uncaged Posted September 5, 2015 Share Posted September 5, 2015 (edited) Hi! I tried TurnIndicators and VehCameraMovement for both III and VC with this latest CLEO and all of them crash at the end of loading the savegame or New Game Unhandled exception c0000005 At address 00000000 About list: Would LOVE to see there GinputCompatibilityScript for III which would work as great as VC's one P.S. you made awesome Turn indicators and IV HUD for III and VC. Didn't you think about making ones for SA? Yes I know those mods are already exist by another autors. But they are pretty much outdated and have tons of incompatibilities. Edited September 5, 2015 by uncaged Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067948843 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 Hi! I tried TurnIndicators and VehCameraMovement for both III and VC with this latest CLEO and all of them crash at the end of loading the savegame or New Game Works just fine on my end. Try on a clean install with only necessary plugins. Would LOVE to see there GinputCompatibilityScript for III which would work as great as VC's one What's the point? Every script was remade to support GInput natively. P.S. you made awesome Turn indicators and IV HUD for III and VC. Didn't you think about making ones for SA? Yes I know those mods are already exist by another autors. But they are pretty much outdated and have tons of incompatibilities.I'm not going to. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067948969 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 Works just fine on my end. Try on a clean install with only necessary plugins. Would LOVE to see there GinputCompatibilityScript for III which would work as great as VC's one What's the point? Every script was remade to support GInput natively. O_o Thats weird, I do have only basic necessary plugins. I will reinstall then. I see. Its really great if Manual Aiming was remade to not require compatibility script anymore. B-but there is only VC link of Manual Aiming on that page O_o Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949000 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 B-but there is only VC link of Manual Aiming on that page O_oYes, I wasn't happy how it worked in gta3, so I'll try to make it better some time later, if it's even possible. uncaged 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949038 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 (edited) OK, for the record. This is still happening with the last CLEO and new scripts in crystal clear downgraded game. Hi! I tried TurnIndicators and VehCameraMovement for both III and VC with this latest CLEO and all of them crash at the end of loading the savegame or New Game Unhandled exception c0000005 At address 00000000 I tried also new Manual aiming and Swimming+Climbing. First acts exactly as TurnIndicators and CameraMovement. The second allows to load a game, but crashes as soon as I fall into the water or jump on some obstacle. Both III and VC act in the same way with this crashes. Edited September 5, 2015 by uncaged Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949145 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 Upload a crash dump and log, error at address 00000000 doesn't make any sense. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949168 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 log this? Имя события проблемы: APPCRASH Имя приложения: gta-vc.exe Версия приложения: 0.0.0.0 Отметка времени приложения: 00000000 Имя модуля с ошибкой: StackHash_0a9e Версия модуля с ошибкой: 0.0.0.0 Отметка времени модуля с ошибкой: 00000000 Код исключения: c0000005 Смещение исключения: 00000000 Версия ОС: 6.1.7601.2.1.0.256.1 Код языка: 1049 Дополнительные сведения 1: 0a9e Дополнительные сведения 2: 0a9e372d3b4ad19135b953a78882e789 Дополнительные сведения 3: 0a9e Дополнительные сведения 4: 0a9e372d3b4ad19135b953a78882e789 Dump this? https://www.sendspace.com/file/csmpwv If not - tell me how to do the correct ones. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949230 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 (edited) Did you renamed the file to CLEO.asi? Plugins won't work that way, maybe that's the reason it crashes for you. Though normally it should show incorrect opcode error. And by log I mean cleo.log, if it's not empty. Edited September 5, 2015 by ThirteenAG Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949328 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 No I did not change the name of asi. It would notify me that VC.CLEO.asi is not there. Yes, cleo.log is empty. Ok lets then see if other people will get the same problems. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949480 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 But your dump file clearly indicates that CLEO.asi(v1.1.1.6 to be specific) inside mss folder crashes the game. uncaged 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949524 Share on other sites More sharing options...
