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My Savegame/Driving School Corrupted... [v1 Classic]


ArmanCan
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Go to solution Solved by OrionSR,

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ArmanCan

Well.. i can't believe this happen but i think my savegame is corrupted..😀 Let me explain..

 

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I've completed all the tests and i received "Mission Passed" message but after that i didn't get my reward cars and these tests seems not completed 😀 i don't have any mods except HUD mods and scripts.. I only have these..

 

spacer.png

 

- AOID is from Dragomazing and i've used it a lot..

- HS (Horsehoe) Relocation is a disposable script which i've already used on my savegames a lot and i didn't get anything bad..

- HUDFix is all about removing ZEROS from the money..

- I-E scripts are I/E vehicles which i've used car generator by following fastman..

- mypicks is a disposable script about weapon pickups

- RTSM is a monitor which you've seen on the screenshots

- RZL-Trainer is already wellknown

- USJ Relocation is also a disposable

- Vehicle_names belongs to ZAZ so it can't be suspicious..

- zonetext shows the name of zone near the radar.. apart from my request it needs to be converted to new CLEOs because some opcodes are old and i think not compatible..

- I've also Definitive Edition HUD Mod from gtainside and crashdump.asi

 

Here is my savefile.. Thanks in advance 😉

 

https://gtasnp.com/F2fD3B

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OrionSR
Posted (edited)

Yeah, it sure looks like something is stomping on your global variables.

 

This is the relevant section of code for checking the bronze level tests. It provides the global variable numbers. This script was decompiled without custom variable names.

:DSKOOL_24618
00D6: if 
0038:   $7417 == 0 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $107 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $105 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $98 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $96 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $94 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $103 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $91 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $101 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $92 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $102 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $100 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $97 >= 70 
004D: jump_if_false @DSKOOL_24866 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
0004: $7417 = 1 

The three corrupt variables for the lessons are:

$100 // ally oop

$94 // uh... one bad score

$96 // the other bad score.

 

$96 and $94 are both zero, for some reason

And $100 = 18242  -  I can often guess at the purpose of a reused variable but I can't tell what this might be used for.

 

Also, $95 has a similar value, 18003. And $93 is... and handle, maybe? Timestamp? = 4738884. These variables are unused so they don't matter in game, but provide clues to the scope of the corruption. 

 

You can reset these variables with a save editor or cleo script, but you'll need to track down the buggy script to stop it from happening again. Decompile your scripts and look for these variable numbers. You can probably tweak your RTSM to display these variables so you can catch the buggy script in action. Or verify it's fixed.

 

Added finds: @ArmanCan

$99 should be unused and 0. It's got a huge number. A float? 13525.58 seems pretty big for an SA float.

Everything looks normal after $100.

I don't see anything suspicious before $93

 

 

Edited by OrionSR
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OrionSR

Some additional clues:

 

This is the relevant section of CustomVariable.ini taken from Sanny's data\sa folder.

82=Help_Bicycle_2_Shown
83=Help_DriveBy_Shown
84=Help_Follow_Icon_Shown
85=Help_Camera_and_Radio_Shown
86=Mission_Back_to_School_Passed
87=Mission_Learning_to_Fly_Passed
; 88= unknown INTRO2 stage
; 89= unknown MAIN stage
90=Mission_Kickstart_Passed
; 91= Driving Level Score
; 92= Driving Level Score
; 93= useless= used once
; 94= Driving Level Score
; 95= useless= used once
; 96= Driving Level Score
; 97= Driving Level Score
; 98= Driving Level Score
; 99= useless= used once

;-----------------------------
; $100 - $199
;-----------------------------
; 100= Alley Oop Score

 

The lines that start with a semi-colon are disabled. This look like DeeZire's notes, he reused useless variables for TTDISA. These comments should be considered preliminary.

