Silent Posted May 22, 2018 Share Posted May 22, 2018 It's still kinda weird it has to be like this though; since basically every other programming language uses the '==' notation, it's become sorta habitual. gta3sc follows the original gta3script syntax, and in R* sources comparisons were written like this. It's weird, I agree, but accuracy is one of the priorities there. thehambone and MythicalCreature 2 Link to comment Share on other sites More sharing options...
The Hero Posted May 22, 2018 Share Posted May 22, 2018 There are plenty of languages that use = and not == for equality. thehambone 1 re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
Link2012 Posted June 17, 2018 Author Share Posted June 17, 2018 (edited) The editor extension has been updated to gather docs from GTAG again. Make sure you Ctrl+Shift+P > Clear Documentation Cache if something gets weird. To be clear on the status of this project: It's not dead. Just lacking the time to make progress. I have learned a lot about compilers and language pragmatics since the last release, so I'll probably do some major changes here and be much more conservative language-design wise. For those using the language constantly, feedback on what are the difficulties you encounter while coding is welcome. Edited June 17, 2018 by LINK/2012 goodidea82 and Grinch_ 2 Link to comment Share on other sites More sharing options...
Grinch_ Posted June 17, 2018 Share Posted June 17, 2018 (edited) 27 minutes ago, LINK/2012 said: The editor extension has been updated to gather docs from GTAG again. Make sure you Ctrl+Shift+P > Clear Documentation Cache if something gets weird. To be clear on the status of this project: It's not dead. Just lacking the time to make progress. I have learned a lot about compilers and language pragmatics since the last release, so I'll probably do some major changes here and be much more conservative language-design wise. For those using the language constantly, feedback on what are the difficulties you encounter while coding is welcome. Thats why I was wondering whats wrong.Nice to get the feature back.Would be nice to get some of the unsupported commands to work though. Edit; Whats am i doing wrong here.Doesnt seem the docs feature to work.Using latest verson of VS code. Edited June 17, 2018 by Inan-Ahammad Link to comment Share on other sites More sharing options...
Link2012 Posted June 17, 2018 Author Share Posted June 17, 2018 Try WAIT. Probably will not make a different, but yeah. Damn. I hope GTA Modding gets back online soon. Link to comment Share on other sites More sharing options...
Grinch_ Posted June 18, 2018 Share Posted June 18, 2018 7 hours ago, LINK/2012 said: Try WAIT. Probably will not make a different, but yeah. Damn. I hope GTA Modding gets back online soon. so the docs are dependent on gta modding or gtagmodding? Link to comment Share on other sites More sharing options...
Grinch_ Posted June 19, 2018 Share Posted June 19, 2018 @LINK/2012Found that this command is present in cleo but not in GTA3sc https://gtagmodding.com/opcode-database/opcode/0A1E/ TAKE_SCREEN_SHOT. Link to comment Share on other sites More sharing options...
GuruGuru Posted June 19, 2018 Share Posted June 19, 2018 @Inan-Ahammad because it's called TAKE_PHOTO @LINK/2012 a decompiler would be nicee Link to comment Share on other sites More sharing options...
Grinch_ Posted June 19, 2018 Share Posted June 19, 2018 4 minutes ago, guru_guru said: @Inan-Ahammad because it's called TAKE_PHOTO @LINK/2012 a decompiler would be nicee opps.Most of the commands were same as gtagmodding.But its an exceptional i guess. Link to comment Share on other sites More sharing options...
goodidea82 Posted June 19, 2018 Share Posted June 19, 2018 Yes, a decompiler would be nice. Some applications: - Decompile for learning from existing scripts - Decompile to manually check and debug scripts from other authors - Automatic static analysis of existing scripts for code smells - Automatic translation of missions between game versions (the holly grail) Sanmodder 1 Link to comment Share on other sites More sharing options...
Link2012 Posted June 21, 2018 Author Share Posted June 21, 2018 On 6/18/2018 at 2:35 AM, Inan-Ahammad said: so the docs are dependent on gta modding or gtagmodding? Both. It tries GTAModding first (which is down), then GTAG. Regarding a decompiler. Sure. Will try doing that again. I hope to succeed this time goodidea82 and Blackbird88 2 Link to comment Share on other sites More sharing options...
Grinch_ Posted June 21, 2018 Share Posted June 21, 2018 (edited) On 6/21/2018 at 8:34 AM, LINK/2012 said: Both. It tries GTAModding first (which is down), then GTAG. Regarding a decompiler. Sure. Will try doing that again. I hope to succeed this time But gtag is on.So shouldnt I get info from there.That i dont in above vid. Edit:I know I'm kinda posting a lot here.So just gonna add what i wanna say,hope it get noticed. GTA3sc supports most all of CLEO opcodes.But what about those new ones.Added by Dkpac22 and Shmoopy?Does GTA3sc include them also?If not how about including them? Edited June 22, 2018 by Inan-Ahammad Link to comment Share on other sites More sharing options...
GuruGuru Posted June 23, 2018 Share Posted June 23, 2018 @Inan-Ahammad you can add them yourself by editing cleo.xml <Command ID="0xd11" Name="SET_OBJECT_ALPHA"> <Args> <Arg Type="INT" Entity="OBJECT"/> <Arg Type="INT"/> </Args> </Command> Link to comment Share on other sites More sharing options...
Link2012 Posted August 20, 2018 Author Share Posted August 20, 2018 I have updated the VSCode extension, it is capable of crawling GTAModding again, even though it is still offline. Apparently its MediaWiki API is still working! Vadim M., Ryadica926, Grinch_ and 1 other 4 Link to comment Share on other sites More sharing options...
guard3 Posted November 21, 2018 Share Posted November 21, 2018 I feel the need to just drop by and say that this toolchain is amazing and I love it! Link to comment Share on other sites More sharing options...
