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SANNY BUILDER 3 - SCM PROBLEM (NOT RECOGNIZING VEHICLES WHEN DECOMPILE FILE)


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In Sunny Builder 3 when I decompile Vice City SCM file (original and my own edited one) vehicles begun not to show up at all. When I enter car name in search it says "Match not found".

 

It worked flawlessly until today and I even tried installing Sunny Builder 3 on other PC but the same thing happened.

 

 

Does anyone know solution to this? 

It was already set for VC.

 

My goal was to make Vice City and its missions more diverse, I have changed some of the vehicles locations and in some cases replaced which vehicles appear on map and in some missions (for example instead of Admiral white Sentinel XS would be driven by Diaz in "Guardian Angels" and random colored one would appear instead of Admiral parked in front of mansion, set the exact color combination for Squalo to look the same in "The fastest boat" and "Supply and demand", I enabled helicopters and boats from the start of the game etc... and firstly it all worked well, I tested all the edited missions and there were no unhandled exceptions.

 

Than suddenly the problem came which I cannot resolve yet.

 

I first realized when I started a new game that the vehicles that had new locations (which I edited myself) did not appear and when I decompiled main.scm I saw 

that both vehicle and weapon names have been changed to IDs and even reverted to original coded locations. I had made a several backups of the main.scm too and it also happened when I imported each one into the data folder.  

 

For example:

 

014B: $1992 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 25 door_lock 0 min_delay 0 max_delay 10000 at -406.5043 -536.2903 12.508 angle 267.8336 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

was changed into:  

 

014B: $1992 = init_car_generator 175 8 8 force_spawn 0 alarm 25 door_lock 0 min_delay 0 max_delay 10000 at -406.5043 -536.2903 12.508 angle 267.8336 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

and what is even worse is what happened to my custom SCM in which I replaced Admiral with Sentinel XS and the line (and it worked well previously)

 

014B: $1992 = init_car_generator #SENTXS -1 -1  force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -408.372 -525.684 11.776 angle 270.0
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

was also changed into original 

 

014B: $1992 = init_car_generator 175 8 8 force_spawn 0 alarm 25 door_lock 0 min_delay 0 max_delay 10000 at -406.5043 -536.2903 12.508 angle 267.8336 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

 

The game reverted the whole scm to original lines and now I don't know where to fix the problem...

 

Please if anyone could help  :((

 

 

1 hour ago, nick323f said:

The game reverted the whole scm to original lines and now I don't know where to fix the problem...

 

it sounds like your system is protecting against modding

test the script below, it's a totally stripped main, test if it is possible to play vc with modified main.scm

DEFINE OBJECTS 1
DEFINE OBJECT (unused)                

DEFINE MISSIONS 0

//-------------MAIN---------------
03A4: name_thread 'MAIN' 
016A: fade 0 0 ms 
01F0: set_max_wanted_level_to 6 
0111: set_wasted_busted_check_to 0 
00C0: set_current_time 12 0 
04E4: unknown_refresh_game_renderer_at -372.8478 -535.991
03CB: set_camera -372.8478 -535.9914 17.2823 
0053: $PLAYER_CHAR = create_player #NULL at -372.8478 -535.9914 17.2823 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0001: wait 1000 ms 


:MAIN_133 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_133
01B6: set_weather 0 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 
04BB: select_interiour 0 // select render area 
01B4: set_player $PLAYER_CHAR frozen_state 1 
01B7: release_weather
016A: fade 1 1000 ms

:MAIN_169
0001: wait 2500 ms 
0002: jump @MAIN_169

 

Edited by ZAZ

Thank you ZAZ, I tested the game with that stripped script and it worked. 

 

What should I do next to enable modding?

 

My own modified script worked for some time and it got reverted by game and by Sanny Builder 

Edited by nick323f
Updated info

I have the issue too,

when working with stripped main, popup model list didn't show correct, cargen model names crashed game and by decompiling the names were replaced with wrong numbers.

I doesn't happen with originally main.scm

 

Then i installed newest Sannybuilder version 3.8.0 and the issues were fixed

But it came back as i opened sanny the second time

 

btw. post bugreports at https://github.com/sannybuilder/dev/issues

 

 

Edited by ZAZ

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