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DYOM IX (old topic)


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12 minutes ago, The John David said:

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.

 

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

 

There is no final result. I can give up at any moment actually. And compatibility already exists in 3.0-3.1 versions. Like if you do a mission in 3.0 then you be able to launch it on 5.0. Also, I really don't know why crashes exist. Like it doesn't crash for me or like for many people but still keep crashing for some people.

Edited by darkmorgan
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22 minutes ago, The John David said:

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.

 

  Reveal hidden contents

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

 

Wait, maybe I actually understand why some crashes exist. There must be cleo.asi in the archive. I will update the archive from the first page.

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4 hours ago, The John David said:

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

I think till there is a bit of a balanced sweat spot cos let's be honest, we can add as much features as we can, there is still opportunities for more, it will go on forever probably or till darkmorgan moves on with his life like dutchy & PatrickW, besides the more we add, more bugs we encounter.

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Really nice to see a new update and with all of this features, cheers!

Also, i have a little question about, or maybe two:
1) as i can see, there is a interesting fix about vehicles actions (ex: open/closed parts as doors, actor actions, etc), in the case of planes, there are any new features?

2) and i think a lot of people want to know... you can play with trains or they has been fixed on this versions?

Thanks for all of this

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2 minutes ago, Pilotoarg said:

Really nice to see a new update and with all of this features, cheers!

Also, i have a little question about, or maybe two:
1) as i can see, there is a interesting fix about vehicles actions (ex: open/closed parts as doors, actor actions, etc), in the case of planes, there are any new features?

2) and i think a lot of people want to know... you can play with trains or they has been fixed on this versions?

Thanks for all of this

See the list of changes on the main page. There is everything that has changed and has been fixed. What is not may count as a personal request. But as m316 already said, the more new things they put in, the more bugs they will find to solve.

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15 minutes ago, Pilotoarg said:

Really nice to see a new update and with all of this features, cheers!

Also, i have a little question about, or maybe two:
1) as i can see, there is a interesting fix about vehicles actions (ex: open/closed parts as doors, actor actions, etc), in the case of planes, there are any new features?

2) and i think a lot of people want to know... you can play with trains or they has been fixed on this versions?

Thanks for all of this

Hello Pilotoarg!
I think I can help you in the first question ... If you want to open the doors of the car or components like that, follow my steps

1. Create a car, place it on the stage and you can edit it to your liking
2. After verifying the position of the car, the style of painting and the position of the car ... The properties menu will appear, in one part it will say "Open Cars Components" There you will be able to edit the doors and gates of the vehicle

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8 hours ago, GregorHecker said:

If you want to open the doors of the car or components like that

Gregor, I think you have misunderstood the intention of his wordings. He is inquiring of if there is such similar equivalent options for planes (such as closing landing gears, opening the smoke trails for stunt plane, etc).

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2 hours ago, Axoez said:

Gregor, I think you have misunderstood the intention of his wordings. He is inquiring of if there is such similar equivalent options for planes (such as closing landing gears, opening the smoke trails for stunt plane, etc).

Nobody or almost nobody would occupy those functions, it would be better to implement something of better utility than that.

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12 hours ago, Springfield said:

And what's 'not' a miracle here is a Russian developer. 

 

True, even I have some Russian friends and they're good at scripting & modeling things for games! :)

@Darrick17 - Your mission from GTAInside is crashing in DYOM IX 3.1 so I can't even check it out. It just doesn't play... If somebody experience it too, please let me know - or its again problem on my side?

https://www.gtainside.com/en/sanandreas/mods/173584-dyom-ix-ganton-under-the-losers/

Edited by Horus Publishing
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I made a mission for DYOM IX V 3.1 this time - i used "Camera Focus" : https://www.mediafire.com/file/1u1zo5osxiz4m57/DYOM0.dat/file

 

This is a test mission, car routes aren't perfect - and if the pedestrian driving it will get stuck (at the start) after few seconds he'll be back at the correct route. I'm just dreaming about car routes from LDYOM - that we can "see them" as a line, and for example - set pedestrian car driving speed, or if he obeys to the traffic rules. Anyway, skins are also crashed on me multiple times during this - like 10 times :D I did this mission without any new skins, hoping for crashes to be resolved! And its the first "Published" mission (without edit mode) - Enjoy. If it doesn't work, let me know i'll replace it with the edit mode one.