 

The named variables, without the semicolon, have a built in protection, Sanny won't stomp on them. The unnamed variables will be overwritten in order starting with the highest named variable number. So what usually happens is someone makes up their own global variable names, and uses a named variable like $Mission_Kickstart_Passed ($90), and all their made up names stomp all over whatever follows. With that in mind, what have you got that might be messing with;

  • 82=Help_Bicycle_2_Shown
  • 83=Help_DriveBy_Shown
  • 84=Help_Follow_Icon_Shown
  • 85=Help_Camera_and_Radio_Shown
  • 86=Mission_Back_to_School_Passed
  • 87=Mission_Learning_to_Fly_Passed
  • or
  • 90=Mission_Kickstart_Passed

 

 

Edited by OrionSR
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ArmanCan
Posted (edited)
1 hour ago, OrionSR said:

Yeah, it sure looks like something is stomping on your global variables.

 

This is the relevant section of code for checking the bronze level tests. It provides the global variable numbers. This script was decompiled without custom variable names.

:DSKOOL_24618
00D6: if 
0038:   $7417 == 0 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $107 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $105 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $98 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $96 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $94 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $103 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $91 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $101 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $92 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $102 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $100 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $97 >= 70 
004D: jump_if_false @DSKOOL_24866 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
0004: $7417 = 1 

The three corrupt variables for the lessons are:

$100 // ally oop

$94 // uh... one bad score

$96 // the other bad score.

 

$96 and $94 are both zero, for some reason

And $100 = 18242  -  I can often guess at the purpose of a reused variable but I can't tell what this might be used for.

 

Also, $95 has a similar value, 18003. And $93 is... and handle, maybe? Timestamp? = 4738884. These variables are unused so they don't matter in game, but provide clues to the scope of the corruption. 

 

You can reset these variables with a save editor or cleo script, but you'll need to track down the buggy script to stop it from happening again. Decompile your scripts and look for these variable numbers. You can probably tweak your RTSM to display these variables so you can catch the buggy script in action. Or verify it's fixed.

 

Added finds: @ArmanCan

$99 should be unused and 0. It's got a huge number. A float? 13525.58 seems pretty big for an SA float.

Everything looks normal after $100.

I don't see anything suspicious before $93

 

 

 

To be honest @OrionSR i didn't follow/apply your advices but you gave me a really useful clue about mentioning a "Savegame Editor" 😀

 

spacer.png

 

- I can't compile all these scripts.. especially the trainer.. the author of this script prepared this really good and i couldn't see it with Sanny... 

 

- According to my selected/highlighted variable ($97) the value "0x00000064" looks like a proper value so i've used this for all problematic variables and save the file.. After that all lessons back to normal and i've just completed the last lesson again and all my reward cars unlocked 😉 i'm looking good right now but off course this mission will unlock races, wang cars and off course I/E so if anything goes wrong with any of these i will ping you.. 🙂 

 

Edit: I think i've found my bitch ass script..i knew this one was suspicious and already corrupted before i started this school 😀 By the way the remaining scripts are innocent excep this trainer.. 😉

 


{$CLEO}

{
    Mod Name:   Town\Zone texts
    Author:     Wesser
    Credits:    Junior_Djjr (.ini settings)(unofficial)
}

const
   PX                = [email protected] 
   PY                = [email protected] 
   PZ                = [email protected] 
   CURRENT_TOWN      = [email protected] 
   WIDESCREEN_STATUS = [email protected] 
   IS_IN_WIDESCREEN  = [email protected] 
   ENTER_STATUS      = [email protected] 
   IS_OPENING_DOOR   = [email protected] 
   IS_IN_CUTSCENE    = [email protected] 
   RADAR_MODE        = [email protected] 
   RADAR_ENABLED     = [email protected] 
   IS_RADAR_ONSCREEN = [email protected] 
   INTO_INTERIOR     = [email protected] 
   IS_IN_INTERIOR    = [email protected]   
   POS_X             = [email protected]    
   POS_Y             = [email protected]     
   POS_Y_OFFSET      = [email protected]   
   LINE_WIDTH        = [email protected]  
   FONT_WIDTH        = [email protected]   
   FONT_HEIGHT       = [email protected]    
   FONT_OUTLINE      = [email protected]    
   FONT_OPACITY      = [email protected]
   DISABLE_VANILLA_ZONE_NAME = [email protected]
///--------------------------
   ZONE_TEXT         = s$93 
   TOWN_TEXT         = s$95 
   INTERIOR_TEXT     = v$99 

 

 

Edited by ArmanCan
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OrionSR

Oh wow. I guess even the best make mistakes, sometimes. We should bring this to the attention of @Wesser so he can keep his reputation intact.

