#1 Re: GTA Modding » CLEO VC 05F6: ret 0 opcode crashes » 02-01-2012 12:26

Ok, it works in a .cs external script file, but it continues to fail miserably when used in a .scm file.

#2 Re: GTA Modding » CLEO VC 05F6: ret 0 opcode crashes » 27-12-2011 23:18

Hey, I'm having a similar problem, in addition to 05F5 not working work for me. My test script

05F5: call_scm_func @test_1 0
...
:test_1
05F6: ret 0

crashes the game at extremely random points depending on what's in the parameters, like 0x5ace89, 0x4bc2a3, etc. I am running CLEO v1.1.1.6, VC US v1.0

#3 Re: GTA Modding » Sanny Builder / CLEO discussion » 24-04-2011 08:45

Wow, I can't reproduce the problem again. I don't know what happened but somehow the game doesn't crash anymore. Thanks anyway.

#4 Re: GTA Modding » Sanny Builder / CLEO discussion » 23-04-2011 20:17

This is a very odd problem. This code for VC CLEO

[c]{$CLEO .cs}
0247: request_model #RCBARON
:load
wait 0
if
0248:   model #RCBARON available
jf @load

046E: put_player $PLAYER_CHAR in_RC_mode_at 0.0 0.0 150.0 angle 182.29 RC_model #RCBARON

:loop
wait 10
jump @loop[/c]

works perfectly fine in the main script file but crashes while in the CLEO file. It crashes at 046E on address 0x59E6D3, why?

EDIT: I just made a workaround for this problem

[c]05DF: write_memory 0x4458E3 size 4 val #RCBARON virtual_protect 1  // work around 046E
010C: change_player_into_rc_buggy $PLAYER_CHAR at 0.0 0.0 150.0 182.29[/c]

so it's not a problem for me anymore but I still wonder why opcode 046E would crash CLEO...

#5 Re: GTA Modding » GUI Colours - More Possibilities » 31-07-2010 11:34

The main advantage of doing stuff manually is attention to details, like the list at GTAModding. Every opcode seems to be accounted and undocumented ones were discovered there.

#6 Re: GTA Modding » CLEO VC » 31-07-2010 11:27

I'm sorry, it seems that CLEO has nothing to do with the freezes. It seems like the freezes are related to the zone and car text being loaded while the text draw is being loaded. Why does that happen?

#7 GTA Modding » CLEO VC » 18-07-2010 17:44

Planepics
Replies: 1

Hi. I have a really really odd problem with CLEO VC. This code works alright

// DEFINE OBJECTS 0 // no needed at all
DEFINE MISSIONS 0

//DEFINE MISSION {ID} 0 AT {LABEL} @mission

//-------------MAIN---------------
thread 'MAIN'
 var
  $PLAYER_CHAR: Player 
 end // var
fade 0  0 ms
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 12 0
04E4: unknown_refresh_game_renderer_at 468.7745 -1298.6228 
Camera.SetAtPos(468.7745, -1298.6228, 11.0712)
$PLAYER_CHAR = Player.Create(#NULL, -375.499, -1322.31, 20.0712)  // <-- spawns at Cortez's yacht
//$PLAYER_CHAR = Player.Create(#NULL, -833.811, 1304.07, 10.5131)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
set_weather 0
wait 0 ms                  
0180: set_on_mission_flag_to $ONMISSION // Note: your missions should use the variable defined here ($ONMISSION)
if
  NOT Actor.Dead($PLAYER_ACTOR)
then
  0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
  038B: load_requested_models
  0353: refresh_actor $PLAYER_ACTOR
end
fade 1 (out)  1000 ms
if
  $PLAYER_CHAR.Defined
then
  select_interior 0  // select render area
  $PLAYER_CHAR.CanMove = True
  01B7: release_weather
end

:loopme
wait 10
03F0: text_draw_toggle 0
033E: text_draw 5.0 5.0 'BUS'  // Cheats
jump @loopme

But this code freezes the game.

// DEFINE OBJECTS 0 // no needed at all
DEFINE MISSIONS 0

//DEFINE MISSION {ID} 0 AT {LABEL} @mission

//-------------MAIN---------------
thread 'MAIN'
 var
  $PLAYER_CHAR: Player 
 end // var
fade 0  0 ms
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 12 0
04E4: unknown_refresh_game_renderer_at 468.7745 -1298.6228 
Camera.SetAtPos(468.7745, -1298.6228, 11.0712)
//$PLAYER_CHAR = Player.Create(#NULL, -375.499, -1322.31, 20.0712)
$PLAYER_CHAR = Player.Create(#NULL, -833.811, 1304.07, 10.5131)  // <-- spawns at Hyman Condo
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
set_weather 0
wait 0 ms                  
0180: set_on_mission_flag_to $ONMISSION // Note: your missions should use the variable defined here ($ONMISSION)
if
  NOT Actor.Dead($PLAYER_ACTOR)
then
  0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
  038B: load_requested_models
  0353: refresh_actor $PLAYER_ACTOR
end
fade 1 (out)  1000 ms
if
  $PLAYER_CHAR.Defined
then
  select_interior 0  // select render area
  $PLAYER_CHAR.CanMove = True
  01B7: release_weather
end

:loopme
wait 10
03F0: text_draw_toggle 0
033E: text_draw 5.0 5.0 'BUS'  // <-- If I comment this out, the game will not crash
jump @loopme

See the change? I only changed where Tommy spawned. But if I comment out 033E, it will prevent the game from ever crashing so I find it odd how combining 033E and Tommy's position crashes the game. No CLEO opcodes are used, no CLEO scripts are loaded, everything on a clean install, but only the main.scm is changed and CLEO.asi is added into the VC directory.

EDIT: I forgot to add, I'm using v1.1.1.6

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