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DYOM 8.3 Alpha


MiranDMC

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MiranDMC
Posted (edited)

After years new official DYOM version is about to be released. Currently still in development, but Alpha version is already available for testing.
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DYOM 8.3 Alpha version 10
This alpha test version. Missions created with alpha version might not work in the final release!
 
Original DYOM authors: Dutchy3010 and PatrickW
Version 8.3 by Miran
 
Visit our discord server: https://discord.gg/tPDVmnbf
Report found issues at: https://gtaforums.com/topic/997799-dyom-83-alpha
 
In order to keep existing DYOM mods working (like DYOM#, Rainbomizer etc.) great efforts were made to keep the memory layout and main script binary as close to the original as possible.
However, some of features these addons might stop working or cause bugs/crashes. Before reporting any problems, please verify the issue on a clean setup without mods.
 
 
Installation:
 - install GTA SA 1.0 Hoodlum game version
 - install CLEO 4.4.4 or newer
 - copy files from the "Documents" directory into location where your game stores save files
 - copy files from the "Game Dir" into main game's directory (where GTA_SA.exe is located)
 
 
FAQ:
 - Error message "DYOM ENHANCER.CS SCRIPT IS NOT RUNNING" is visible: make sure all points from installation guide were done. It may be also caused by limit adjuster mods with enabled tweaking of main.scm size. Disable that option and try again.
 - Error message "Actor's route too long" is visible: your route for the actor is too long. Reduce total amout of jumps/climbs in the actor's on foot route.
 - Game crashes when using "delete objective" feature. Known problem caused by fast loader mod with enabled auto save load features
 
 
Fixes and improvements:
 - Game version validation
 - Cleo version validation
 - Removed 0.2s delay between every objective (except player animation)
 - Massive performance improvements
 - Objective and cut-scene texts display time extended from 5 to 15 seconds
 - Tweaked fade in-out times during mission play and editor mode
 - Fixed missing space in "Missiondesign by" text
 - Added missing interior of Big Smoke's factory entrance
 - Fixed crack factory models in San Fiero
 - Added missing walls in Burning Desire mission's interior
 - Fixed random crashes when entering interiors
 - Fixed random crashes of burglary house interiors
 - Disabled crashing F1, F2 and F3 replay keys
 - Fixed pedestrians and traffic vehicles to match specific map zones
 - Removed undiscovered area coloring from map
 - Fixed player spawning in the air after mission load
 - Removed unnecessary fades and skipping interruptions from cutscenes
 - Updated editor mode: no random traffic of any kind, no fall damage, super sprint, locked day time, etc.
 - Fixed actors using leave/sit-in car animation targeting only the player during drive by
 - Fixed actors using enter car animation not performing drive by at all
 - Fixed actors rendered as standing for one frame before perfoming animation
 - Fixed traffic and pedestrians spawning after using Teleport To Objective utility
 - Removed random stats popup messages
 
 
New features in mission editor mode:
 - Save current mission file hotkey (Ctrl+S)
 - Reload current mission file hotkey (Ctrl+R)
 - Play current mission hotkey (F1)
 - Play current mission from selected objective hotkey (Alt+F1)
 - Select nearest objective hotkey (F5)
 - Teleport to previous objective hotkey (F6)
 - Teleport to next objective hotkey (F7)
 - Edit nearest entity hotkey (E)
 - Show map hotkey (Tab)
 - Automatic teleportation to target blip placed on map
 - Improved entities info messages
 - Overhauled actor and weapon selection menus
 - Overhauled route editor with route visualisation
 - Improved responsivnes of checkpoint placing
 - Added red ball presenting actuall position of checkpoint objective (as red sphere is always snaped to the ground)
 
 
New features in mission play mode:
 - Enabled access to main menu during cutscenes
 - Timed missions now count the time only when player is in control (cutscenes etc. not included in play time)
 - Abort mission hotkey (F1)
 - Skipping Busted/Wasted cutscenes with button press
 - New objective type: Actor Animation
 - New 1857 actor animations (all GTA SA animations available)
 - New special actor animations:
    - shoot forward
    - enter design car quickly
    - leave current vehicle
    - leave current vehicle now
    - move to next car seat
    - add weapon
    - drop weapon
    - remove weapons
    - aim at actor
    - attack actor
    - flee actor
    - follow actor
    - greet actor
    - look at actor
    - turn to actor
    - wander
    - explode head
    - revive
    - change gang: pacifist
    - change gang: neutral
    - change gang: friend
    - change gang: enemy 1
    - change gang: enemy 2
    - begin phone call
    - end phone call
    - climb
 - Actor animations now have additional properties: speed, keep position, repeat mode
 - New advanced actor AI algorithm for driving routes
 - `Actor pause` feature when walking/driving routes
 - Actor jump and climb features when walking routes
 - Rewritten behavior of actor controlled planes and helis
 - New vehicle driver actor behaviors:
    - drive route: slow, normal, fast, v.fast, race, aggressive
    - flee player
    - wander