 

The problem here is, 3 unused variables were repurposed, which shouldn't cause a problem, but the short strings (s$) use 8 bytes (2 vars) and long strings (v$) use 16 bytes (4 vars) so all of your driving school data is getting stomped on.

 

I'm not sure I could find 4 unused global variables in a row. This script might be tough to repair.

Edited by OrionSR
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ArmanCan
Posted (edited)

as i said before my save file is looking okey but we all have doubts so i'll progress until "Yay Ka Boom Boom" and see what happens 😀

 

ohh by the way.. i had no intention to expose his name .. i've just simply copied the constant including header 🙂

 

Edit: Some of my lessons are still seems "not completed" but the game already flagged the "Driving School" as passed and it's icon became less priority..

- Yay Ka Boom Boom has been passed and i bought Wang Cars 😉

- I think i need to wait for Flying School in order to unlock races so i will update this comment..

 

Second Edit: I/E and Races are unlocked.. I will try to edit this problematic script and try this "Driving School" again 😉

Edited by ArmanCan
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OrionSR
8 hours ago, ArmanCan said:

we all have doubts

I'm not terribly worried. The scope of the damage possible is limited to driving school and unused variables. $93+$94, $95+$96, and $99 thru $102.

 

8 hours ago, ArmanCan said:

ohh by the way.. i had no intention to expose his name .. i've just simply copied the constant including header 🙂

Oh, don't worry. Wesser is a legend on these forums.  BTW, very well done. This specific information was very useful, and the over all documentation was very well done. It made my job a lot easier.

 

8 hours ago, ArmanCan said:

Some of my lessons are still seems "not completed" but the game already flagged the "Driving School" as passed and it's icon became less priority.

Does your Savegame Editor still have an option to complete the schools? I think this would be a safe and reliable strategy for patching up the damage, especially if the mission is now marked as completed.

 

Now that we know what the problem is, what would be good solutions to offer other people with this problem? Your original save link should provide a good test platform.

 

Remove the Town\Zone mod, then:

  • Repeat the buggy lessons? Does that huge score in Ally Oop cause additional problems?
  • Use the Savegame Editor complete-school feature and then complete any/last lesson to mark the mission as complete?
  • Modify specific variables using SASE v1.00? (Not really a user friendly option.)

Lessons reinforced:

  • Golden Rule - Main.scm owns all global variables. Use global variables in cleo scripts only in context with the entire main.scm script.
  • Unused variables are not a unique idea. There will be conflicts, especially with custom mains like TTDISA.
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ArmanCan
15 hours ago, OrionSR said:

Does your Savegame Editor still have an option to complete the schools? I think this would be a safe and reliable strategy for patching up the damage, especially if the mission is now marked as completed.

 

Now that we know what the problem is, what would be good solutions to offer other people with this problem? Your original save link should provide a good test platform.

 

Remove the Town\Zone mod, then:

  • Repeat the buggy lessons? Does that huge score in Ally Oop cause additional problems?
  • Use the Savegame Editor complete-school feature and then complete any/last lesson to mark the mission as complete?
  • Modify specific variables using SASE v1.00? (Not really a user friendly option.)

Lessons reinforced:

  • Golden Rule - Main.scm owns all global variables. Use global variables in cleo scripts only in context with the entire main.scm script.
  • Unused variables are not a unique idea. There will be conflicts, especially with custom mains like TTDISA.

 

- My other editor has the option to make it all golden.. i've tried that but it didn't work..😔

- Yes..i will remove this script and try again..The script is problematic but i couldn't find an alternative to get rid of blue gross ugly ass standart GXT so i will also change the constant of this script, compile and try one more time with this script.. i don't know.. he had still more local variables.. why did he use unused globals insted of local? 🤔

- I didn't install TTDISA and i couldn't install SASE also.. it doesn't open for me.. 🙂

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OrionSR
7 hours ago, ArmanCan said:

My other editor has the option to make it all golden.. i've tried that but it didn't work.

