#176 Re: Sanny Builder и CLEO » CLEO 4 для GTA San Andreas » 26-02-2010 23:06

(I'll just speak English... Probably more sense there)

I think some sort of sub-string command could be useful.

0000: 0@v substr 1@v from 0 to 7

Useful for getting part of a string. Especially if it's too long. Is there some way to do this already?


Reason is... I have this part of the car spawner code:

if
    002B:   511 >= 11@
then
    000A: 10@ += 1
    000A: 11@ += 1
end
0006: 12@ = 0
for 1@ = 10@ to 11@
    0ADB: 2@v = car_model 1@ name
    0ADE: 2@v = text_by_GXT_entry 2@v
    if
        8847:   not string 2@v empty // @v - doesn't seem to help block out empty strings..
    then
        0AD3: 2@v = format "%s" 2@v
        0AD3: 6@v = format "_UCT%d" 12@
        0ADF: add_dynamic_GXT_entry 6@v text 2@v
        000A: 12@ += 1
    else
        000A: 11@ += 1
    end
end
08DB: set_panel 0@ column 0 header 'DUMMY' data '_UCTSC2' '_UCT0' '_UCT1' '_UCT2' '_UCT3' '_UCT4' '_UCT5' '_UCT6' '_UCT7' '_UCT8' '_UCT9' '_UCTSC1'

However some entries are blank due to the model name being too long to be used as a GXT Entry.

It seems that not all of the car model names refer to a GXT Entry name?:

GXT:
HOTKNIF        // Hotknife

Model:
#HOTKNIFE = 434

EDIT: My problem is fixed... Kinda.

Can the format opcode be used to get part of a string somehow?

#177 Re: Sanny Builder и CLEO » CLEO 4 для GTA San Andreas » 25-02-2010 23:12

Я не думаю, что мое сообщение было отправлено ... Сайт Sanny Builder казалось спуститься, прежде чем я сумела пост.

В любом случае. Я задавался вопросом, Opcode 0ACE может иметь дополнительные параметры (которые обычно доступны в функции) для отображения текста без звука или даже лучше ... Показаны постоянных поле?

#178 Re: Sanny Builder и CLEO » CLEO 4 для GTA San Andreas » 25-02-2010 19:41

(Осторожно: плохо переведен на Английский Русский ниже):

Я рассчитываю 48 опкодами ...

Я закончил добавление всех CLEO 4 опкодами Opcode к базе данных, доступна здесь: http://gtag.gtagaming.com/opcode-database

Там вы можете просматривать Opcode описания (Я перевел их на английский, но некоторые вещи могут немного путается в процессе) и скачать последнюю sascm.ini и opcodes.txt. Одна включен в качестве части CLEO 4 пропускает некоторые из самых последних открытий. Некоторые из которых я нашел полезным.

Большая работа по опкодами! Некоторые из этих невероятно полезна тем, что я сейчас работаю...

Translation

#179 Re: Модификации » San Andreas new opcodes project » 26-01-2010 13:38

(перевод с английского)
Великий плагина. Сбои мои игры, если таковые имеются ".fxt" файлы существуют в "CLEO_TEXT" слишком.

Одно из них я могу дать, может быть, возможность загрузки .img / .ifp файлы с Opcode как таковую:

0000: 0@ = load_img "CLEO\myimg.img"
0000: use_img 1 // 1 = custom - 0 = по умолчанию gta3.img
0247: # load_model MyModel
04ED: load_animation "myanim"
0000: release_img 0@

Use_img установить будет ли загружен IMG или оригинал IMG используется для следующей операции нагрузки. Я считаю, что существует ограничение на дополнительные IMG файлов...

View Translation

#180 Re: GTA Modding » 2 Q's About Decompiling .exe and Compiling .cleo » 14-01-2010 00:12

So what I've managed to figure is that .cleo is just like an .asi file, written in any language (C/C++ etc.) that writes to the game memory once loaded. I guess there are no CLEO-specific things in the code. CLEO just acts as an .asi loader for .cleo files.