TiTAN_AI Posted September 5, 2015 Share Posted September 5, 2015 (edited) I dont have the problems you have, also not with an new game, i use latest cleo and the following mods from the sanny builder site: Swimming and Climbing (from Parkour 4.1) Increased helicopter height limit Manual Aiming (make sure you add: CDIMAGE anim\movements.img to gta_vc.dat) IV Hud Vehicle Camera Movement Walk Quicksave Hit Indicator Turn Indicators Edited September 5, 2015 by TiTAN_AI uncaged 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949529 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 (edited) Shiiiiiiiiiiiiiiiiiiiiiiiiit !!! I found it. Indeed there was a CLEO.asi, which was put there by the downgrader! I became able to see it only after enabling "show hidden files". Ahhh, you really should have pointed that before, right after reading my dump. But still I'm happy the reason was dicovered. Thank you very much! Now III works perfectly. In VC with TurnIndicators I get incorrect opcode ID: 0BA2 incorrect opcode ID: 0f03 Unhandled exception c0000005 At address: 0044bbd3 cleo.log GTA VC CLEO v2.0.0.3 Log File GTA VC v1.0 Loaded plugin VC.ClipboardControl.cleo Loaded plugin VC.FileSystemOperations.cleo Loaded plugin VC.IniFiles.cleo Loaded plugin VC.IntOperations.cleo Loaded plugin VC.MemoryModule.cleo --Game Re-Init-- Released all scripts allocated memory Allocated memory for script: "cleo\buybackyourweapons.cs", 1020 Loaded script "buyback" from "cleo\buybackyourweapons.cs" Allocated memory for script: "cleo\FDVCfix.cs", 1521 Loaded script "FDVCfix" from "cleo\FDVCfix.cs" Allocated memory for script: "cleo\iv_hud.cs", 9246 Loaded script "iv_hud." from "cleo\iv_hud.cs" Allocated memory for script: "cleo\map.cs", 592 Loaded script "map.cs" from "cleo\map.cs" Allocated memory for script: "cleo\Ped Bleed VC ZAZ.cs", 1883 Loaded script "Ped Ble" from "cleo\Ped Bleed VC ZAZ.cs" Allocated memory for script: "cleo\REGEN50.cs", 72 Loaded script "REGEN50" from "cleo\REGEN50.cs" Allocated memory for script: "cleo\Urban services [VC].cs", 15780 Loaded script "Urban s" from "cleo\Urban services [VC].cs" Allocated memory for script: "cleo\VC.Climbing.cs", 8539 Loaded script "VC.Clim" from "cleo\VC.Climbing.cs" Allocated memory for script: "cleo\VC.ManualAiming.cs", 22600 Loaded script "VC.Manu" from "cleo\VC.ManualAiming.cs" Allocated memory for script: "cleo\VC.Swimming.cs", 11994 Loaded script "VC.Swim" from "cleo\VC.Swimming.cs" Allocated memory for script: "cleo\VC.TurnIndicators.cs", 323776 Loaded script "VC.Turn" from "cleo\VC.TurnIndicators.cs" Allocated memory for script: "cleo\VC.VehCameraMovement.cs", 12024 Loaded script "VC.VehC" from "cleo\VC.VehCameraMovement.cs" Allocated memory for script: "cleo\[VC]grenader.cs", 1006 Loaded script "[VC]gre" from "cleo\[VC]grenader.cs" Allocated memory for script: "cleo\[VC]zonetext.cs", 1355 Loaded script "[VC]zon" from "cleo\[VC]zonetext.cs" Registered custom text: "_MSG1", "~g~Press 'N' to refuel." Registered custom text: "_MSG2", "~1~" Registered custom text: "LG_28", "Gasoline Station" Registered custom text: "_SPEED", "~1~ km'h" Registered custom text: "VCSGNS", "Pay ~h~$2000~w~ bribe to get back your weapons? Press ~h~~k~~PED_ANSWER_PHONE~~w~ to buy." Registered custom text: "RE_WEPE", "You don't have any weapons to return." Error (incorrect opcode): VC.Turn, 0BA2 Error (incorrect opcode): VC.Turn, 0BA2 --Game Init-- Unloading custom script "[VC]zon" Unloading custom script "[VC]gre" Unloading custom script "VC.VehC" Unloading custom script "VC.Turn" Unloading custom script "VC.Swim" Unloading custom script "VC.Manu" Unloading custom script "VC.Clim" Unloading custom script "Urban s" Unloading custom script "regen" Unloading custom script "bleed" Unloading custom script "map.cs" Unloading custom script "iv_hud." Unloading custom script "vcfdfix" Unloading custom script "buyback" Released all scripts allocated memory Unloaded custom text "RE_WEPE" Unloaded custom text "VCSGNS" Unloaded custom text "_SPEED" Unloaded custom text "LG_28" Unloaded custom text "_MSG2" Unloaded custom text "_MSG1" Allocated memory for script: "cleo\buybackyourweapons.cs", 1020 Loaded script "buyback" from "cleo\buybackyourweapons.cs" Allocated memory for script: "cleo\FDVCfix.cs", 1521 Loaded script "FDVCfix" from "cleo\FDVCfix.cs" Allocated memory for script: "cleo\iv_hud.cs", 9246 Loaded script "iv_hud." from "cleo\iv_hud.cs" Allocated memory for script: "cleo\map.cs", 592 Loaded script "map.cs" from "cleo\map.cs" Allocated memory for script: "cleo\Ped Bleed VC ZAZ.cs", 1883 Loaded script "Ped Ble" from "cleo\Ped Bleed VC ZAZ.cs" Allocated memory for script: "cleo\REGEN50.cs", 72 Loaded script "REGEN50" from "cleo\REGEN50.cs" Allocated memory for script: "cleo\Urban services [VC].cs", 15780 Loaded script "Urban s" from "cleo\Urban services [VC].cs" Allocated memory for script: "cleo\VC.Climbing.cs", 8539 Loaded script "VC.Clim" from "cleo\VC.Climbing.cs" Allocated memory for script: "cleo\VC.ManualAiming.cs", 22600 Loaded script "VC.Manu" from "cleo\VC.ManualAiming.cs" Allocated memory for script: "cleo\VC.Swimming.cs", 11994 Loaded script "VC.Swim" from "cleo\VC.Swimming.cs" Manual aiming has a bug - when I aim with LEFT trigger it act the same as right trigger - shooting. About CameraMovement - it works great with "middle camera" but when playing with "Close camera" every time I rotate the right stick camera switches back to "Middle camera" and then back again to "Close" if not to touch right stick. It feels clunky. Was that really intended to be like that? Edited September 5, 2015 by uncaged XMDS 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949721 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 (edited) In VC with TurnIndicators I get incorrect opcode ID: 0BA2 That's strange, the plugin is registered it seems, so it should work. Cleo is in the root dir?Btw, why are you using only some of the updated scripts? Like, buy back your weapons was updated too, so as IV hud. Manual aiming has a bug - when I aim with LEFT trigger it act the same as right trigger - shooting.Same, can't reproduce. This is my GInput settings. About CameraMovement - it works great with "middle camera" but when playing with "Close camera" every time I rotate the right stick camera switches back to "Middle camera". It fills clunky. Was that really intended to be like that?Basically, yes. I'll maybe try to improve it somehow, don't have any good ideas yet. Edited September 5, 2015 by ThirteenAG Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949759 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 That's strange, the plugin is registered it seems, so it should work. Cleo is in the root dir?Btw, why are you using only some of the updated scripts? Like, buy back your weapons was updated too, so as IV hud. Tried both mss and root - no difference. But I assume it should be in root, right? Have just tried them. BBYW works good. But IVHUD incorrect opcode ID: 0b14 Unhandled exception c0000005 At address: 004630ee Same, can't reproduce. This is my GInput settings. Same crap Lets just drop it then. I'm completely happy with old version. Basically, yes. I'll maybe try to improve it somehow, don't have any good ideas yet. Simply keeping the chosen camera mode, while rotating it would be enough i think Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949838 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 Tried both mss and root - no difference. But I assume it should be in root, right?Could be in both, but for some reason opcodes from cleo plugins doesn't work for you. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949874 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 Too bad they dont work. Well, lets drop them too if there will not be reports from other users. Tell me if I can help somehow. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949888 Share on other sites More sharing options...