 

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Alpha versions change log:

Spoiler

Alpha 10
 Added New Entity menu hotkey (N)
 Added Edit Nearest Entity menu hotkey (E)
 Added skipping wasted/busted scenes with key press
 Added object visualizing checkpoint positions
 Aded special actor animation: Revive
 Tweaks in route logic related to jump/climb actions
 Removed random stats info popup messages
 Tweaked checkpoint edition responsivnes
 Message "Enhancer script missing" no longer flashes for few frames on DYOM start
 Fixed Actor Animation Objective crashing if mission has no actors
 Reactivated player control in Actor Animation Objective menus
 
 
Alpha 9
 Fixed routes being erased after actor edition
 Fixed pickups spawned right after cutscene not showing up
 Fixed route driving actors getting stuck by trying to obey traffic rules too much
 Fixed friend actors not reacting to threats
 Fixed 8.1 bug causing actors using leave/sit-in car animation targeting only the player during drive by
 Fixed 8.1 bug causing actors using enter car animation not performing drive by at all
 Fixed traffic and pedestrians spawning after using Teleport To Objective utility
 Removed one frame delay where actor standing still before playing the animation
 Added Climb special animation
 Added Enter nearest design car quickly special animation
 Added Actor Jump and Actor Climb features for walking routes


Alpha 8
 new special animation: leave current vehicle
 new special animation: leave current vehicle now
 new special animation: move to next car seat
 fixed error message on script start (CLEO5) or script simply not running (CLEO4)
 fixed infinite health, invisible radar and city peds despawning during play mode
 fixed add weapon animation not changing current player's weapon while driving vehicle
 fixed HUD not visible during edition of Set Time objective
 fixed mission actors instant despawn on Mission Passed
 updated flee actor and wander animations to exit current vehicle. To wander or flee in vehicles use car driver animations sub-menu
 fixed bugs in actor/weapon selection menus when player was chosen


Alpha 7
 fixed crashes when entering interiors
 fixed crashes during animations browsing caused by CLEO4 display texts limit
 fixed map preview key (TAB) freezing the game
 fixed bug causing creating new route instead of reusing existing when editing actor's animation
 fixed "explode head" animation not working when actor had headshot proof set
 fixed not visible radar when selecting mission radar icon in storyline
 fixed weapon selection camera not presenting the actor if he was moving
 fixed random city peds and vehicles not being clear when returning into editor from mission play mode
 creation menu of new Actor Animation objective now uses last selected animation as initial value
 other fixes that I probably already forgot

 

It still produces same file format as older DYOM 8.1. This means older version will load missions created with 8.3, but of course new features won't work there.

Please be aware that my GTA DYOM Editor will load mission files created with that version but new features will be not presented correctly. Also routes used by Actor Animation will be lost upon saving.

Edited by MiranDMC
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Seve267
Posted (edited)

Interesting, This version is now Optimized, best and safe to use.

 

I hope DYOMTemp.txt bug will be fixed.

 

 

This is my request:

So, there is one you need to add in a future updates, make a feature when the "go on the checkpoint" message showed then do the phonecall (not hitting the checkpoint).

 

That's it og. 😀 

Edited by Seve267
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TrippyB

woaah now that is the epic win! i am hoping for more updates into this!

does this new version make a bigger objective limit??

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MiranDMC
Posted (edited)
15 minutes ago, TrippyB said:

does this new version make a bigger objective limit??

No, increasing objectives/actors/cars limits will never be a feature. It would break support of every DYOM related mod in existence.

Beside of that game is already struggling with amount of entities that can be spawned now, Limits Adjuster is obligatory to load some missions.

Nobody would play 20 minutes mission with 200 objectives anyway.

Edited by MiranDMC
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TrippyB
5 minutes ago, MiranDMC said:

No, increasing objectives/actors/cars limits will never be a feature. It would break support of every DYOM related mod in existence.

Beside of that game is already struggling with amount of entities that can be spawned now, Limits Adjuster is obligatory to load some missions.

