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I'm currently replaying GTA3 for the first time in about a decade while using a few CLEO scripts from Thirteen, and have spotted two little issues.

 

Firstly, the Autosave script - after the mission Last Requests, it creates an autosave once the mission has completed, but I presume before a mission script that properly 'unlocks' Staunton has run. Loading the save causes the player to fall into water under the map, then respawn in Portland. Trying to cross the bridge to Staunton appears to show that the whole island is somehow lacking collisions, and the player ends up in an infinite loop of falling. Changing the island enum in the savegame from 1 to 2 lets you load it without dying, but there are no safehouse markers in Staunton.

 

Second, if using the Vehicle Camera Movement script in conjunction with the Frame Limit Adjuster script, moving the camera appears to drastically boost your vehicle's speed. Does the Camera Movement script have any logic tied to frame rate?

 

I can't see source for either Autosave or VCM on GitHub otherwise I'd take a crack at tweaking them myself, so I thought I'd report the issues instead. I've reproduced both using only the latest GTA3 CLEO, GInput and the scripts in question in order to eliminate any other scripts or ASIs. Edit: Aha, I see the CLEO scripts themselves include source.

 

(As an aside - thanks for all the hard work! Autosaves alone are a massive quality-of-life improvement to GTA3, and running 60fps with proper widescreen and Project 2DFX makes the old game look great even today.)

Edited by pez2k
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Firstly, the Autosave script - after the mission Last Requests, it creates an autosave once the mission has completed, but I presume before a mission script that properly 'unlocks' Staunton has run.

Maybe so, perhaps adding a delay would be a good idea. Currently I don't know when I'm gonna update the scripts, so creating an issue would be helpful.

 

 

Second, if using the Vehicle Camera Movement script in conjunction with the Frame Limit Adjuster script, moving the camera appears to drastically boost your vehicle's speed. Does the Camera Movement script have any logic tied to frame rate?

Yeah, I tried to eliminate car twitching issue that way, but it's not working very good. Some other solution is needed.

 

 

I can't see source for either Autosave or VCM on GitHub otherwise I'd take a crack at tweaking them myself

All sources are inside cs files, alternatively you can change .cs to .txt in the dropbox link.
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Thanks - removing the twitching fix from the Vehicle Camera Movement script has solved the speed-up issue.

 

I'll experiment with delays in the Autosave script - looking through main.scm the point at which it's saved should have been okay as the bridge models have been swapped in the savegame and the first Asuka mission marker is present. I'm now suspecting it might not be specifically an Autosave issue, because I can't see how it could have failed in this way. Edit: the Zones block of the savegame seems to have been the cause - copying one over from a downloaded donor savegame has fixed it. I'll keep an eye out to see if it returns, but I think the Autosave script is in the clear.

Edited by pez2k
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  • 4 weeks later...

Hey, I am playing Vice City and experiencing the bug with manual aiming where spamming R (reload) and Right click (aim) at the same time makes game crash.

I don't know if this is a known bug and would it be that gamebreaking in normal circumstances but it exists and I would like to see it fixed and play safely without any chances of crashing when playing with your awesome mods. :)

 

There is another bug with script VCS Radio Font. I looked at the code but didn't understand why this is the case, may be because of the Vice City itself.

But here is a bug. When using this script, mission markers disappear and such strange things are happeninng.

I don't know if this script causing it but it is definitely working well without it.

 

I don't know if this is a bug and is there any fix to it, maybe not, but Turn Inducators are showing up on the front lights of the car too.

Edited by akseresu
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The____Mostwanted

Hey, I am playing Vice City and experiencing the bug with manual aiming where spamming R (reload) and Right click (aim) at the same time makes game crash.

I don't know if this is a known bug and would it be that gamebreaking in normal circumstances but it exists and I would like to see it fixed and play safely without any chances of crashing when playing with your awesome mods. :)

omg using it for long never know it the error code is 5b27357b

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Apparently I'm not the first and not the last who is having problems with 0AD3 ;).

0AC8: 10@ = allocate_memory_size 200AD3: 10@ = format "ASM3_%d" 1 // = "ASM3_1" line from gxt file//00BA: show_text_styled GXT 10@ time 20 style 6  

Uncommenting the last line causes a crash. Ideas?

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  • 2 weeks later...
  • 3 weeks later...
  • 2 weeks later...
  • 2 weeks later...
spaceeinstein

Should CLEO use hooking patterns and have opcodes that allow it in CLEO mods? It would be awesome to have them be version-independent.

Edited by spaceeinstein
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Lurk Morrison

Is the Vehicle Camera Movement script (downloaded from http://13.sannybuilder.com/cleo-scripts/) not working for anyone else? Both the log and in-game show it being acknowledged but I cannot move the camera with either the mouse or right analog. All of the other 13AG scripts I've tried have worked fine.

