The____Mostwanted Posted January 11, 2016 Share Posted January 11, 2016 (edited) http://13.sannybuilder.com/cleo-scriptslink has been deleted ? Â Does this mod is available to download ?? i mean the GPS in radar Edited January 11, 2016 by I.M.MeHDi Link to comment Share on other sites More sharing options...
uncaged Posted January 11, 2016 Share Posted January 11, 2016 (edited) http://13.sannybuilder.com/cleo-scriptslink has been deleted ? http://13.sannybuilder.com/ Â ThirteenAG, please fix the Wheel Turning Speed Adjuster for III link! Edited January 11, 2016 by uncaged The____Mostwanted 1 Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 11, 2016 Author Share Posted January 11, 2016 Okay, should be fixed. Some things got broken after updates. GPS mod is not yet available for vc, but you can compile it from the sources. The____Mostwanted and uncaged 2 Link to comment Share on other sites More sharing options...
The____Mostwanted Posted January 11, 2016 Share Posted January 11, 2016 Okay, should be fixed. Some things got broken after updates. GPS mod is not yet available for vc, but you can compile it from the sources. I LOVE U DUDE (NOT HOMO) !!!!!! YOU R THE BEST !!! Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 16, 2016 Share Posted January 16, 2016 (edited) Is anyone interested in looking over my code for a plugin for CLEO? I am currently working on an opcodes restoration project for Vice City. This is my first public work using C++, Visual Studio, and GitHub, so it would be great if anyone can help out. 49 opcodes have been implemented so far. VC.Opcodes.cleo: The plugin. Place in VC\CLEO\CLEO_PLUGINS. dllmain.cpp: The source code for the plugin. VC.OpcodesTest.cs: The test script for the plugin. Place in VC\CLEO. VC.OpcodesTest.txt: The source code for the test script. scm.txt: Let Sanny Builder recognize the new opcodes. Add onto VCSCM.INI in SB\data\vc. opcodes.txt: For reference. Add onto opcodes.txt in SB\data\vc. EDIT: Links have been updated. Visit GTAModding for the latest updates. Edited August 27, 2016 by spaceeinstein The____Mostwanted, Wesser, Igor Bogdanoff and 1 other 4 Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 16, 2016 Author Share Posted January 16, 2016 Nice. I can't check it out right now though. Do you plan to use it in GTA LC somehow? Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 16, 2016 Share Posted January 16, 2016 I would like to develop it enough for GTA LC but some opcodes are too complex for me to restore. My primary plan is to restore as many as I possibly can. Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 16, 2016 Author Share Posted January 16, 2016 Cool. Probably it would be good to make a complete list of opcodes that need to be done and then just scratch completed opcodes out. Maybe I'll be able to help you with some of them in a few weeks or so. Link to comment Share on other sites More sharing options...
Seemann Posted January 16, 2016 Share Posted January 16, 2016 I had similar idea, to port some of III opcodes to Vice City. Nice to see it moves on. There's the first pull request for you, just a little code improvement. Link to comment Share on other sites More sharing options...
crashoverride93 Posted January 18, 2016 Share Posted January 18, 2016 I tried this on GTA3 1.0 version and it crashed what exe do you use for 3 Link to comment Share on other sites More sharing options...
XMDS Posted January 18, 2016 Share Posted January 18, 2016 Could you let VC load the mp3? Really need the opcodes   0AAC: $hMP3 = load_audiostream "CLEO\playlist\1.mp3" 0AAD: set_mp3 $hMP3 perform_action 1 0AAE: release_mp3 $hMP3 0AAF: 0@ = get_mp3_length $hMP3 0AB9: get_mp3 $hMP3 state_to 7@ 0ABB: 0@ = audiostream $hMP3 volume 0ABC: set_audiostream $hMP3 volume 0@ 0AC0: audiostream $hMP3 loop 1 0AC1: $hMP3 = load_audiostream_with_3d_support "sample.mp3" //IF and SET 0AC2: set_3d_audiostream $hMP3 position 0@ 1@ 2@ 0AC3: link_3d_audiostream $hMP3 to_object $object 0AC4: link_3d_audiostream $hMP3 to_actor $actor 0AC5: link_3d_audiostream $hMP3 to_vehicle $car Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 18, 2016 Author Share Posted January 18, 2016 Could you let VC load the mp3? Really need the opcodes https://github.com/Allegri32/VCIIIAudioLibrary/releases Link to comment Share on other sites More sharing options...
