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The Hero

24h TimeCycle

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Crspy

My game crashes with the new asi. (hoodlum, is it supported?)

Yes , it works fine here.

Edited by Crspy

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The Hero

Yes, it should work with hoodlum now.

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Reyks

For people who are still getting crashes:

 

Remove ANY timecyc.dat mod from modloader otherwise it will conflict with this and the game will crash.

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The Hero

Forgot to put up my script I used to convert the timecyc.dat. Added to the first post.

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gts.

For people who are still getting crashes:

 

Remove ANY timecyc.dat mod from modloader otherwise it will conflict with this and the game will crash.

I think that's a obvious thing. :p

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X-Falcon

Conclusion

 

 

i guess crash is caused because of some jmp at 0055F4C2 at least. i guess people here, just like me, have some jump instruction, so your mod just overwrites jmp address. Patch<void*>(0x55F4C5, (void*)&CTimeCycle::m_nAmbientRed); aaand its actually in exe file.


patch some bytes ( 0F B6 B9 at 0055F4C2) for poor people here, works for me fine (10 sec at least tho)


 

all you had to do was memcpy((void*)0x0055F4C2, "\x0F\xB6\xB9", 3);

All right, all right. Did that now...

 



I guess this is my time as coder for answering any unanswered questions deeply, since besides the experts still keeping them secrets method from curiosity juniors, Hope so you guys could help The Hero or all keep track their crash solution like this madleg case. :cool:

Question appear

How do you find the address? With IDA pro?


Answer


with ...
HywxgEV.gif?noredirect

Who believe this shiet post, Now get back tracking self!

 

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Gramps

I did a quick comparison video to see if there was a difference in the original timecyc, and the 24 hr converted one.

Original on the left, Original 24hr Converted on the right.

 

Recorded on a vanilla game, with ASI Loader, WidescreenFix and 24hr Timecyc as the only mods.

Used the Faster Clock Cheat (YSOHNUL) and recorded with ShadowPlay, edited and rendered in Sony Vegas.

 

(Unsure about the lighting difference though?)

 

 

Edited by Gramps

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Ash_735

There should be zero difference on the default timecyc as it's untouched, the generated 24h one uses values the game does when interpreting. It's just provided as a base for modders to work with.

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𝙲olby

It even works in SA-MP. Incredible.

Also, how would one go around converting True Skies to this 24h format, dragging the .dat onto the .py seems to work but it doesnt give me a new file.

Edited by Mubber

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The Hero

Well my 24h file was generated from a timecycp.dat, which differs from the (BROKEN!) PC timecyc.dat a bit.

 

The output it written to stdout, from cmd.exe: timecyc.py inputtimecyc.dat > outputtimecyc.dat

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𝙲olby

Running it through cmd.exe worked, thanks.

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Inadequate

I did a quick comparison video to see if there was a difference in the original timecyc, and the 24 hr converted one.

Original on the left, Original 24hr Converted on the right.

 

Recorded on a vanilla game, with ASI Loader, WidescreenFix and 24hr Timecyc as the only mods.

Used the Faster Clock Cheat (YSOHNUL) and recorded with ShadowPlay, edited and rendered in Sony Vegas.

 

(Unsure about the lighting difference though?)

 

 

 

 

 

The converted timecyc is a timecycp, that's why the lightning isn't broken, just like in the PS2.

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𝙲olby

Im having some weird issues with the converted true skies timecyc

https://gfycat.com/ColossalPeriodicCrow

Only in SP though, in SA-MP i tried a bunch of weather and time settings and it just had some wonky lighting/color.

Edited by Mubber

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LaDiDa

Might be because true skies uses the broken pc timecyc.dat for a base instead of timecycp.dat

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𝙲olby

Might be because true skies uses the broken pc timecyc.dat for a base instead of timecycp.dat

Non-converted one works perfectly fine though.

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MMK_033

Awesome, have been waiting this for like five years.

Edited by MMK_033

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LaDiDa

Out of curiousity, the original timecyc.dat in SA supports Illumination (even though it is not present in the original timecyc.dat/timecycp.dat and thus defaults to 1.0), now this newly generated 24h timecyc(p).dat has a new option (DirMult), is it the same as Illumination (right now 1.0 for every time and weather)?

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The Hero

Yes. I just named the columns after what the game variables are named (m_nHighLightMinIntensity, m_nWaterFogAlpha, m_nDirectionalMult). I don't know who came up with the name 'illumination' but I always prefer to use the original names if we know them.

Edited by The Hero

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SilverRST

Yes. I just named the columns after what the game variables are named (m_nHighLightMinIntensity, m_nWaterFogAlpha, m_nDirectionalMult). I don't know who came up with the name 'illumination' but I always prefer to use the original names if we know them.

And you expect most would know what those m_nHighLightMinIntensity, m_nWaterFogAlpha, m_nDirectionalMult) means?

 

Out of curiosity too, are these integers or floatingpoints? Like 0.1, 0.5 and so on. The higher the value, the stronger it gets.

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Alex_00700

i am use gta sa(clean)+this mod and fastman limit Adjuster and he says that crash main.scmpg4d_nrxQ7idzhIf9Ve0QQ.png

Edited by Alex_00700

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LaDiDa

Waterfog alpha goes from 0-100 (integer) and is in %.

Determines the foggy wateredges density.

 

DirectionalMult goes from 0-2.0 (float with Silent Patch, integer without) and determines how much light falls on models.

 

Will need to see what the other does exactly though :p

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LaDiDa

Weird, googling for any sort of documentation on it made nothing but the in-game timecyc editor thread come up :p

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fabioxds

Sorry for being so n00bish guys, but as I aint a modder, what does exactly this mod add to the gameplay? New lighting and animations left out by Rockstar?

Edited by fabioxds

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Claude_Lib

No, it basically gives modders an ability to fine-tune their custom timecycles (like this one) more precisely.

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Ash_735

Sorry for being so n00bish guys, but as I aint a modder, what does exactly this mod add to the gameplay? New lighting and animations left out by Rockstar?

No, it just expands and allows the game to read 24 hours per weather cycle (like III/VC/LCS/VCS) compared to SA's 8 hours. The timecyc supplied with this mod is just a base file that is generated from timecyp.dat to give an example of how much people can edit. This mod is mainly for TC's and for timecyc editors who want full control over specific time slots and weather settings.

 

If you're doing neither, then you have no real need to install this mod. :p

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Dyabda

This modification is incompatible with the Skygfx?

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The Hero

No, why? everything I do is compatible with skygfx.

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Ash_735

I get the feeling a lot of people don't actually know what this mod does despite us explaining it. :D

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MMK_033

I've made an Excel table that converts 8-hour format to 24-hour format automatically, without those negative numbers. The only problem is that you have to enter input values manually, so it's quite painstaking. But all the data is formatted, so you can paste it in timecyc_24h.dat right after you get it without any editing (unless you are bothered of the large gaps that the Excel creates itself while copying).

 

Press "Скачать" to download if the link is in Russian.

Edited by MMK_033

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