Link2012 Posted November 21, 2018 Author Share Posted November 21, 2018 51 minutes ago, guard3 said: I feel the need to just drop by and say that this toolchain is amazing and I love it! Thank you. Glad you like it Link to comment Share on other sites More sharing options...
Ryadica926 Posted November 21, 2018 Share Posted November 21, 2018 how about using this one? as gtamodding.com is still dead. https://gtamodding.wiki/ thehambone, Link2012 and RyanDri3957V 3 Link to comment Share on other sites More sharing options...
Link2012 Posted January 13, 2019 Author Share Posted January 13, 2019 Hello fellas, I would like to share some updates regarding this project. For at least seven months I have been working on formalizing this language [draft], and as I finish a portion of the document, I go on to rewrite the part of the compiler that handles that portion. I'm doing so in no rush, in such a way that I have time to think and rethink about the aspects that goes into play. I intend to produce something very clean and precise. I have made a decision on the scope of the project too, and that is front-end tooling. Meaning, I'm not working on a decompiler. I'm sure there are people out there that can handle this gap at some point. Dominik_, guard3, indirivacua and 6 others 9 Link to comment Share on other sites More sharing options...
guard3 Posted January 20, 2019 Share Posted January 20, 2019 (edited) Looks great so far, keep up the good work, this tool is awesome Edited January 20, 2019 by guard3 Link to comment Share on other sites More sharing options...
Davve95 Posted March 19, 2019 Share Posted March 19, 2019 I'm sorry for bumping this, but I need some help. I don't get the suggestions when I'm typing something. And I have installed the extension. Also, I can't find where you're supposed to enter the code for the compiler. The path aren't the same as in the description Link to comment Share on other sites More sharing options...
Link2012 Posted March 29, 2019 Author Share Posted March 29, 2019 (edited) On 3/19/2019 at 5:34 PM, Davve95 said: I'm sorry for bumping this, but I need some help. I don't get the suggestions when I'm typing something. And I have installed the extension. Also, I can't find where you're supposed to enter the code for the compiler. The path aren't the same as in the description Hi Davve. I suppose you don't get autocompletion because you have not setup the compiler path (if I understood you correctly?). On newer VSCode versions the correct directions are: Go to File > Preferences > Settings and within the user settings tab paste that JSON. For example: https://i.imgur.com/yw11tMy.png Hope that helps. Edited March 29, 2019 by LINK/2012 Davve95 1 Link to comment Share on other sites More sharing options...
J16D Posted March 31, 2019 Share Posted March 31, 2019 @LINK/2012 can you help me? I got this message in Visual Studio: there is a way to do that in CLEO CALL? thanks Link to comment Share on other sites More sharing options...
Link2012 Posted March 31, 2019 Author Share Posted March 31, 2019 The only acceptable identifiers within the arguments to a procedure call are variables (which can be seen in Stories SCM). What R* Leeds did to bypass this restriction was to assign the constant to a temporary variable, and subsequently pass this variables as argument. J16D 1 Link to comment Share on other sites More sharing options...
J16D Posted March 31, 2019 Share Posted March 31, 2019 1 hour ago, LINK/2012 said: The only acceptable identifiers within the arguments to a procedure call are variables (which can be seen in Stories SCM). What R* Leeds did to bypass this restriction was to assign the constant to a temporary variable, and subsequently pass this variables as argument. in other words: CONST_INT idOwned_l 11 LVAR_INT iTempVar iTempVar = idOwned_l CLEO_CALL GUI_DrawBoxOutline_WithText 0 (572.0 37.5) (136.0 15.0) (31 181 240 200) (0.5) (0 0 0 0) (0 125 180 150) iTempVar 9 -9.0 thanks!!! Link to comment Share on other sites More sharing options...
XMDS Posted April 4, 2020 Share Posted April 4, 2020 Hello, may I ask if the next version supports GTASA Mobile OP. Also there is OP of Android CLEO made by Alexander Blade? Link to comment Share on other sites More sharing options...
Link2012 Posted May 23, 2020 Author Share Posted May 23, 2020 gta3sc 0.9.6 Fixed a bug where label offsets for multiple REQUIREd files were broken (see #121). Fixed LOAD_AND_LAUNCH_CUSTOM_MISSION definition missing optional parameters. Download On 4/4/2020 at 7:52 PM, China·XMDS said: Hello, may I ask if the next version supports GTASA Mobile OP. Also there is OP of Android CLEO made by Alexander Blade? Perhaps in 1.0 which may take a while. Jinx., RyanDri3957V, Leinad and 4 others 5 2 Link to comment Share on other sites More sharing options...
Vadim M. Posted May 23, 2020 Share Posted May 23, 2020 (edited) Thanks for the update! Edited May 23, 2020 by Vadim M. TomilovSenya, RyanDri3957V and Leinad 2 1 Link to comment Share on other sites More sharing options...
JV_Dark Posted November 13, 2020 Share Posted November 13, 2020 Sorry if the question sounds stupid. How can I open the main.csm file so I can start editing it? Link to comment Share on other sites More sharing options...
Grinch_ Posted November 13, 2020 Share Posted November 13, 2020 Just now, JV_Dark said: Sorry if the question sounds stupid. How can I open the main.csm file so I can start editing it? https://sannybuilder.com/index.html RyanDri3957V and Leinad 2 Link to comment Share on other sites More sharing options...
JV_Dark Posted November 13, 2020 Share Posted November 13, 2020 (edited) 27 minutes ago, Grinch_ said: https://sannybuilder.com/index.html Well, what difference does it make. Thanks for the recommendation. Edited November 13, 2020 by JV_Dark correction Link to comment Share on other sites More sharing options...
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