XMDS Posted January 20, 2016 Share Posted January 20, 2016 How the two opcodes used? They are doing? Â 0601: is_button_pressed_on_pad 3 with_sensitivity 0xFF 0602: emulate_button_press_on_pad 2 with_sensitivity 0xFF Â The keys? Link to comment Share on other sites More sharing options...
B_Smiles Posted January 20, 2016 Share Posted January 20, 2016 (edited) Noticed this strange bug with the turn indicators script, the signals for the Stretch are reversed Same thing happens with the Hearse and Love Fist limo. Â Â Edited January 20, 2016 by BeckermannDewitt Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 20, 2016 Author Share Posted January 20, 2016 Yeah, I think R* messed up the model, but not sure. Link to comment Share on other sites More sharing options...
MiniMeOSC Posted January 20, 2016 Share Posted January 20, 2016 Yeah, I checked a couple DFFs. The (single) taillights marker was always on the right side of the model, except for the strech limo. That one has it on the left side. Well, Rockstar never needed to distinguish left from right, so they didn't mess up as such. But still, it's a divergence from their usual scheme. Â Out of curiosity I took a quick look at your source code. From what I've seen, working around that should easily be possible by using the absolute values of the offsets and then negating the other. Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 21, 2016 Author Share Posted January 21, 2016 I will fix it some time later, or feel free to update the script yourself. Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 23, 2016 Share Posted January 23, 2016 Is there a bug to opcode 0ADC? It seems to ignore the first character. For example, using the string "AB", typing just "B" returns true. Or using "ABCDE", typing "BCDE" returns true. Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 23, 2016 Author Share Posted January 23, 2016 I suppose it's possible. Create an issue, I'll check it out in two weeks(or earlier). Link to comment Share on other sites More sharing options...
Seemann Posted January 26, 2016 Share Posted January 26, 2016 I did a fix for 0ADC opcode https://github.com/x87/III.VC.CLEO/commit/1cf29a440d4c07a32f86d5e3db1d6d9a23bc4b9c https://github.com/spaceeinstein/III.VC.CLEO/pull/2 Â I can't do a PL for ThirteenAG's base repo, as I forked the space's one previously. It is much ahead of the base fork, should all the changes spaceeinstein did be then merged to the base repo? Shagg_E 1 Link to comment Share on other sites More sharing options...
Bill SKY Posted January 27, 2016 Share Posted January 27, 2016 (edited) ThirteenAG,we found the opcode about animations are useful. We can not add the extra animation in vice city,so we use a new animation replace the original animations in vc. However,it is limited ,because the original animations are finited. But the opcode in san andreas apply them, Can you convert or add it in the new version cleo?thanks. Edited January 27, 2016 by Bill SKY Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 28, 2016 Author Share Posted January 28, 2016 (edited) I uploaded v2.0.0.4 to cleo.li. Fixed 0ADC bug and a crash in steam version. Edited January 28, 2016 by ThirteenAG Blackbird88, Jack, Seemann and 2 others 5 Link to comment Share on other sites More sharing options...
XMDS Posted January 29, 2016 Share Posted January 29, 2016 Can you do to add extra ifp anim? Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 29, 2016 Author Share Posted January 29, 2016 No I can't. Link to comment Share on other sites More sharing options...
ermaccer Posted January 29, 2016 Share Posted January 29, 2016 Any way to start both (3,VC) versions on XP? Whenever i put the files, game exits. Link to comment Share on other sites More sharing options...
ThirteenAG Posted January 29, 2016 Author Share Posted January 29, 2016 Any way to start both (3,VC) versions on XP? Whenever i put the files, game exits. I won't be supporting XP, in theory it should be possible to recompile the main asi and plugins with older toolset or _xp. Blackbird88 1 Link to comment Share on other sites More sharing options...
ermaccer Posted February 8, 2016 Share Posted February 8, 2016 So what stops you? Not meant rude. Link to comment Share on other sites More sharing options...
ThirteenAG Posted February 8, 2016 Author Share Posted February 8, 2016 Just don't want to do that, that's all. Blackbird88 and Shagg_E 2 Link to comment Share on other sites More sharing options...
ermaccer Posted February 8, 2016 Share Posted February 8, 2016 Okay ;( Link to comment Share on other sites More sharing options...
Silent Posted February 8, 2016 Share Posted February 8, 2016 He's just too lazy to switch a compiler option, fact. Link to comment Share on other sites More sharing options...
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