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DYOM IX (old topic)


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11 hours ago, darkmorgan said:

logv30.png

Greetings to all designers. Now a new version is finally coming out. I am very glad that you liked the IX modification. Now I present to your attention a new version - 3.0!

You can download it from the first page!
 

The first important innovation is compatibility with version 8.1. I still managed to restore compatibility with ALL previous versions of DYOM, so now you launch old missions on IX. Also, you can launch storylines from 8.1

 

Now the Audiocode is working completely normally, including am.mp3!

 

 

gta-sa-2021-12-13-13-21-27-952.jpg

A completely new feature for Actors - Spook-O-Meter. When you start a mission with an Actor that has this function, a bar will appear. If you get too close to the Actor, the mission will fail.

 

 

 

gta-sa-2021-12-13-13-16-30-798.jpg

About 215 new objects have been added to the new version. They also include moving objects, as well as objects with built-in effects.

 

 

 

gta-sa-2021-12-13-13-30-01-016.jpg

Also, the new version adds new functions for the Player. Now you can choose the fight style, as well as set the skill of the weapon. You can also now change the characteristics of the Player, such as Endurance, Driving, Lung Capacity, and more. If your Player has a CJ skin, then you can change muscles and fat, but be careful! They only change if the Player leaves the interior.

 

 

 

 

gta-sa-2021-12-13-13-36-33-988.jpg

A completely new feature for the Camera. Now you can zoom in and out of the frame within the range of 100% -70% -50% back and forth.

 

 

 

gta-sa-2021-12-13-13-33-07-034.jpg

There is also a new function in Settings - Gravity. Now you can make it heavy (everything will become heavy, the cars are almost attached to the ground, and the Player cannot jump). Or, on the contrary, it is very easy when everything flies.

 

 

gta-sa-2021-12-13-13-40-36-137.jpg

Two new groups of Actors - Cowardly Enemy and Police. The Cowardly Enemy can be a Target, and he will not attack, but simply behaves like a normal Ped. The police have a versatile behavior. They will only attack you if you have Stars. Also, if you put the Сop skin on them, then they can change the weapon from the baton to your supplied one, depending on the stars. In fact, this group has not yet been fully tested, so everything is in your hands!)

 

You can read the rest in the v3.0 changelog, thanks for your support! 😇

 

I'm far to say - that it's better than LDYOM itself. If you will add turrets (like in Reuniting The Families mission, when you shoot from First Person mode), and possibly multi-animations without hiding an actor this will be even better!

 

Talking about these opcodes:

0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0

0465: remove_actor $PLAYER_ACTOR from_turret_mode
04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43
0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0
0A32:  actor 2@ on_turret_of_car

,or maybe even ability to conquer gang zones, or set ones after capturing something:

08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars
090C: highlight_inactive_gang_zone "GLN1" as_available_for_gangwars
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars

or make missions like one in San Fierro on the Docks, where we needed to inspect crates in order to find the correct car:

0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@
(just suggestions, take your time)

 

And yes guys - Spook o-meter working flawlessly!

 

 

Can somebody confirm if Spook-o meter mission will work without the addon? I made it for download on my YouTube video (in the comment) but i'll send you here too to check out: https://www.mediafire.com/file/1n117q0vsarr5la/DYOM1.dat/file , and sorry for the video quality - my PC is so bad, for now i have 560p monitor, but it still renders in HD but it takes some time rendering even 1 minute videos..

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Also found some opcodes regarding tag painting - examined mission script and found this on Tagging Up Turf:

0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0702: 59@ = get_tags_painted_percentage_at -1654.589 2063.544 -1650.013 2068.876 
0702: 60@ = get_tags_painted_percentage_at -1633.986 2047.145 -1638.957 2044.836 

 

Idk if this is helpful, or not - but yeah as I said take your time, this is amazing! Keep it up!

 

btw @darkmorgan crashes are getting more extensive - can't browse after 129 animation (maybe some other limit adjuster settings)? i browsed from 0 - 129 and after 129 it crashed the limit adjuster.