Nobody would play 20 minutes mission with 200 objectives anyway.

oh ok. i am thinking more objective limit will be great at helping becos i see the new Actor Animation objective. its cool idea for making more cutscene details but its also making it more close to objective limit. of course i always make the mission 8-10 mins long and bigger objective limit is not gonna make the change of my mission time.

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MiranDMC
Posted (edited)

Alpha 7 released.

Special thanks for testing to: Lucass, gaŁic0 and Keyes_Tzigans

 

Changes:

  • fixed crashes when entering interiors
  • fixed crashes during animations browsing caused by CLEO4 display texts limit
  • fixed map preview key (TAB) freezing the game
  • fixed bug causing creating new route instead of reusing existing when editing actor's animation
  • fixed "explode head" animation not working when actor had headshot proof set
  • fixed not visible radar when selecting mission radar icon in storyline
  • fixed weapon selection camera not presenting the actor if he was moving
  • fixed random city peds and vehicles not being clear when returning into editor from mission play mode
  • creation menu of new Actor Animation objective now uses last selected animation as initial value
  • other fixes that I probably already forgot

 

@Seve267 now you can start and stop phone calls whenever you like. So player can be for example forced to visit next 2 checkpoints while holding phone call.

Edit: updated file again, please re download if you already did.

Edited by MiranDMC
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Super Shizuku
Posted (edited)

Does "pacifist" behavior mean the actor won't attack unless if provoked?

Edited by Super Shizuku
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TrippyB
Posted (edited)

i have some notes for the DYOM 8.3 alpha 7

  • no more 0.2s delay is really the good change! tho their is some careful thing to know becos some mission have good timeing with 0.2s delay so if you takeaway delay the timeing gets all wrong. maybe somehow its good if theirs way to turn on again the 0.2s delay when you play the old mission versions.
  • pickup objective does not do proper work if you make it after cutscene objective. becos pickup does not spawn and you get stucked. this is makeing my mission rwby chibi not able to beat becos of the problem.
  • new driveing ai is causing the problems in old missions too. so cutscene is turning wrong and drivers are going into wrong places. i have seen its becos drivers are trying hard to always be in one road lane and its possible they do the wrong choosing. plus its makeing new problem in new mission also! im thinking maybe i dont wanna have driver who stay in lane ever...
  • health + wepon + time hud is not in there when i edit the mission. it makes the problem where i wanna change time of day but IDK what is the time becos my hud is not in there! i have to choose create actor but then exit so i get back the hud and now i can know the time
  • friend actors that do following dont do anything... they do only standing and nothing much
  • some actors now turning into the ball actor bug but IDK why
Edited by TrippyB
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Kailojado haddines

Nice version

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Clare Dahl Sundance
16 hours ago, TrippyB said:

does this new version make a bigger objective limit??

what a wish

 

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VanBross

Wow, this is incredible, first DYOM Editor and now this. Brilliant.

 

If you ever update Storyline mode it would be nice to have the ability to add conditions for a mission to start, such as an in-game schedule, completing certain missions early, having a certain amount of money, etc.

 

It would also be great to be able to use added weapons without replacing (even vehicles and peds), TABing their ID number (like with game objects in DYOM#).

 

Well, they're just ideas, anyway, what you've done so far is already too cool, I'm sure the whole community thanks you for that. Respect

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Rangerv1

Make a reference to Groove Stret, Ucok and James Kenneth in the next version lol

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MiranDMC
Posted (edited)

Already spotted bugs:

  • some editor features leaks into play mode: radar is not visible, player health is locked, city peds are being despawned
  • add weapon animation does not change active weapon if actor/player is currently inside vehicle
  • clock not visible when configuring Set Time objective

@TrippyB

There is idea do add these missing 0.2s to the cutscene timers when mission is loaded. But that will need new file version to load new made missions without tweaks like that.

Any example mission where AI driver behaves totally incorrectly?
I will check other issues you reported too.

 

10 hours ago, Super Shizuku said:

Does "pacifist" behavior mean the actor won't attack unless if provoked?

 

It is same behavior as was available to set with DYOM Editor: pacifist won't fight back even if attacked multiple time

 

54 minutes ago, Rangerv1 said:

Make a reference to Groove Stret, Ucok and James Kenneth in the next version lol

MYOR - Make Your Own Reference 😛

Edited by MiranDMC
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Super Shizuku
2 hours ago, MiranDMC said:

It is same behavior as was available to set with DYOM Editor: pacifist won't fight back even if attacked multiple time.

Neutral is basically that, or are there any differences?

