MiranDMC Posted July 4, 2024 Share Posted July 4, 2024 (edited) After years new official DYOM version is about to be released. Currently still in development, but Alpha version is already available for testing. Download Quote 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.com/invite/XzqxyV7 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 Quote 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 September 23, 2024 by MiranDMC TrippyB, 69Cent, Ingramsl and 22 others 21 1 1 2 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/ Share on other sites More sharing options...
Seve267 Posted July 4, 2024 Share Posted July 4, 2024 (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 July 4, 2024 by Seve267 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404281 Share on other sites More sharing options...
TrippyB Posted July 4, 2024 Share Posted July 4, 2024 woaah now that is the epic win! i am hoping for more updates into this! does this new version make a bigger objective limit?? Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404384 Share on other sites More sharing options...
MiranDMC Posted July 4, 2024 Author Share Posted July 4, 2024 (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 July 4, 2024 by MiranDMC Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404391 Share on other sites More sharing options...
TrippyB Posted July 4, 2024 Share Posted July 4, 2024 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. trgb.8.99999 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404392 Share on other sites More sharing options...
MiranDMC Posted July 5, 2024 Author Share Posted July 5, 2024 (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 July 5, 2024 by MiranDMC Seve267 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404431 Share on other sites More sharing options...
Super Shizuku Posted July 5, 2024 Share Posted July 5, 2024 (edited) Does "pacifist" behavior mean the actor won't attack unless if provoked? Edited July 5, 2024 by Super Shizuku Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404455 Share on other sites More sharing options...
TrippyB Posted July 5, 2024 Share Posted July 5, 2024 (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 July 5, 2024 by TrippyB DuckingHeights 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404474 Share on other sites More sharing options...
Kailojado haddines Posted July 5, 2024 Share Posted July 5, 2024 Nice version Seve267 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404596 Share on other sites More sharing options...
Clare Dahl Sundance Posted July 5, 2024 Share Posted July 5, 2024 16 hours ago, TrippyB said: does this new version make a bigger objective limit?? what a wish Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404621 Share on other sites More sharing options...
VanBross Posted July 5, 2024 Share Posted July 5, 2024 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 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404637 Share on other sites More sharing options...
Rangerv1 Posted July 5, 2024 Share Posted July 5, 2024 Make a reference to Groove Stret, Ucok and James Kenneth in the next version lol Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404644 Share on other sites More sharing options...
MiranDMC Posted July 5, 2024 Author Share Posted July 5, 2024 (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 July 5, 2024 by MiranDMC Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404663 Share on other sites More sharing options...
Super Shizuku Posted July 5, 2024 Share Posted July 5, 2024 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? Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404731 Share on other sites More sharing options...
MiranDMC Posted July 5, 2024 Author Share Posted July 5, 2024 Neutral will fight you back after few punches. Pacifist will never do. Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404734 Share on other sites More sharing options...
69Cent Posted July 5, 2024 Share Posted July 5, 2024 Good work for making this version, Miran, but even after 10 years, 8.1 for life. Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404818 Share on other sites More sharing options...
Leather_ Posted July 5, 2024 Share Posted July 5, 2024 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. DuckingHeights, 69Cent, Super Shizuku and 3 others 2 4 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404827 Share on other sites More sharing options...
galic0 Posted July 5, 2024 Share Posted July 5, 2024 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 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404844 Share on other sites More sharing options...
MiranDMC Posted July 5, 2024 Author Share Posted July 5, 2024 (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 July 5, 2024 by MiranDMC Super Shizuku, Kailojado haddines and galic0 3 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404848 Share on other sites More sharing options...
MiranDMC Posted July 6, 2024 Author Share Posted July 6, 2024 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 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404939 Share on other sites More sharing options...
TrippyB Posted July 6, 2024 Share Posted July 6, 2024 @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 MiranDMC 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404950 Share on other sites More sharing options...
MiranDMC Posted July 6, 2024 Author Share Posted July 6, 2024 Download updated. Fixed crashing when weapon was given to the actor. @TrippyB Thanks for reporting. Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072404955 Share on other sites More sharing options...
Gregory 49 Posted July 6, 2024 Share Posted July 6, 2024 I don't know if someone reported that but the parashoot animations are broken, at least for me. Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405025 Share on other sites More sharing options...
MiranDMC Posted July 6, 2024 Author Share Posted July 6, 2024 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 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405027 Share on other sites More sharing options...
TonyKitaab Posted July 6, 2024 Share Posted July 6, 2024 Dunno if I may experience with this in the future, but I have my hopes that this version will be a good update Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405051 Share on other sites More sharing options...
trgb.8.99999 Posted July 6, 2024 Share Posted July 6, 2024 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 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405147 Share on other sites More sharing options...
SIZZZ Posted July 6, 2024 Share Posted July 6, 2024 The mod is very promising, good work. I just would recommend to remove the menu/animations/weapons switching sounds, because it is quite annoying. And the new actor editing camera is slightly inconvenient, would be better to leave it as in DYOM 8.1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405167 Share on other sites More sharing options...
MiranDMC Posted July 6, 2024 Author Share Posted July 6, 2024 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 annoying. And 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. SIZZZ 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405172 Share on other sites More sharing options...
Leather_ Posted July 6, 2024 Share Posted July 6, 2024 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 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405219 Share on other sites More sharing options...
MiranDMC Posted July 6, 2024 Author Share Posted July 6, 2024 (edited) "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 July 6, 2024 by MiranDMC trgb.8.99999 1 Link to comment https://gtaforums.com/topic/997799-dyom-83-alpha/#findComment-1072405225 Share on other sites More sharing options...
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