 

Latest version of CLEO 2.0.0.4 and GInputVC 1.11.

 

If anyone needs me, I'll be over there. In the corner.

Edited by Kurropt Antagonist
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Is the Vehicle Camera Movement script (downloaded from http://13.sannybuilder.com/cleo-scripts/) not working for anyone else? Both the log and in-game show it being acknowledged but I cannot move the camera with either the mouse or right analog. All of the other 13AG scripts I've tried have worked fine.

 

Latest version of CLEO 2.0.0.4 and GInputVC 1.11.

Just tried both and they work perfect, if you re using the classic controls change to standard and now you can move the camera with both mouse or right stick of gamepad.
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  • 1 month later...

Incorrect Opcode ID: 247B ??

 

GTA: VC1.0 and core.dll, mss/solcore.asi

no log shown in cleo.log (0 bytes)

cleo version 2.0.0.4

 

Tweaking the SOLcore I can't seem to get around the problem other then generating other opcode errors.

 

I've had a lot of complains in the paste about people not beable able to use cleo. so i'd ^like to address these issues.

Edited by X-Seti
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  • 2 weeks later...

I've got a bit of an 'issue' with your "walk.cs" script for III/VC.

It works correctly in III as is, but I've been trying to change the walk key from "alt" to "lctrl" (for ergonomical reasons) and I can't get it to run.

I know nothing of coding, so I've attempted to just change the key code from "0x12" to "0x11" (and "17"), but that just fails to load the map and throws up opcode errors.

This is probably because "0AB0" is not a valid CLEO 2 opcode; compiling for SA in Sanny Builder doesn't result in a working III script either.

Any ideas on how to fix this?

 

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I downloaded Sanny Builder today, so it's the up to date version 3.2.2.

I did notice that 0AB0 doesn't appear in the SCM ini files for III and VC but does in the SA one, so I copied the line over to the III SCM.INI.

This results in a map load, but when I press the lctrl key the game crashes with an "unhandled exception" error (c0000005/0043dac7).

Using the 05EE opcode has the same effect.

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spaceeinstein

Sanny Builder doesn't come with CLEO 2.0. You have to install it manually and that includes updating the INI files yourself.

 

On an unrelated note, I found a minor bug with 0AD9. The code on GitHub is updated with the fix.

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I already had CLEO 2.0.0.2 installed; I've upgraded to 2.0.0.4, but that wasn't the issue.

Figured it out though; I had to choose the "don't use the original source code and decompile anyway" function in Sanny Builder.

Should have been obvious I guess, but there you go.

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  • 4 weeks later...

Should opcodes below 0601 that are included in CLEO 2.0 be moved over to my Opcodes Restoration Project? I'm working on getting it to be compatible with Steam.

Edited by spaceeinstein
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Should opcodes below 0601 that are included in CLEO 2.0 be moved over to my Opcodes Restoration Project? I'm working on getting it to be compatible with Steam.

Sure, go ahead.
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Should opcodes below 0601 that are included in CLEO 2.0 be moved over to my Opcodes Restoration Project? I'm working on getting it to be compatible with Steam.

Do you plan to support 0124? It sounds like a gta2 command which makes no sense with newer gtas (ORDER CHAR TO BACKDOOR) and I'm using this command in GInput (HAS PAD IN HANDS) so it'd be nice if it was left unimplemented.

 

EDIT: Applies to III and VC

Edited by Silent
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I won't be using that opcode. Do you know of other mods that have created opcodes? I can document them at GTAModding.

Nope, I don't.

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  • 2 weeks later...
spaceeinstein

I have an idea for a bunch of new opcodes. For any opcodes that deals with memory addresses (e.g. 0A8C WRITE_MEMORY, 0A8D READ_MEMORY), have counterparts that allow them to work regardless of the game version. For example:

 

0xxx: 0@ = read_memory 0xA0D9AC size 4 virtual_protect 0 address_version 0
0xA0D9AC is the memory address for the current island the player is in for VC v1.0 US. If CLEO detects a different version of the game, it would calculate the correct address, e.g. for v1.1 US the game reads 0xA0D9B4 instead. The opcodes would work using any address from supported versions as input:

 

0xxx: 0@ = read_memory 0xA0D9B4 size 4 virtual_protect 0 address_version 1
This would read 0xA0D9B4 in v1.1 US and calculates then reads 0xA0D9AC in v1.0 US. For the address version parameter, the values are:
  • 0 - v1.0 US
  • 1 - v1.1 US
  • 2 - Steam
What do you think of this?
  • Like 3
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