That's all fair.
Regarding slope issues, I had thought I'd mention them just in case, there are other possible issues besides skips and such, but you said it's unlikely to happen on accident anyway. For what I said about the 1:2 ones, don't worry about it, it's usual slope shenanigans but more ...
Search found 39 matches
- 28 Oct 2025, 02:06
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 6
- Views: 1057
- 26 Oct 2025, 00:22
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 6
- Views: 1057
Re: [WIP] IMD Massive District: a full-size map project
For the big tree you could try having the canopy be above most of the "branches" and "trunks", it'd affect visibility but might be more tree-like and it'd make it less clear the body is just dirt textures, though they'd still make dirt footstep sounds. You could also try using tree canopy textures ...
- 19 Oct 2025, 22:37
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 6
- Views: 1057
Re: [WIP] IMD Massive District: a full-size map project
Looking rather nice, incl. the extra images in the album, very varied architecture. Wish you best of luck with the project [respect]
The big tree is an interesting unusual idea, but it looks more like it's just big bushes around.
I recommend not having diagonal blocks where the player can go over ...
The big tree is an interesting unusual idea, but it looks more like it's just big bushes around.
I recommend not having diagonal blocks where the player can go over ...
- 19 Oct 2025, 21:15
- Forum: Modding forum
- Topic: GTA2 ScriptPad
- Replies: 283
- Views: 670276
Re: GTA2 ScriptPad
This version of the compiler can compile main scripts that are around 55k instead of 45k. That's at least 400 extra of the largest commands.
compiler.7z
Thanks to T.M. for figuring out that GTA2 worked with larger scripts and only missed the magic number by 8. Thanks to Vike for finding the magic ...
- 19 Oct 2025, 21:05
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 20
- Views: 7362
Re: How can I change the vehicle data script settings?
As said before, non-Tank vehicles do not do much, if any, HP damage when driving over other vehicles. It seems it's just hardcoded for the Tank, there's no script command for that behavior.
- 08 Oct 2025, 23:49
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 20
- Views: 7362
Re: How can I change the vehicle data script settings?
As it says in its help text, you can't open fstyle.sty in STYed, and it will error out any file you try to open after too if you do that. That's the only way such an error happens for me.
If needed, fstyle can be edited in newer versions of my gta2 sty tool (the one published in january on ...
- 08 Oct 2025, 04:18
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 20
- Views: 7362
Re: How can I change the vehicle data script settings?
bil.sty, ste.sty, wil.sty or a custom one edited from these.
- 07 Oct 2025, 16:58
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 20
- Views: 7362
Re: How can I change the vehicle data script settings?
As it says in its help text, you can't open fstyle.sty in STYed, and it will error out any file you try to open after too if you do that. That's the only way such an error happens for me.
- 05 Oct 2025, 19:00
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 20
- Views: 7362
Re: How can I change the vehicle data script settings?
This has the very basics, should get you started: https://en.wikigta.org/wiki/Main_script_(GTA2)
There's further tutorials with basic info in that wiki, it talks about the original compiler in one of them, but I use ScriptPad to edit and quickly compile.
The page about .mmp is relevant for being ...
There's further tutorials with basic info in that wiki, it talks about the original compiler in one of them, but I use ScriptPad to edit and quickly compile.
The page about .mmp is relevant for being ...
- 30 Sep 2025, 23:58
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 20
- Views: 7362
Re: How can I change the vehicle data script settings?
1. GIVE_WEAPON (vehicle_name_here, WEAPON_HERE) Only standard vehicle weapons from the garage shops work, if you give a turret to vehicle that doesn't normally have it game will crash when you try to fire it.
2. SET_CAR_BULLETPROOF (vehicle_name_here, ON)
SET_CAR_FLAMEPROOF (vehicle_name_here, ON ...
2. SET_CAR_BULLETPROOF (vehicle_name_here, ON)
SET_CAR_FLAMEPROOF (vehicle_name_here, ON ...
- 19 Aug 2025, 18:17
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 127
- Views: 851251
Re: Collection of gta scripting and map weirdness
For some reason generator respawn delays in-game only take 1/4th the numbers of cycles you input in the script if you make min and max value the same, while if it's different it'll be a properly random time in-between (in SP it will always take the same amount of time for first spawn). Somehow I don ...
