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Okay, thanks.
Maybe, but which vorbisFile.dll will make all: CLEO3, GTAIVHUD, StreamMemFix work together correctly on compact.exe?
Yes but... I have that save bug/save crash. I suspect the cause is CLEO3's vorbisFile.dll because the other mods, use a different vorbisFile.dll. So, how do I keep using CLEO3, GTAIVHUD and StreamMemFix ASIs together? Which vorbisFile.dll should keep all compatible?
For those of us using the following mod combo: compact.exe, CLEO3, GTA_IV_HUD, StreamMemFix...
Which vorbisFile.dll, should we be using?
Original: vorbisFile.dll - 64kb - 11/16/2003 9:48AM
AlexandersASIPlugin: vorbisFile.dll - 19kb - 6/26/2005 10:12PM
GTAIVHUD, StreamMemFix: vorbisFile.dll - 3kb - 1/13/2008 11:40PM
???: vorbisFile.dll - 4kb - 6/8/2008 11:32AM
CLEO3: vorbisFile.dll - 4kb - 6/9/2008 12:32AM
And what does that file actually do?
I'm experiencing a savegame corruption when using the ??? version (related?) but I can't figure out where that file came from. At a quick glance, I thought it was CLEO3's version but then realized it had a different timestamp and date. After much testing, I discovered that the presence of cleo.asi itself was causing my save problem but I think it's because of a compatibility issue somewhere. Perhaps it's that vorbis file?
Anyway, I'd like to know which one I should be using so that these mods play nicely together. Thanks very much in advance.
Oh, I was SO excited to see this, thanks! But unfortunately, it's not working for me. When I type the keys, nothing happens and no text file is generated.
I tried to decompile your TestCheat_CPad__DoCheats_mark_hasKeyBeenPressed.cs file but Sanny tells me there's unknown opcodes. I am using the last release of Sanny Builder and SASCM.INI along with the last release of CLEO3.
That said, I noticed your script doesn't support the popular compact.exe that was created and shared by listener. See: Download and Topic I figured your v2.0 release may not work with this one's memory addresses but I was expecting your textual error at least.
If you can fix this, I would be most grateful - THANK YOU and Happy Holidays!
That is most excellent, thank you!
It's an extremely useful tool that generates a text file of available IDs for adding new maps/objects/peds etc.
See: http://www.gtagaming.com/downloads/gta- … tools/9373
It was made using CLEO 4 opcodes and on v1.0 [US] HOODLUM No-CD Fixed EXE but that doesn't help the rest of us who are still using CLEO 3 and the preferred compact.exe. I would convert it but I haven't a clue how.
Thanks if anyone can make this work.
GTASA: That doesn't work unfortunately. Any other ideas?
Thanks
Does anyone know if there's an opcode check for:
is_radar_enabled
...? I could have sworn I did this before but can't remember how.
TIA,
Midnightz
Understood. I tried again but it seems the problem is still not fixed? Please let me know when you've corrected it so that I can use your files without CLEO4 opcodes. Many thanks!
AFAIK, SAMP clientside disallows the use of CLEO or any custom scripts - it is considered cheating. It shouldn't cause crashes, you should simply get booted &/or banned. In my experience, gtasa_compact.exe does not work with SAMP either. The downgrader patch, as I recall, changes your EXE to the EUR v1.0 game and that does work with SAMP, as does the US v1.0.
Two questions...
I downloaded Deji's sascm.ini and opcodes.txt and deliberately EXCLUDED the CLEO4 opcodes in my download request because I am not using it.
Is this opcode:
0ADC: test_cheat "BLOWUP"
...a CLEO4 only opcode? Or does it also work with CLEO3?
If it works with CLEO3, can someone please show me a working example of it? Perhaps I am using it incorrectly...
Thank you,
-Midnightz
With or without mods, CLEO 3 works fine for me.
My config:
- gtasa_compact.exe
- CLEO 3 (most recent files, added via Sanny installation)
- Windows XP Home SP3 (32-bit)
Honestly, it sounds like most people are having problems with mods, not CLEO 3 itself. If you want Seemann to find any sort of problem pattern, best list your GTA SA and system configs so that he can troubleshoot.
-Midnightz
100 new opcodes sounds great. Is Seemann going to support this?
Thank you for clarifying...
@Seemann, can you please find out why there is an issue (for him) and might be an issue for others with the included (CLEO) vorbis files?
Are you suggesting that the default vorbis files included in CLEO do not work for you but some other ones do? If you are, you just made my point to Seemann.
Or did you not have them installed at all at first?
Okay...
Can I ask you to please create a topic/checklist (I haven't seen one?) for specific things you need help with to update Sanny or CLEO and all of their docs/texts? This way, you don't have to ask for help - people will either provide it or not... AND they have a starting point. You can pick and choose that which you wish to include or discard and if there are discrepancies in what is posted, people will find/correct them for you - thereby, saving you the hassle. Additionally, it may help you stay more organized when crediting others for info/help etc.
Just my thoughts on this...
Perhaps something like this in the CLEO docs...?
ADDITIONAL NOTES:
The included vorbisFile.dll and vorbishooked.dll were made by: Stanislav Golovin (aka listener)
The main purpose of these is to find and load .asi files. If you already have them (from elsewhere) in your SA root directory, it is unlikely you will need to replace yours. However, if you have difficulties running CLEO, use the ones provided and please report the issue to me.
I knowwww Ugh, lol. Why can't you distribute an opcodes.txt that includes ALL known opcodes?
Cool, thanks for the info.
If it's not mentioned in the FAQ (sorry for not looking there first), could you please add this tidbit of info?
Forgive my ignorance on how the EXE does its magic...
By what method, do the opening SA mpegs load when you launch the game and what makes it different than loading an mpeg in-game?
Ahh, thanks. I've been meaning to ask you... Some add-ins like DexX's real vehicle reflections uses the vorbis files too. Are all of those vorbis files the same from plugin-to-plugin?
Off the top of my head:
07DE is in your INI but not in opcodes.txt
(you said you generate a new opcodes.txt based on your INI pre-SB release?)
As for opcodes missing in your INI, I only stumbled across a few...
I will have to go back and find them again. *sigh* When I do,
I will post.
-Midnightz
How about other DLLs in the root SA folder?