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1 hour ago, Darrick17 said:

I Like it this new version but why the DYOM IX Mission Not Working in DYOMv8.1 

 

 

Maybe Morgan will try to make it work, but give him some time. Anyway, do you have crashes when passing 129 animations, or more? If not, can i please have your limit adjuster settings? Wanted to know if mission would work, because in that note we could upload it on DYOM website to attract more people. Btw nice tutorial mission :D - i'll try to do more "new feature preview" videos and missions to download to test out - like if car undying feature works or not but knowing that spook o-meter doesn't work on original DYOM then it might don't work on it also :( Hoping for port :) - hey if you would like to do some videos we can also upload it on our channel and make them more popular :D oh and hope it gets approved by Patrick, if it will be stable it should be released on GTAinside or somewhere, people will get excited :) 

 

[EDIT] Stamina setting is crashing my game also.

[EDIT] hmm, seems like undying feature of car doesn't work, muscular and fat CJ too. Any clue? @darkmorgan  or you still need to set fireproof, damageproof etc on your car in order to work? I set muscular CJ and also following that i did cutscene, and it didn't work. Any clue?

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4 hours ago, Darrick17 said:

I Like it this new version but why the DYOM IX Mission Not Working in DYOMv8.1 

 

Have you ever tried missions from 8.1 for example in 6 version of DYOM? Of course, they won't work. Because new functions need more memory for them. It was always, however you can still launch 8.1 missions in DYOM IX

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3 hours ago, Horus Publishing said:

 

Maybe Morgan will try to make it work, but give him some time. Anyway, do you have crashes when passing 129 animations, or more? If not, can i please have your limit adjuster settings? Wanted to know if mission would work, because in that note we could upload it on DYOM website to attract more people. Btw nice tutorial mission :D - i'll try to do more "new feature preview" videos and missions to download to test out - like if car undying feature works or not but knowing that spook o-meter doesn't work on original DYOM then it might don't work on it also :( Hoping for port :) - hey if you would like to do some videos we can also upload it on our channel and make them more popular :D oh and hope it gets approved by Patrick, if it will be stable it should be released on GTAinside or somewhere, people will get excited :) 

 

[EDIT] Stamina setting is crashing my game also.

[EDIT] hmm, seems like undying feature of car doesn't work, muscular and fat CJ too. Any clue? @darkmorgan  or you still need to set fireproof, damageproof etc on your car in order to work? I set muscular CJ and also following that i did cutscene, and it didn't work. Any clue?

If your Player has a CJ skin, then you can change muscles and fat, but be careful! They only change if the Player leaves the interior.

 

It is San Andreas function. CJ only changes his body only when he leaves the interior. For example, you trained in gym and then you leave the gym, and only then he changes his body. That is how this works.

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3 hours ago, Horus Publishing said:

 

Maybe Morgan will try to make it work, but give him some time. Anyway, do you have crashes when passing 129 animations, or more? If not, can i please have your limit adjuster settings? Wanted to know if mission would work, because in that note we could upload it on DYOM website to attract more people. Btw nice tutorial mission :D - i'll try to do more "new feature preview" videos and missions to download to test out - like if car undying feature works or not but knowing that spook o-meter doesn't work on original DYOM then it might don't work on it also :( Hoping for port :) - hey if you would like to do some videos we can also upload it on our channel and make them more popular :D oh and hope it gets approved by Patrick, if it will be stable it should be released on GTAinside or somewhere, people will get excited :) 

 

[EDIT] Stamina setting is crashing my game also.

[EDIT] hmm, seems like undying feature of car doesn't work, muscular and fat CJ too. Any clue? @darkmorgan  or you still need to set fireproof, damageproof etc on your car in order to work? I set muscular CJ and also following that i did cutscene, and it didn't work. Any clue?

do you have crashes when passing 129 animations

Yes i have and in New Objects 🙂

 

but if you want to work with me about DYOM Videos Send a message to me

and Thanks!

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1 hour ago, darkmorgan said:

If your Player has a CJ skin, then you can change muscles and fat, but be careful! They only change if the Player leaves the interior.

 

It is San Andreas function. CJ only changes his body only when he leaves the interior. For example, you trained in gym and then you leave the gym, and only then he changes his body. That is how this works.