If it didn't work after removing the mod then, that's weird.

 

7 hours ago, ArmanCan said:

why did he use unused globals insted of local?

I figure it must be because some opcodes require global variables to work because I don't see any reason these variables would need to be stored in the save.

 

7 hours ago, ArmanCan said:

i will also change the constant of this script, compile and try one more time with this script

Changing the globals to locals in the script header that you posted will be difficult as you need a total of 8 variables to cover the length of the string variables.

 

Which leads me to another awkward point. The script you posted appears to be a version of Wesser's script that was unofficially modified by Junior_Djjr to include ini settings, which sucked up a most of the remaining locals. And it looks like this sort of script adaption got Junior banned from GTAF, so I don't have a way to contact him about the problem. Jr's scripts tend to propagate widely, so I doubt there's any way to fix this problem at the root.

 

Wesser's version would be an easier test bed for trying it with locals. We can probably get permission to make an adaptation.

 

I was unable to locate Jr's version in his workshop. Judging by the header, the boolean flags (Is_???) would need to be converted to bit flags to free up enough local vars for the long string, which would be really difficult at your current skill level. 

 

The easiest solution would be to change the global variables to the extended variable space. It's a dirty trick but unlikely to cause problems because, as far as I know, nobody uses the extended variable space except me. Sanny will protest about the out of range variables unless Range Checking is disabled in the options.

 

//   ZONE_TEXT         = s$93 
//   TOWN_TEXT         = s$95 
//   INTERIOR_TEXT     = v$99 
   ZONE_TEXT         = s$13990 
   TOWN_TEXT         = s$13992 
   INTERIOR_TEXT     = v$13994 

Technical Notes: These variables exist in the unneeded SCM code between the variable space and bottom of the MAIN loop. Unlike standard global variables, these values won't be saved. These globals won't conflict with my BlipFix script, which is the only public script I've posted using the extended varspace strategy. Extended variables are not empty on startup, but I don't think that's an issue with this script.

 

This project has been really frustrating. I think it might be time to return to the old answer to these problems.

 

Quote

Help, my save is corrupt!

Yeah, that happens all the time when modding.

 

Edited by OrionSR
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ArmanCan

According to your explanation "editing" his script is way ahead of me 😀 by the way the script itself is also giving another error..

 

spacer.png

 

This script released in 2009 so i think some opcodes needs to be converted to a new ones..😉

 

 

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OrionSR
2 hours ago, ArmanCan said:

This script released in 2009 so i think some opcodes needs to be converted to a new ones

Wesser's version was from 2009. I have been unable to find a version from Jr. Jr. is the author of the Cleo+ opcodes so anything is possible.

 

But 0AF2 is a standard Cleo4 opcode. I don't know why it's giving you trouble. I'm pretty sure that cleo4 and INI support is standard in Sanny. Seemann has always been good about making sure that updates to Sanny Builder would remain compatible with older scripts. But, iirc, that practice was becoming more difficult in newer versions.

 

What are you using as a source file? (Link, please.) It looks like Wesser's script can't be decompiled because it was "locked" internally, but he included the source code. I'm not sure if Jr. regularly locks his scripts or not. If the script is locked and you tried to decompile it anyway then that script won't recompile without a lot of work. You'd be better off grabbing any critical codes or addresses and writing new code from scratch. The function of Town\Zone is very similar to RTSM, so the project isn't completely out of reach.

 

2 hours ago, ArmanCan said:

According to your explanation "editing" his script is way ahead of me

Try editing Wesser's source code with local variables, just to see what happens. We don't yet have permission to modify his script but his comments suggest that permission will be granted if we ask so we can proceed in good faith. If the local variables don't work then try the extended globals I suggested above. If that works then,

 

I don't see much hope of getting permission from Jr. If you really needed his INI version then I could probably hack into it with a hex editor and patch those globals to something safe. We'd need to keep this modification to ourselves. Or, start with Wesser's version and write you own INI version. 

 

I think the best plan for now is to wait. No response from @Wesser is often a good sign.

