Search found 184 matches
- 13 Oct 2025, 06:29
- Forum: Modding forum
- Topic: How do I change the default radio station of a vehicle in GTA London?
- Replies: 3
- Views: 1385
Re: How do I change the default radio station of a vehicle in GTA London?
It is possible some of it is hardcoded, for example it is not possible to move sprites in gry & g24 files.
so you're saying that the vehicle's default radio stations might be somewhere in the .G24 files like GTA 1 but hardcoded?
Yes. It is possible the data is in gt24, but also hardcoded ...
- 08 Oct 2025, 09:49
- Forum: Modding forum
- Topic: How do I change the default radio station of a vehicle in GTA London?
- Replies: 3
- Views: 1385
Re: How do I change the default radio station of a vehicle in GTA London?
It is possible some of it is hardcoded, for example it is not possible to move sprites in gry & g24 files.
- 08 Oct 2025, 09:42
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 12
- Views: 4441
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 ...
- 28 Jun 2025, 09:08
- Forum: Modding forum
- Topic: Gta 2 vehicle settings
- Replies: 2
- Views: 18736
Re: Gta 2 vehicle settings
1. yes - using scripting
2. yes, using scripting (vehicle immunities)
3. yes, i think there is a setting in sty or nyc.gci file to set can drivee over other vehicles flag, but it will not behave 100% like tank does.
2. yes, using scripting (vehicle immunities)
3. yes, i think there is a setting in sty or nyc.gci file to set can drivee over other vehicles flag, but it will not behave 100% like tank does.
- 03 Jun 2025, 05:22
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 46663
Re: Official script modifying cause certain missions to crash
Pretty sure this is related to roadblocks then.
Maybe you can use gta2 powermanager or script option to disable roadblocks - try if that works.
Maybe you can use gta2 powermanager or script option to disable roadblocks - try if that works.
- 02 Jun 2025, 11:52
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 46663
Re: Official script modifying cause certain missions to crash
Maybe the gta2 reverse engineering project can answer some of those questions ( https://github.com/CriminalRETeam/gta2_re ), but it sounds like it is actually running out of some fixed object allocation, perhaps the crashing is related to objects created for roadblocks. does it work fine without any ...
- 02 Jun 2025, 10:37
- Forum: Modding forum
- Topic: How can I change the car data settings?
- Replies: 2
- Views: 16282
Re: How can I change the car data settings?
some of these parameters like vehicle type and max health can be modified in the sty editor (it also edits car handling data), but others are script dependant and needs recompiling script (vehicle weapons and immunities).
- 02 Jun 2025, 10:35
- Forum: Site and forum discussion
- Topic: Best Settings for GTA2 Game Hunter on Modern Systems?
- Replies: 2
- Views: 46576
Re: Best Settings for GTA2 Game Hunter on Modern Systems?
gta1 and gta2 networking is deterministic tick-sync (like old c&c games) and not a typical interpolated client-server (quake)
So, lag is a really important factor, ping must be as low as possible as games WILL wait for each packet to update all players.
Additionally, networking has to be ...
So, lag is a really important factor, ping must be as low as possible as games WILL wait for each packet to update all players.
Additionally, networking has to be ...
- 29 May 2025, 06:12
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 46663
Re: Official script modifying cause certain missions to crash
perhaps there is a limit how much objects can be on screen or your random coordinates are placing objects inside buildings and cause problems?
Try placing them on road surfaces only.
Try placing them on road surfaces only.
- 26 May 2025, 12:56
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 46663
Re: Official script modifying cause certain missions to crash
nice to see someone add objects, gta1 maps were full of them and they were great, lack of ambient objects in gta2 always disappointed me.
- 05 Mar 2025, 06:51
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 74137
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
News! I've finished a program which changes xyz parameters from gta2 script. It uses python as well. I've annexed on the first post the singleplayer maps rotated. I need to fix Industrial District weird crash though. It crashes after some ~20 seconds of gameplay for a unknown reason, even if I ...
- 18 Feb 2025, 11:43
- Forum: Modding forum
- Topic: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
- Replies: 12
- Views: 61614
Re: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
is there any difference in sty file format for ps2? do those style files not just open in my gta2 style editor?
- 17 Feb 2025, 07:39
- Forum: Modding forum
- Topic: Is there any way to modify the color palettes of the GTA 1 peds?
- Replies: 42
- Views: 117151
Re: Is there any way to modify the color palettes of the GTA 1 peds?
Yes. but i'm not near my home computer to do much with it. I can publish the source code, if you wish to try figuring it out sooner.
- 15 Feb 2025, 16:28
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 74137
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
To solve the second item I just need to interpretate what is the word/dword stored in data section for each (x,y). I thought it would be the column index, but actually it is an word/dword offset.
It says that in documentation tho that it's an offset (so, address), not a index.
a 2D array ...
- 15 Feb 2025, 08:39
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 74137
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
My next desire is to port the PSX maps to PC. Just knowing how to get block info from compressed data is enough.
is cmap not same as DMAP but 16 / 32 bit lookup for blocks?
it even says so in documentation:
In a CMAP, there is a limit of 65536 distinct blocks in the world. In a DMAP ...
- 13 Feb 2025, 10:47
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 74137
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
This can be really disorienting, but it gives some variation to the classical maps.
In TDC, i've implemented rotating camera to follow your orientation that also feels weird and you really need to get used to it.
In TDC, i've implemented rotating camera to follow your orientation that also feels weird and you really need to get used to it.
- 03 Feb 2025, 11:56
- Forum: Modding forum
- Topic: is there any way to edit fstyle.sty?
- Replies: 12
- Views: 36312
Re: is there any way to edit fstyle.sty?
You are correct, but i have no idea what would cause this, i will investigate further, but at least we are getting somewhere now.
- 29 Jan 2025, 08:09
- Forum: Modding forum
- Topic: is there any way to edit fstyle.sty?
- Replies: 12
- Views: 36312
Re: is there any way to edit fstyle.sty?
Try this:
http://gtamp.com/tdc/gta2stytool_PALB_TEST.7z
As far as i tried, it works (load and save) but the only difference is, that it pads palette clut up to 64 palettes (just how editor always worked).
I hope gta2 doesn't crash when loading it, but if it works, it's first time fstyle was ...
http://gtamp.com/tdc/gta2stytool_PALB_TEST.7z
As far as i tried, it works (load and save) but the only difference is, that it pads palette clut up to 64 palettes (just how editor always worked).
I hope gta2 doesn't crash when loading it, but if it works, it's first time fstyle was ...
- 29 Jan 2025, 06:20
- Forum: Modding forum
- Topic: Is there any way to modify the color palettes of the GTA 1 peds?
- Replies: 42
- Views: 117151
Re: Is there any way to modify the color palettes of the GTA 1 peds?
After you import your palette, export the whole main palette clut to bmp and send that.


- 28 Jan 2025, 15:29
- Forum: Modding forum
- Topic: Is there any way to modify the color palettes of the GTA 1 peds?
- Replies: 42
- Views: 117151
Re: Is there any way to modify the color palettes of the GTA 1 peds?
i'd still like to have the image file you imported, because it could be related to how your program saves it, that it causes the problem in the clut editor.
I suspect that because if the program loads palette into image, then it has to save properly - the logic to calculate how much bytes to read ...
I suspect that because if the program loads palette into image, then it has to save properly - the logic to calculate how much bytes to read ...