 

Oh shoot, you should include that somewhere in changelog. Anyway - thanks! (what about stamina function crashing? when i set it - it crashes. I remember setting it along with muscles (muscles - worked didn't crash) but after that it crashed - didn't checked if it crashes if you only put "Stamina" just letting you know) @darkmorgan

1 hour ago, Darrick17 said:

do you have crashes when passing 129 animations

Yes i have and in New Objects 🙂

 

but if you want to work with me about DYOM Videos Send a message to me

and Thanks!

 

Of course, you can do tutorials and I can try render those videos - but if you can please record in more FPS (with OBS or something)

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True that undying feature for cars doesn't work, but I don't encounter crashes when passing 129 animations or when enabling stamina setting. There might be an issue in your end and DYOM IX might not be to blame.

7 hours ago, Darrick17 said:

I Like it this new version but why the DYOM IX Mission Not Working in DYOMv8.1 

 

That's because, it's impossible. Simple reason for this is cause DYOM IX has many features (and animations) that 8.1 doesn't, and because 8.1 doesn't have the unique features implemented, any mission made in DYOM IX won't load. But missions from 8.1 working on IX should be something to be glad about at least.

Edited by Robert17
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14 hours ago, Robert17 said:

True that undying feature for cars doesn't work, but I don't encounter crashes when passing 129 animations or when enabling stamina setting. There might be an issue in your end and DYOM IX might not be to blame.

 I'm wondering what's the animation after 129? Like it's weird... (EXCEPTION_ACCESS_VIOLATION)

Memory violation.. Yeah, maybe PC is shait. But how come that is happening not only for me, but for Darrick aswell.

 

Log: https://www.file.io/download/y2E2NrISZDvZ

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I'm impressed by your dedication and commitment and the way you stayed true to the spirit of DYOM. Backwards compatibility has always been a very important issue, and it's good to see you honour that.

 

I hope you will be able to resist the pressure of the tsunami of feature-requests you'll get and select the ones that will fit the best and stimulate the creativity of the missionbuilders and that you will choose stability and quality over quantity of new features. It's very hard to keep things stable with all the weird quirks of the scm-opcodes, but you seem to be on the good path.

 

We've long been discouraging people from making their own "versions" of DYOM, never because of any copyright claims, but to prevent ending up with many incompatible versions, that would just split up and divide the community.

Your focus on backwards compatibility makes me hopefull. 

 

 

 

 

 

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1 hour ago, PatrickW said:

but to prevent ending up with many incompatible versions

ok but its not like ix is compatible with 8.1 either (which is reasonable yknow its just like how you cant play the newer missions from example dyom 8.1 in dyom 3.0)

2 hours ago, PatrickW said:

We've long been discouraging people from making their own "versions" of DYOM

so uhh can you give me dyom source code :kekw:

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7 hours ago, PatrickW said:

I'm impressed by your dedication and commitment and the way you stayed true to the spirit of DYOM. Backwards compatibility has always been a very important issue, and it's good to see you honour that.

 

I hope you will be able to resist the pressure of the tsunami of feature-requests you'll get and select the ones that will fit the best and stimulate the creativity of the missionbuilders and that you will choose stability and quality over quantity of new features. It's very hard to keep things stable with all the weird quirks of the scm-opcodes, but you seem to be on the good path.

 

We've long been discouraging people from making their own "versions" of DYOM, never because of any copyright claims, but to prevent ending up with many incompatible versions, that would just split up and divide the community.

Your focus on backwards compatibility makes me hopefull. 

 

 

 

 

 

I was afraid you're gonna request a takedown on this one, but thanks so much man.

With just one man working on it is tough, but I'm certain it will reach somewhere.

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10 hours ago, PatrickW said:

I'm impressed by your dedication and commitment and the way you stayed true to the spirit of DYOM. Backwards compatibility has always been a very important issue, and it's good to see you honour that.

 

I hope you will be able to resist the pressure of the tsunami of feature-requests you'll get and select the ones that will fit the best and stimulate the creativity of the missionbuilders and that you will choose stability and quality over quantity of new features. It's very hard to keep things stable with all the weird quirks of the scm-opcodes, but you seem to be on the good path.