Edited by Horus Publishing
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4 hours ago, Horus Publishing said:

 

True, even I have some Russian friends and they're good at scripting & modeling things for games! :)

@Darrick17 - Your mission from GTAInside is crashing in DYOM IX 3.1 so I can't even check it out. It just doesn't play... If somebody experience it too, please let me know - or its again problem on my side?

https://www.gtainside.com/en/sanandreas/mods/173584-dyom-ix-ganton-under-the-losers/

It's strange that you have so many crashes. Do you have CLEO 4.4.0 (cleo.asi also)? Maybe the problem is your RAM and due to the big size of the code game just can't handle this, but I'm not sure. Tell me your computer characteristics, like RAM. You need to know that IX wouldn't be possible if I didn't break the code limit.

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is this the DYOM: Definitive Edtion I asked for ?

omg christmas miracles are coming true

gotta go make that ghost ship remastered remastered

 

 

as a moderator, its my duty to pin this amazing gift

Edited by leoncj
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3 hours ago, thermal7 said:

Not a designer myself, but what about creating a separate mission showroom for DYOM IX to avoid confusion and to separate missions for old DYOM and this DYOM?

 

Yeah, would be cool.

20 hours ago, darkmorgan said:

It's strange that you have so many crashes. Do you have CLEO 4.4.0 (cleo.asi also)? Maybe the problem is your RAM and due to the big size of the code game just can't handle this, but I'm not sure. Tell me your computer characteristics, like RAM. You need to know that IX wouldn't be possible if I didn't break the code limit.

 

I'll write you on PM

 

I'll also quote my previous reply with log from LimitAdjuster - maybe this helps also: 

Quote

 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

 

tbh animations dont crash  if i browse them from the very last one atleast, but idk about these ones that crashed before.

Edited by Horus Publishing
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38 minutes ago, Springfield said:

It got pinned, I guess this is the official one now

 

Let's gooo

One step closer until that happens, we still need it to be advertised on the website's front page, then i will truly lose my sh*t out of extreme happiness.

But anyways... LET'S GOOOOOOOOOOOOOOOOOOOO

Edited by RedBaronFromTheUG
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3 hours ago, RedBaronFromTheUG said:

One step closer until that happens, we still need it to be advertised on the website's front page, then i will truly lose my sh*t out of extreme happiness.

But anyways... LET'S GOOOOOOOOOOOOOOOOOOOO

 

First it should be coolio to make these missions work for people without addon - now it's not possible. What about other page at DYOM website dedicated for DYOM IX? That users would upload missions from DYOM IX only ;) 

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It's time for Dutchy and Patrick to update the website as well. Add some new options (checkbox, same as "english mission") but would take surety from the user that if the mission they are trying to upload is supportive to DYOM 8 or addon. This way the confusion will be diminished and we wouldn't have to add Brackets at the end of every mission title stressing that it works for addon only. They should also change a little bit of design as it has been the same ever since its establishment, least they can do this for us now after so many years of absence.

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11 hours ago, Horus Publishing said:

 

First it should be coolio to make these missions work for people without addon - now it's not possible. What about other page at DYOM website dedicated for DYOM IX? That users would upload missions from DYOM IX only ;) 

First things first, DYOM IX isn't an addon it's a update, does 8.1 missions work in 5.0, NO, exactly, just like how updates work, but the opposite does work since it's an earlier update mission in a newer update, it will work normally. This is how things are suppposed to go, never the opposite will happen regardless of any conditions, so people have to get used to it, it's an update, how many times will people think that it's an addon?? anyways, hopefully this will clear up confusion for you and any other people, have a nice day and sorry if i sounded rude.

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HzanRsxa2959

@darkmorgan, a suggestion: Load CLEO scripts from the missions' directory.

 

Explanation:

Along with the DYOM1.dat file, a folder named SCRIPTS1 could be provided, consisting of all the CLEO scripts that will be loaded with this mission. SCRIPTS2 for DYOM2.dat and so on.