Edited by OrionSR
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ArmanCan
51 minutes ago, OrionSR said:

What are you using as a source file? (Link, please.) It looks like Wesser's script can't be decompiled because it was "locked" internally, but he included the source code. I'm not sure if Jr. regularly locks his scripts or not. If the script is locked and you tried to decompile it anyway then that script won't recompile without a lot of work.

 

i've downloaded this mod from here..🙂

 

https://libertycity.net/files/gta-san-andreas/136540-pokazyvat-nazvanie-lokacii-vozle-radara.html

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OrionSR
22 hours ago, ArmanCan said:

spacer.png

 

This script released in 2009 so i think some opcodes needs to be converted to a new ones..😉

 

 

Okay, Jr's script also included the source code (included in .cs) so locked scripts is not the problem.

 

I didn't have any problems compiling the codes as written on my outdated Sanny. According to your error image, you probably need to add

{$USE ini} just after your cleo directive so the INI functions will work.

 

I recompiled Wesser's script to use local variables and have not noticed any additional issues. This won't work for Jr's script because he's already using [email protected], [email protected] and [email protected]

//   ZONE_TEXT         = s$93 
//   TOWN_TEXT         = s$95 
//   INTERIOR_TEXT     = v$99 
   ZONE_TEXT         = [email protected] 
   TOWN_TEXT         = [email protected] 
   INTERIOR_TEXT     = [email protected] 

 

There seems to be a problem with the interior logic of wardrobes. "Wardrobe" continues to be displayed after returning to the safehouse interior, something that persists in a loaded save.

 

This always running script should be named so we can control it remotely if necessary.

 

Is there something about Jr's script that you like better than Wesser's? Wesser's version seems to center the text better than Jr's, but I haven't fiddled with or installed the INI file for Jr's version.

 

 

Edited by OrionSR
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ArmanCan
2 hours ago, OrionSR said:

There seems to be a problem with the interior logic of wardrobes. "Wardrobe" continues to be displayed after returning to the safehouse interior, something that persists in a loaded save.

 

This always running script should be named so we can control it remotely if necessary.

 

If you want my help i can always help to you 🙂

 

2 hours ago, OrionSR said:

Is there something about Jr's script that you like better than Wesser's? Wesser's version seems to center the text better than Jr's, but I haven't fiddled with or installed the INI file for Jr's version.

 

 

I've heard both of their names but i can not say exactly about their scripts.. as i said before i'm just trying to get rid of blue ugly ass GXT and looking for a mod which suitable for my subtitles and RTSM 😉

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OrionSR
1 hour ago, ArmanCan said:

If you want my help i can always help to you

One general test, if you wouldn't mind. Please verify my observations of the wardrobe text persisting after leaving the wardrobe. The wardrobe is somewhat unique in that it's an interior accessed by an interior. The other example of an interior within an interior are the Penthouse Suites accessed by an enex "elevator" inside of Caligula's Casino.  This one is especially weird because it's possible to continue through to the outside environment. So, entering the Penthouse from the roof and then entering the Casino is another valid test.

 

However, I don't have any plans to make major changes to these scripts. Based on what I've seen over the years, if Wesser responds it'll be with an extremely well thought out and elegant solution to all the problems, but this will happen on his own schedule. I don't want to put in much effort only to be blown out of the water a few days later.

 

in the meantime, figure out which script you'd like to patch to prevent damage to the global variables of the driving school.

Wesser's Official topic - v2.00 (Final) gtagarage

Junior_Djjr's Unofficial INI update from your link.

 

Minimum patch to Wesser's script:

//   ZONE_TEXT         = s$93 
//   TOWN_TEXT         = s$95 
//   INTERIOR_TEXT     = v$99 
   ZONE_TEXT         = [email protected] 
   TOWN_TEXT         = [email protected] 
   INTERIOR_TEXT     = [email protected] 

 

Minimum patch to Jr's script:

//   ZONE_TEXT         = s$93 
//   TOWN_TEXT         = s$95 
//   INTERIOR_TEXT     = v$99 
   ZONE_TEXT         = [email protected] 
   TOWN_TEXT         = [email protected] 
   INTERIOR_TEXT     = v$13994 

 

Suggested script name:

03A4: name_thread 'zonetex'
0000: Starting code...