 

We've long been discouraging people from making their own "versions" of DYOM, never because of any copyright claims, but to prevent ending up with many incompatible versions, that would just split up and divide the community.

Your focus on backwards compatibility makes me hopefull. 

 

 

 

 

 

 

God has finally spoken. Good that you agree. Love that from you, Patrick :) 

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11 hours ago, PatrickW said:

I'm impressed by your dedication and commitment and the way you stayed true to the spirit of DYOM. Backwards compatibility has always been a very important issue, and it's good to see you honour that.

 

I hope you will be able to resist the pressure of the tsunami of feature-requests you'll get and select the ones that will fit the best and stimulate the creativity of the missionbuilders and that you will choose stability and quality over quantity of new features. It's very hard to keep things stable with all the weird quirks of the scm-opcodes, but you seem to be on the good path.

 

We've long been discouraging people from making their own "versions" of DYOM, never because of any copyright claims, but to prevent ending up with many incompatible versions, that would just split up and divide the community.

Your focus on backwards compatibility makes me hopefull. 

 

 

 

 

 

 

Thanks for your support Patrick. The very important thing for me always was recognition from you and Dutchy.  Everything that I did in DYOM IX was through your original DYOM foundation. From the bottom of my heart, I bring big thanks for your impact and enthusiasm. All members of the community appreciate your work.

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44 minutes ago, darkmorgan said:

 

Thanks for your support Patrick. The very important thing for me always was recognition from you and Dutchy.  Everything that I did in DYOM IX was through your original DYOM foundation. From the bottom of my heart, I bring big thanks for your impact and enthusiasm. All members of the community appreciate your work.

 

Hey, you should communicate with Patrick. Release new DYOM 8.2 or 8.3 with some of your updates added, which work. You can delete some not useful animations that you added (like that weird getting into the car animation, you float in it anyway) and try to make it fit DYOM limits! Hope you can work something out together, guys :)

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   gta_sa_211224_16513111.jpg

Just now, YGE said:

   gta_sa_211224_16513111.jpg

Unfortunately, The Mission does not showcasing all the features in DYOM IX but I'll think of making another showcase and this time featuring all the features IX has

@darkmorgan Keep going, I see a good future for DYOM

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7 minutes ago, YGE said:

   gta_sa_211224_16513111.jpg

Unfortunately, The Mission does not showcasing all the features in DYOM IX but I'll think of making another showcase and this time featuring all the features IX has

@darkmorgan Keep going, I see a good future for DYOM

 

I'll definetely check that one out!

 

@darkmorgan Cooperate with PatrickW, and if possible - release official DYOM V.82 with all of the working features. Cut not useful animations (like some new ones u added, for example floating getting in to some car animation, it's pointless tbh). You can release official version that contains for example

- That Spook O-meter that works

- Turrets

- Dual Weapons

- Custom muscles, fighting styles & stamina

 

And that's for V 8.2 and if more things will start to work - add more, more, and more. I'm down to test all of those features :)

 

Im waiting for custom "health bar" names if possible (if that's already in modification) - cool! And racing essentials (like it shows in a box how many CP's left to end the race & the timer)

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1 minute ago, Horus Publishing said:

 

I'll definetely check that one out!

 

@darkmorgan Cooperate with PatrickW, and if possible - release official DYOM V.82 with all of the working features. Cut not useful animations (like some new ones u added, for example floating getting in to some car animation, it's pointless tbh). You can release official version that contains for example

- That Spook O-meter that works

- Turrets

- Dual Weapons

- Custom muscles, fighting styles & stamina

 

And that's for V 8.2 and if more things will start to work - add more, more, and more. I'm down to test all of those features :)

 

Im waiting for custom "health bar" names if possible (if that's already in modification) - cool! And racing essentials (like it shows in a box how many CP's left to end the race & the timer)

Health bar custom already in, about the cooperate
since PatrickW supporting the Addon
he may agree to cooperate
and thanks that you are gonna check my mission!! 