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MiranDMC

Neutral will fight you back after few punches. Pacifist will never do.

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69Cent

Good work for making this version, Miran, but even after 10 years, 8.1 for life.

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Leather_

Too simple and you don't give anything new. Naloger versions like dyom ix or dyom red are better

Your "new" version contains things that anyone would have implemented if they wanted to. Not breaking the limits or adding notable things makes this boring. Good luck with your "attempt" version.

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galic0
1 hour ago, Leather_ said:

Too simple and you don't give anything new. Naloger versions like dyom ix or dyom red are better

Your "new" version contains things that anyone would have implemented if they wanted to. Not breaking the limits or adding notable things makes this boring. Good luck with your "attempt" version.

womp womp cry about your sh*tty unstable mods Noone uses anyway

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MiranDMC
Posted (edited)
6 minutes ago, galic0 said:

womp womp cry about your sh*tty unstable mods Noone uses anyway

Yep, better go slow but stable. It is also easy to get carried away with adding multiple features that are out of place and later become problem.

 

Actor Animation Objective alone is huge game changer in term what becomes possible to create.

Edited by MiranDMC
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MiranDMC

Version Alpha 8 released!

 

Changes:

  •  new special animation: leave current vehicle
  • new special animation: leave current vehicle now
  • new special animation: move to next car seat
  • fixed error message on script start (CLEO5) or script simply not running (CLEO4)
  • fixed infinite health, invisible radar and city peds despawning during play mode
  • fixed add weapon animation not changing current player's weapon while driving vehicle
  • fixed HUD not visible during edition of Set Time objective
  • fixed mission actors instant despawn on Mission Passed
  • updated flee actor and wander animations to exit current vehicle. To wander or flee in vehicles use car driver animations sub-menu
  • fixed bugs in actor/weapon selection menus when player was chosen

 

@TrippyB

  • I was not able to reproduce pickup objective not working after cutsene. Can you provide example mission?
  • Are you sure ball actors bug did not occurred in same scenario in version 8.1? My experience is this bug starts when sum of visible actors+cars is over 75
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TrippyB

@MiranDMC

here is the video to show the car driveing ai differents

also here is the test mission so you can test the problem of the not spawning pickup

ball actor bug is not happened in the version 8.1 and i am sure i do not have 75 actors+cars

i think alpha 8 has an new problem, i crash when i try to add the actor

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MiranDMC

Download updated. Fixed crashing when weapon was given to the actor.

@TrippyB Thanks for reporting.

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Gregory 49

I don't know if someone reported that but the parashoot animations are broken, at least for me.spacer.png

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MiranDMC

Yes, as these animations were intended for parachute model, not for actors. Similar thing happens to some other animations like tattoo something. These are keep in order to mantain animations list full. Might be useful for mutant animations :)

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TonyKitaab

Dunno if I may experience with this in the future, but I have my hopes that this version will be a good update 👍

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trgb.8.99999

spawn cars are limit just 50 in DYOM

i find out that many people  want to spawn more cars.

could you please  increase limit of spawn Cars in DYOM to 99 

thanks so much

 

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The mod is very promising, good work. I just would recommend to remove the menu/animations/weapons switching sounds, because it is quite annoyingAnd the new actor editing camera is slightly inconvenient, would be better to leave it as in DYOM 8.1

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MiranDMC
9 minutes ago, SIZZZ said:

The mod is very promising, good work. I just would recommend to remove the menu/animations/weapons switching sounds, because it is quite annoyingAnd the new actor editing camera is slightly inconvenient, would be better to leave it as in DYOM 8.1

Thanks! :)
Well I may remove sounds or replace with shorter when key auto repeat mode is active.

 

Camera was updated as some of new animations have tendency to make actor walk away from view. Additionally new help box and bottom info texts are taking a lot space obscuring the view, so camera was slightly rotated.

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Leather_
On 7/5/2024 at 9:31 AM, MiranDMC said:

Already spotted bugs:

  • some editor features leaks into play mode: radar is not visible, player health is locked, city peds are being despawned
  • add weapon animation does not change active weapon if actor/player is currently inside vehicle
  • clock not visible when configuring Set Time objective

Did you really say slow but steady? You should understand that the dyom programming language is old and poorly documented. Why if they know programming wouldn't they do it better in C++? For easier and more stable

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MiranDMC
Posted (edited)

image.png.9094125914b8540fd0c998779a40f658.png
"DYOM programming language" lel

Are you trying to make some point or just talking stuff beyond your understanding as form of passing the time?

Edited by MiranDMC
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