Each script must be named from starting from DYOMIX0 to DYOMIXF, totaling 16 different scripts for each mission. The naming scheme here will make it possible to unload these scripts when the current mission ends.

 

Here is an example code below to load the scripts:

Spoiler
//0@ contains the ID of the current DYOM mission
0A99: set_current_directory 1 //skip if called earlier in this thread
0AD3: 1@v = string_format "SCRIPTS%d/*.cs" 0@
if 0AE4: does_directory_exist 1@v
then
    0AC8: 5@ = allocate_memory_size 256
    if 0AE6: 6@ = find_first_file 1@v get_filename_to 5@
    then
        repeat
            0A92: stream_custom_script 5@
        until 0AE7: 5@ = find_next_file 6@
        0AC9: free_allocated_memory 5@
        0AE8: find_close 6@
    end
end
wait 100 //allow scripts to read data files
0A99: set_current_directory 0 //skip if called later in this thread

 

An example code below to unload these scripts:

Spoiler
for 0@ = 0 to 0xF
    0AD3: 1@s = string_format "DYOMIX%X" 0@
    0459: end_script_named 1@s
end

 

And an example script that will be loaded:

Spoiler
//loaded from SCRIPTS2/godmode.cs
03A4: script_name 'DYOMIXA'
while true
    01F5: 0@ = get_player_actor 0
    0223: set_actor 0@ health_to 99999
    wait 0
end

 

Also, an ADDONS folder that will load scripts after DYOM initializes. This would make it possible to install CLEO scripts (like the many addons for DYOM) in the DYOM directory. Here is the code:

Spoiler
0AC8: 0@ = allocate_memory_size 256
if 0AE6: 1@ = find_first_file "ADDONS/*.cs" get_filename_to 0@
then
    repeat
        0A92: stream_custom_script 0@
    until 0AE7: 0@ = find_next_file 1@
    0AE8: find_close 1@
end
0AC9: free_allocated_memory 0@

 

I am willing to help you every step of the way. Waiting for feedback!

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On 1/1/2022 at 8:06 PM, Springfield said:

It's time for Dutchy and Patrick to update the website as well. Add some new options (checkbox, same as "english mission") but would take surety from the user that if the mission they are  trying to upload is supportive to DYOM 8 or addon. This way the confusion will be diminished and we wouldn't have to add Brackets at the end of every mission title stressing that it works for addon only. They should also change a little bit of design as it has been the same ever since its establishment, least they can do this for us now after so many years of absence.

 

Honestly , It would be a Dream Come True if Dutchy and Patrick both could Finally  update the site even a Dark Theme which is More Relaxing and Attractive . Not only that but also adding some Verification System to avoid from some unwnted Members like the one who Promotes pr0n or Companies etc (non-dyom Related Stuffs) which could be seen these Days . The most Important : The Ability for Moderators to unban a previously Banned account and to restore Deleted Missions if Possible if it was Done by mistake just Like RR24 did mine in the Past :)

Edited by AL-Yasa
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ValentinoProm

Excellent work, this new DYOM is something amazing, create many missions by experiencing the new options
Only as a query will it be possible to add in a future update a section that gives the option for example to emergency cars to turn on their siren?

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2 minutes ago, ValentinoProm said:

Excellent work, this new DYOM is something amazing, create many missions by experiencing the new options
Only as a query will it be possible to add in a future update a section that gives the option for example to emergency cars to turn on their siren?

I mean right now only thing that allows that is the cop actor behaviour, they chase the player and if they're in a police vehicle, they'll turn on their sirens and chase the player, being able to even arrest the player.

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13 hours ago, RedBaronFromTheUG said:

I mean right now only thing that allows that is the cop actor behaviour, they chase the player and if they're in a police vehicle, they'll turn on their sirens and chase the player, being able to even arrest the player.

 

That's right. I hope that he'll add turrets with these opcodes that I provided. @HzanRsxa2959 is there any way, to decrypt normal DYOM.dat file and add our things? I always wondered that, and I see that you're into SCM those things, can you tell if it's even possible? To add some features by yourself from opcodes? That would be neat, cheers.

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