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3 hours ago, YGE said:

Health bar custom already in, about the cooperate
since PatrickW supporting the Addon
he may agree to cooperate
and thanks that you are gonna check my mission!! 

 

If it's good i might even premiere it on brand YouTube channel :) I'll just tell somebody to record and then i'll try to render the video. Cheers.

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On 12/24/2021 at 1:44 PM, darkmorgan said:

 

Thanks for your support Patrick. The very important thing for me always was recognition from you and Dutchy.  Everything that I did in DYOM IX was through your original DYOM foundation. From the bottom of my heart, I bring big thanks for your impact and enthusiasm. All members of the community appreciate your work.


Hi darkmorgan, 

 

Patrick showed me this topic earlier this week and just want to say I wholeheartedly agree with his words. I am also very impressed with your work. We have never formally announced that we would not continue the development of DYOM, as I always thought that at some point in the future we would continue with the development. But of course I am a totally different person now, we started development when i was 17-18 years old and now I am in my thirties. I think it is time to conclude that I do not see myself restarting the development and if there is someone that has this much enthusiasm to continue development it is time to pass over the baton. Thank you for your commitment and work, and for staying true to the spirit of DYOM. The best of luck with the project! Merry Christmas and best wishes for 2022 for you and all of the DYOM community members.

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logv31.png

Greetings to all designers. Now a small update is finally coming out. Now I present to your attention a new version - 3.1!

You can download it from the first page!

 

- Many critical bugs were fixed, among which there was a crash when selecting objects. But also I added more interesting things.

- Also, the use of cheats has been returned, as it was before.

 

gta-sa-2021-12-26-20-11-32-801.jpg

18 new skins! They weren't used in the game, so I decided to add them too. They go after 1032

 

 

 

gta-sa-2021-12-26-20-29-59-534.jpg

I also added new settings for zooming, now you can stay in focus, and still zoom up to 25%

 

You can read the rest in the v3.1 changelog, thanks for your support!😇

Edited by darkmorgan
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Firstly, @Dutchy3010 @PatrickW

Since both of you developers have shown some interest in this addon, why don't you guys make him your co-developer at least so this would be an official addon in the future on every platform, including the official website of DYOM. You both do realize that your presence and supervisory could bring some massive potency here (and I can already see that), so why don't you guys give him a pass or something? Obviously, I don't say that you should consider doing it immediately but at least think about it, review updates as long as you want till your satisfaction. 

 

Trust me, no matter how much I have trash talked against you guys, but I (just like other designers) have always been there and gave everything for its dynamism. Criticizing you guys for years of leaving it as it is at least worth something and now, I would sincerely request you guys to not leave without giving us some kind of hope or official announcement. We have waited years for this so don't disappoint us this time.

 

Secondly, @darkmorgan

 

Nicely done again. Those imperative features would certainly revamp the entire experience if you keep up with such pace of updating. Also consider some features that I have mentioned in my previous post as they are under a significantly popular demand.

Edited by Springfield
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13 hours ago, darkmorgan said:

logv31.png

Greetings to all designers. Now a small update is finally coming out. Now I present to your attention a new version - 3.1!

You can download it from the first page!

 

- Many critical bugs were fixed, among which there was a crash when selecting objects. But also I added more interesting things.

- Also, the use of cheats has been returned, as it was before.

 

gta-sa-2021-12-26-20-11-32-801.jpg

18 new skins! They weren't used in the game, so I decided to add them too. They go after 1032

 

 

 

gta-sa-2021-12-26-20-29-59-534.jpg

I also added new settings for zooming, now you can stay in focus, and still zoom up to 25%

 

You can read the rest in the v3.1 changelog, thanks for your support!😇

 

2022 will be an interesting year :) 

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The John David

The new (18) beta skins keeps crashing on me! I did the small guide here to remove any .asi files except the Limit Adjuster, but the issue still persist? Hope you fixed this on the next version soon? Since you keep updating this? I won't be able to use this DYOM IX on my projects due of adding stuffs, resolving several bugs, issues & compatibility previous versions.

 

Spoiler

I have a question; how many versions do this DYOM IX have 'till we reach to its final result and stable development?

 

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