- 06 Oct 2024, 21:36
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 127
- Views: 851251
Bus stop bullshittery
Bus stops only spawn Buses at Z 1 or 2, not any height above that. No slopes should be on the road in-between the stop and the Bus spawn or on the stop itself.
In addition, having any solid tile at any height above the bus stop or the road in-between the bus stop and the Bus spawn will cause buses ...
In addition, having any solid tile at any height above the bus stop or the road in-between the bus stop and the Bus spawn will cause buses ...
- 17 Aug 2024, 00:51
- Forum: GTA1/GTA2 chat
- Topic: What is "wrong" with Downtown District?
- Replies: 5
- Views: 37201
Re: What is "wrong" with Downtown District?
Nice analysis, I have some of my own observations.
I'd add the Sunnyside asylum and the church as interesting locations in Downtown. The asylum is nicely detailed and a p. distinct location. The church is the biggest and most detailed of any of the districts. For Residential I'd also add The ...
I'd add the Sunnyside asylum and the church as interesting locations in Downtown. The asylum is nicely detailed and a p. distinct location. The church is the biggest and most detailed of any of the districts. For Residential I'd also add The ...
- 17 May 2021, 15:13
- Forum: Modding forum
- Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
- Replies: 159
- Views: 843275
Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
odg, you taken a look at this yet https://github.com/codenamecpp/carnage3d ? It's similar to what you're doing, but focused on GTA 1, might be helpful.
- 25 Apr 2021, 21:00
- Forum: Modding forum
- Topic: Character Occupations
- Replies: 11
- Views: 33179
Re: Character Occupations
Was testing some stuff and I made some observations on general AI behavior that is exclusive to natural spawns and can't be done via scripting:
Roadblock cops will always fire their pistol at you when you're in a car, regardless of how close they are to your door, they will pursue and try to punch ...
Roadblock cops will always fire their pistol at you when you're in a car, regardless of how close they are to your door, they will pursue and try to punch ...
- 21 Apr 2021, 23:13
- Forum: Maps
- Topic: Capital city single player mode - ENGLISH TRANSLATION THREAD
- Replies: 15
- Views: 84944
Re: Capital city single player mode - ENGLISH TRANSLATION THREAD
~19 years after this mod's release there's finally a proper English translation for it, made by Hippo Cat: https://drive.google.com/file/d/1pEQL9wYv9dJwdMHsz5jC4mdqEITxDMyz/view
He also made a map for it: https://drive.google.com/file/d/1GD67FtdVjYKFDGcP5sh37CDpvrb-CAYn/view
And here's his full ...
He also made a map for it: https://drive.google.com/file/d/1GD67FtdVjYKFDGcP5sh37CDpvrb-CAYn/view
And here's his full ...
- 19 Mar 2021, 00:28
- Forum: Modding forum
- Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
- Replies: 159
- Views: 843275
Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
If anyone's interested - as part of a larger project I'm working on, I put TM's decompiler code into a git repository, made a few small changes, and I've got it to compile successfully on Linux. My changes are mainly to make it more portable and add support for a build system.
See here: https ...
- 29 Jan 2020, 04:51
- Forum: Modding forum
- Topic: Tile Selektor Missing file error (MSSTDFMT.DLL)
- Replies: 6
- Views: 17821
Re: Tile Selektor Missing file error (MSSTDFMT.DLL)
I wish I had known about B-Shep's fork of Tile Selektor before.
- 26 Dec 2019, 18:59
- Forum: Modding forum
- Topic: Has anyone tested the official map editor under wine yet?
- Replies: 4
- Views: 17859
Re: Has anyone tested the official map editor under wine yet?
Tested in Arch Linux, using the Proton fork of Wine from the AUR, ver 4.11-415.
Map editor works, default maps and sty files appear to load with no problems, but my map with a modified sty has given me issues much like it did in past Windows installs. Works on first launch when it first asks for a ...
Map editor works, default maps and sty files appear to load with no problems, but my map with a modified sty has given me issues much like it did in past Windows installs. Works on first launch when it first asks for a ...
- 12 Apr 2018, 10:34
- Forum: Other games
- Topic: Total Anarchy gameplay video
- Replies: 0
- Views: 63806
Total Anarchy gameplay video
Looks very promising.