Marsi4eg Posted September 5, 2015 Share Posted September 5, 2015 (edited) Vehicle Camera movement scripts does not work for some reason. No crash, it shows that the script is loaded, it just has no effect. Both 3 and VC. Do I have to press something to activate movement? Tried to add another script, for example "IV HUD" - that works ----- Oh, got it. It has no effect when the controls set to 'classic', only works with 'normal' But that's not good because I play with a gamepad Edited September 5, 2015 by Marsi4eg Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949935 Share on other sites More sharing options...
TiTAN_AI Posted September 5, 2015 Share Posted September 5, 2015 Allocated memory for script: "cleo\Urban services [VC].cs", 15780 Loaded script "Urban s" from "cleo\Urban services [VC].cs" just a hint, my game have random crashes when i use that cleo script, i dont know if its help for you but you could remove it temp. and look if its better, the scrippt itself works, but it seems buggy or in conflict with many other scripts. uncaged 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949957 Share on other sites More sharing options...
ThirteenAG Posted September 5, 2015 Author Share Posted September 5, 2015 Oh, got it. It has no effect when the controls set to 'classic', only works with 'normal' But that's not good because I play with a gamepad Well, yeah, my scripts are only for standart controls with GInput's IV mode. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949965 Share on other sites More sharing options...
uncaged Posted September 5, 2015 Share Posted September 5, 2015 (edited) just a hint, my game have random crashes when i use that cleo script, i dont know if its help for you but you could remove it temp. and look if its better, the scrippt itself works, but it seems buggy or in conflict with many other scripts. No, I tested problematic scripts alone without other scripts to make sure there are no conflicts between them or whiсh one exactly causes an error. I put other scripts back and then that log was generated Edited September 5, 2015 by uncaged Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1067949969 Share on other sites More sharing options...
The____Mostwanted Posted September 21, 2015 Share Posted September 21, 2015 CLEO v2.0.0.3 for GTA3 and VC has been released. Besides some fixes and improvements, two new plugins were added, Deji's ClipboardControl and a plugin to load dlls from memory. New opcodes for both games: 0B20: read_clipboard_text_to 0@ size 640B21: write_clipboard_data_from 0@ size 640BA2: 15@ = memory_load_library 15@ // IF and SET0BA4: 10@ = memory_get_proc_address "?SetPointers@@YAXPAM000@Z" library 15@ // IF and SET0BA3: memory_free_library 15@In GTA3 I added a bunch of original opcodes that appeared in VC: 04C9: player $PLAYER_CHAR driving_plane 04A8: player $PLAYER_CHAR driving_boat04aa: player $PLAYER_CHAR driving_heli047E: player $PLAYER_CHAR driving_a_motorbike 0485: return_true059a: return_falseAnd I think I finished rewriting most of my old scripts, so you can download them here: http://13.sannybuilder.com/cleo-scriptsLet me know if you find any bugs, or if there's another script you want to see on that list. I LOVE YOU MEN !!!! YOU ARE THE BEST MODDER I EVER SEEN PEOPLE MUST ADMIRE YOU MORE THAN THAT !!!! Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068004747 Share on other sites More sharing options...
The____Mostwanted Posted September 22, 2015 Share Posted September 22, 2015 Could you rewrite taxiscript mod it very useful and make game realistic Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068007345 Share on other sites More sharing options...
ThirteenAG Posted September 22, 2015 Author Share Posted September 22, 2015 Maybe, but not now. The____Mostwanted 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068007401 Share on other sites More sharing options...
The____Mostwanted Posted September 23, 2015 Share Posted September 23, 2015 Maybe, but not now. Maybe, but not now.Ok (y) Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068008715 Share on other sites More sharing options...
uncaged Posted November 19, 2015 Share Posted November 19, 2015 (edited) Hello! On the page with your CLEO scripts the Wheel Turning Speed Adjuster link for III is broken. Grenader doesn't have a link at all. P.S. And there is still no manual aiming for III whyyyyyy Edited November 19, 2015 by uncaged Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068186713 Share on other sites More sharing options...