 

Edited by OrionSR
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ArmanCan
3 hours ago, OrionSR said:

One general test, if you wouldn't mind. Please verify my observations of the wardrobe text persisting after leaving the wardrobe. The wardrobe is somewhat unique in that it's an interior accessed by an interior. The other example of an interior within an interior are the Penthouse Suites accessed by an enex "elevator" inside of Caligula's Casino.

 

Spoiler

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- Your observations about safehouses were right.. after getting in/out a wardrobe the zone name stays until i completely leave the house..

- I've never found any weird things before and after this elevator part.. Maybe you came across this problem if you used chain game savefile (it's interior converted to an unused safehouse.. you know...)🙂 

 

I've already have this "Junior_Djjr's Unofficial INI update"  and it seems i gotta choose one of them so i'm choosing this one 😉

 

By the way it seems you are determined to fix this script.. i've already considered this solved but you are not  😀

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OrionSR
1 hour ago, ArmanCan said:

I've already have this "Junior_Djjr's Unofficial INI update"  and it seems i gotta choose one of them so i'm choosing this one

Great, the one that uses a dirty trick in the patch. But that's fine. I don't really feel comfortable building off that script anyway.

 

1 hour ago, ArmanCan said:

By the way it seems you are determined to fix this script.. i've already considered this solved but you are not 

You're right. I give up. 15 years of hunting save related glitches is long enough, and there's no hope of ever passing the baton. It's time to retire. I'm not sure why I found this project to be so aggravating, but helping people fix their broken save isn't the joy it used to be, and the community has all but evaporated. GTASnP can fix most of the normal in-game glitches anyway. 

 

I was thinking of starting a workshop topic with a collection of script fixes for the stuff not supported by SnP, but I'm not sure where to host the files. Dropbox is not a good long term solution. I might be able to backdoor my way into mod approval on GTAGarage, but who looks there anymore? And how long will that last? GitHub would work, sort of. I don't know how to use it properly and everyone would need to compile their own scripts, which isn't much help to most mod users with broken saves.

 

Anyway, since you answer most of the help request around here these days. If you suggest that players should upload their save in case an expert is lurking then you'll likely be offering them false hope.

Edited by OrionSR
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ArmanCan
18 hours ago, OrionSR said:

You're right. I give up. 15 years of hunting save related glitches is long enough, and there's no hope of ever passing the baton. It's time to retire. I'm not sure why I found this project to be so aggravating, but helping people fix their broken save isn't the joy it used to be, and the community has all but evaporated. GTASnP can fix most of the normal in-game glitches anyway.

 

Hey mann look.. in our culture/mentality we don't want/let our valuable friends to try hard for some small stupid problems.. i'm so sorry if i say something bad to you 😔

 

18 hours ago, OrionSR said:

I was thinking of starting a workshop topic with a collection of script fixes for the stuff not supported by SnP, but I'm not sure where to host the files. Dropbox is not a good long term solution. I might be able to backdoor my way into mod approval on GTAGarage, but who looks there anymore? And how long will that last? GitHub would work, sort of. I don't know how to use it properly and everyone would need to compile their own scripts, which isn't much help to most mod users with broken saves.

 

Well i didn't know about your "workshop idea" and i'm sorry for this also.. 🙂 GitHub is a great share platform for modders/developers so it will be suitable for you 😉 For this script or not.. i'm always ready to help you and solve whatver that is 🙂

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OrionSR
8 hours ago, ArmanCan said:

we don't want/let our valuable friends to try hard for some small stupid problems

Please post a working solution for anyone who manages to track their problem to this topic. I've made all of the suggestions I can, but the best results you've reported is that you passed the school but the lessons are still glitched. Is that the best you can do?

 

Cleo scripts that corrupt saved games are common. It's rare to actually track the problem to a specific script, and extremely rare to link the buggy script to an active author. Not once, in all these years, has the author ever repaired the script to prevent further damage. So... Cleo scripts that corrupt saved games are common. And there's nothing I can do about it.