Still, about decompiling gta_sa.exe... Any tips on programs?

#181 GTA Modding » 2 Q's About Decompiling .exe and Compiling .cleo » 08-01-2010 07:58

Deji
Replies: 2

I was wondering what particular program anyone would recommend for decompiling the gta_sa.exe - and a free one at that tongue


And also, how are .cleo plugins made? I'm assuming it's just like an .asi or .dll file, but are there any specific things to make sure of when writing it for CLEO?

#182 Re: GTA Modding » xxx.xx Coords? » 01-07-2009 09:34

I mean, displaying coordinates on screen... For debugging purposes.

But accurately... Instead of the coordinate 1094.0 you get 1094.99 which is the exact coordinate and would effect the position alot more...

I believe you did it in your DBMU mod... And used some math to get the coordinates accurately. And I can't figure out how you did it... I get lost in the code smile

#183 GTA Modding » xxx.xx Coords? » 25-06-2009 16:55

Deji
Replies: 3

Okay, there are some modders out there who know some sort of algorithm to make coordinates work properly as in, exact like this...

2451.26

Not this...

2451.0

But I'm not one of those modders (mathematical stuff confuses me).

And I basically want to know how to do it smile

Gimme, gimme... I mean... Pretty please with a cherry on top tongue I'm feeling random today.

UGH... Sorry for the two posts. This forum keeps giving me blank pages after posting and I had to refresh. Had no idea that it'd already posted.

#184 GTA Modding » Strange Request... » 01-05-2009 14:18

Deji
Replies: 1

Can I have either a link to the site where they give the latest sascm.ini file (I can't find it) or a zipped version of the latest Sanny Builder.

Reason is that I'm using a college computer with restrictions and I want to be able to code (without having to compile) without needing to install sanny... Unless Sanny could be used without installation?

Basically I wanna code on a computer with no GTA and no need to change registry files. I want to be able to run Sanny Builder without installing. But if that's not possible, just the sascm.ini will do me smile

#185 Re: GTA Modding » Using Some Functions... » 12-02-2009 13:38

So... I'll have to provide that with every release of my mod and I'll have to patch up the exe again? :wow:

Isn't there a simpler way?

#186 Re: GTA Modding » Using Some Functions... » 11-02-2009 16:49

Well, I tried it but apparently I have the wrong type of .exe... Any ideas? I figure getting an american version might work but the problem is that I don't want my downloaders to go through the same hassle... Is there a version that works for all exes?

#187 Re: GTA Modding » Using Some Functions... » 24-01-2009 07:14

Seemann wrote:

Try this
http://alexander.sannybuilder.com/Files … ode1.0.rar

It adds several opcodes to work with INI files

Great! I'll add em to the flash drive and test when I get home smile If it works I'll worship you forever!!! grin

Isn't this the thing to add opcodes? How does it work, does it add them using memory address?

#188 GTA Modding » Using Some Functions... » 24-01-2009 06:46

Deji
Replies: 6

It's been bugging me for ages! How do I make a .ini file with settings the user can edit and/or the cleo mod can edit and read. Examples...

If the ini file had a line with a setting to turn something on/off how could I check wether the result says 1 or 0?

If I wanted to make an animation apply that the user has to type in the ini file, and then the game applies whatever was typed?

Tis been bugging me for aaages and I'd be greatful if you can help! If this is impossible and I've gotten the wrong idea, could you maybe add this? I get the feeling you did since the writefile and readfile opcodes are in there. I just need an example of how to know how many bytes to read or something...

#189 Re: О сайте и форумах » Меняем форум на IPB? » 09-11-2008 01:48

Hell yeah! Get IPBFree if you're looking for cheap hosting... They're just as good as a paid for service and I'm sure you can use your registered domain.

I use them and they're pretty damn good! Here's how my site looks with them: http://gtag.ipbfree.com/

Sorry for my lack of Russian blush I'm using Google Translate to view this page.

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