014C: set_parked_car_generator 6@ cars_to_generate_to 1
014B: 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 180.0
014C: set_parked_car_generator 7@ cars_to_generate_to 1
014B: 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 270.0
014C: set_parked_car_generator 8@ cars_to_generate_to 1
014B: 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 270.0
014C: set_parked_car_generator 9@ cars_to_generate_to 1
014B: 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 270.0
014C: set_parked_car_generator 10@ cars_to_generate_to 1
014B: 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 90.0
014C: set_parked_car_generator 11@ cars_to_generate_to 1
014B: 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 164.0
014C: set_parked_car_generator 12@ cars_to_generate_to 1
014B: 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 0.0
014C: set_parked_car_generator 13@ cars_to_generate_to 1
014B: 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 180.0
014C: set_parked_car_generator 14@ cars_to_generate_to 1
014B: 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 27.5
014C: set_parked_car_generator 15@ cars_to_generate_to 1
032B: $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 //ERROR
0A93: 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

  • Like 2
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067681571
Share on other sites

  • 3 weeks later...
Junior_Djjr

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? :lol:

 

 


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 by Junior_Djjr
  • Like 3
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067798353
Share on other sites

@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 by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067799626
Share on other sites

Junior_Djjr

Releasing sound freezes the game all the time.

I think there is problem, or script error

I 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 vars

TruckTerminal.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 :lol: )

 

 

 

 

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 by Junior_Djjr
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067802958
Share on other sites

@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 by CML99
  • Like 1
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067803484
Share on other sites

Junior_Djjr

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 by Junior_Djjr
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067806545
Share on other sites

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 by CML99
  • Like 2
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067809643
Share on other sites

Junior_Djjr

 

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

 

 

Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067811383
Share on other sites

UPDATE:

- fixed CropdustSpray.cs vars

- fixed & improved mission

- field updated

- bale press (a bit buggy but playable)

 

 

 

YeRQZxc.jpg

 

GAHlB6m.jpg

 

 

(gtagarage, gtainside, gtagaming links awaiting approval)

 

@down, yep

Edited by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067838991
Share on other sites

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 :p

 

@EDIT: So... tried, and f*cked it up as predicted :D

Edited by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067844405
Share on other sites

  • 3 weeks later...

So I just realized the extended edtion caused that well-known (or less known?) LOD-related map bug:

 

 

SUjPSP1.jpg

 

 

Fixing it via cleo:

 

 

oHPlvz7.jpg

 

9zJYEgq.jpg

 

yxZi1cN.jpg

 

XrO1jml.jpg

 

(no cleo fix, but still the 'airways' bug present - the cleo script still didn't fixed the LOD object absence)

 

CkMwgUP.jpg

 

 

Fixing through IPL:

 

 

bU9EEKR.jpg

 

it was ok, but then:

Hd8k0HL.jpg

taki chuj... XD

 

and then:

sOWisvF.jpg

 

and then...

reZfgto.jpg

 

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

 

 

v4CpUvN.jpg

 

 

Also, report if you spot it elsewhere.

 

 

//@EDIT: So.. ekhem...

 

VAsTvXI.jpg

 

sJQchgF.jpg

 

jw7dAPH.jpg

 

ogrPD9H.jpg

 

XwZUMah.jpg

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 by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067901018
Share on other sites

universetwisters

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

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

9LVihaR.jpg

 

 

Gonna update garage links soon.

Edited by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067932081
Share on other sites

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 :D

I had to, and nope. Race coding ain't no for me :p

Moreover I have no more time fo' that.

Edited by CML99
Link to comment
https://gtaforums.com/topic/773082-farming-mod/page/3/#findComment-1067934851
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.