 

8 hours ago, ArmanCan said:

i'm so sorry if i say something bad to you

Don't take it personally. My retirement is long overdue. I've had so much fun on these forums over the years, and formed some great relationships working with people on various projects and solving some really interesting puzzles. It is hard to say goodbye, especially when almost everyone as long since moved on. Having made the decision though, not rage quitting, or getting banned, but just walking away, has been tough. I've been reminiscing a lot and feeling sad. Maybe some warm cookies will help.

 

9 hours ago, ArmanCan said:

"workshop idea"

Nah, no one wants to listen to a swan song. 

 

 

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ArmanCan
Posted (edited)
8 minutes ago, OrionSR said:

Please post a working solution for anyone who manages to track their problem to this topic. I've made all of the suggestions I can, but the best results you've reported is that you passed the school but the lessons are still glitched. Is that the best you can do?

 

Maybe i did something wrong.. i don't know.. i'll just retry everything again and share the results.. 😉

Edited by ArmanCan
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OrionSR
On 6/22/2022 at 12:34 PM, OrionSR said:

Remove the Town\Zone mod, then:

  • Repeat the buggy lessons? Does that huge score in Ally Oop cause additional problems?
  • Use the Savegame Editor complete-school feature and then complete any/last lesson to mark the mission as complete?
  • Modify specific variables using SASE v1.00? (Not really a user friendly option.)

 

I think the problem was not removing (or fixing) the buggy script.

  • I'm hoping external tools won't be needed and simply repeating the lessons will patch things up, but I'm worried about Alley Oop.
  • I suspect that the Savegame Editor v3.x is a one click solution. (Edit: One click and then do an easy lesson so the mission can update?)
  • Use said you couldn't install SASE but showed a screen shot from it and described using it. I'm confused.

 

Edited by OrionSR
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ArmanCan
Posted (edited)
4 hours ago, OrionSR said:

Repeat the buggy lessons? Does that huge score in Ally Oop cause additional problems?

 

I had two Deconstruction savefiles and i did 4 tests after i removed this mod..

 

- One with saved this script so it's CORRUPTED

- Another one is without saved.. i mean it's CLEAN

 

- My first two tests were made with corrupted savefile..

- I did all these lessons and saved the game.. after that i've patched all these variables by using my savegame editor.. this time it worked but off course i can't patch for my following seasons.. 

- I did these lessons again and saved.. this time i've edited my lessons with editor.. After that the game still gave me these buggy lessons..

 

- My other tests were made with clean savefile..

- I've completed the lessons WITH this mod and saved the game.. As you might guess my savefile has been corrupted..🙂

- And the last test was off course completing lessons without this mod.. i didn't encounter any problems.. 

 

Ally Oop gave me problems with my three tests.. completing this lesson unlocks the next one but the game doesn't register it properly and sometimes causes the other lessons as "Not completed" 🤔

 

It seems my savefile is already corrupted before i started this driving school..According to these tests we should definitely fix this script...😉 The people who have the same problem can download this savegame editor from here and change the variable values (these variables are between/included $93 to $102) with this one "0x00000064"

 

4 hours ago, OrionSR said:
  • Use said you couldn't install SASE but showed a screen shot from it and described using it. I'm confused.

 

 

I've confused SASE with SAMA (SA Mission Analyzer) Sorry about that 😀

 

Important Edit: Your script patch and header changes worked perfectly for Driving School on my both savefiles.. Thank you so much OrionSR 🙏 

Edited by ArmanCan
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OrionSR

I have been unable to reproduce your results using your corrupted Back to School save in the first post. I followed your instructions for editing the variables and when I started the school and quit without doing anything the vehicles were unlocked and no lessons were corrupt.  I tried again, tried doing lessons, and for the most part failed miserably because I still can't play well with mouse and keyboard, but still no corruption. I don't see how these variables can be corrupted if the that buggy script is removed or repaired. For my test, I had the repaired version of Junior_Djjr's script active.

 

Yeah, I don't see any way around that out of range Alley Oop score without editing the globals. I balked at installing Java so I don't know if the Savegame Editor 3.x can fix it or not, but it should.

 

Aw... I miss SAMA. That was a very valuable tool when I was learning to edit save files. I can't get GTASA Control Center to work anymore either.

 

 

 

Edited by OrionSR
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