spaceeinstein Posted January 1, 2016 Share Posted January 1, 2016 I have a problem with a piece of code for VC not being able to run as a CLEO script but being able to run as an SCM script. If I compile this code in a .cs CLEO script file, entering a Sentinel crashes the game with the error message "Incorrect opcode ID: 0A00". If I compile this code in a main.scm file, the code works just fine. Is it a problem with my code or with CLEO? constPLAYER_CAR = 10@COLOR_LABEL = 11@CAR_MODEL = 12@end COLOR_LABEL = @SET_COLOR // gets the position of label SET_COLORCAR_MODEL = #LINERUN // initializes herewhile true wait 10 if CAR_MODEL > #SENTINEL // reached past upper limit then COLOR_LABEL = @SET_COLOR // reset position of label to beginning CAR_MODEL = #LINERUN // reset car model to beginning end if 00DD: actor $PLAYER_ACTOR driving_vehicle_type CAR_MODEL then 03C0: PLAYER_CAR = actor $PLAYER_ACTOR car gosub COLOR_LABEL // gosub to set color end COLOR_LABEL += 11 // add 11 bytes to go to the next set color // 29 02 03 00 00 04 xx 04 xx 51 00, 11 bytes, is equivalent to // 0229: PLAYER_CAR xx xx 0051: return CAR_MODEL += 1 // increment car model ide numberend :SET_COLOR0229: set_car PLAYER_CAR color_to 0 1return0229: set_car PLAYER_CAR color_to 10 11return 0229: set_car PLAYER_CAR color_to 20 21return Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068341229 Share on other sites More sharing options...
ThirteenAG Posted January 2, 2016 Author Share Posted January 2, 2016 I think you should use http://gtag.gtagaming.com/opcode-database/opcode/0AC6/ What are you trying to achieve though? This code is kinda weird, I don't see a point of doing what it's doing that way. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068341324 Share on other sites More sharing options...
spaceeinstein Posted January 2, 2016 Share Posted January 2, 2016 (edited) It is an example code for GTAModding that I was updating, demonstrating arrays in VC. Sorry for the trouble but I found the solution after some bit of testing. Label positions in CLEO scripts are backwards in contrast to main.scm scripts so I only needed to change COLOR_LABEL += 11to COLOR_LABEL -= 11 Edited January 2, 2016 by spaceeinstein Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068341945 Share on other sites More sharing options...
Silent Posted January 2, 2016 Share Posted January 2, 2016 Ideally you could check the sign of COLOR_LABEL before performing arithmetic so the script would work both inside SCM and in CLEOs. Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068343154 Share on other sites More sharing options...
Seemann Posted January 10, 2016 Share Posted January 10, 2016 Ah, I've already fixed the code at GTAModding, so copy it there too. Here's my solution that works for both scm and cleo scripts: // set constantsconstPLAYER_CAR = 0@COLOR_LABEL = 1@CAR_MODEL = 2@COLOR_ARRAY_ITEM_SIZE = 3@end COLOR_LABEL = @SET_COLOR_ARRAY // gets the position of SET_COLOR_ARRAYCAR_MODEL = #LINERUN // initializes here so that this example works for III/VC/SACOLOR_ARRAY_ITEM_SIZE = @SET_COLOR_ARRAYCOLOR_ARRAY_ITEM_SIZE *= -1COLOR_ARRAY_ITEM_SIZE += @SET_COLOR_ITEM // holds correct offset for the next array itemwhile true wait 10 if CAR_MODEL > #SENTINEL // reached past upper limit then COLOR_LABEL = @SET_COLOR_ARRAY // reset position of label to beginning CAR_MODEL = #LINERUN // reset car model to beginning end if 00DD: actor $PLAYER_ACTOR driving_vehicle_type CAR_MODEL then 03C0: PLAYER_CAR = actor $PLAYER_ACTOR car gosub COLOR_LABEL // gosub to set color end 005A: COLOR_LABEL += COLOR_ARRAY_ITEM_SIZE CAR_MODEL += 1 // increment car model ide numberend :SET_COLOR_ARRAY0229: set_car PLAYER_CAR color_to 0 1return:SET_COLOR_ITEM0229: set_car PLAYER_CAR color_to 10 11return 0229: set_car PLAYER_CAR color_to 20 21returnlabel names are kinda generic, I know, probably need to think of better ones. Silent 1 Link to comment https://gtaforums.com/topic/807185-cleo-20/page/2/#findComment-1068373801 Share on other sites More sharing options...
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