Search found 65 matches
- 19 Jun 2025, 17:14
- Forum: Modding forum
- Topic: Scripting command questions
- Replies: 24
- Views: 55503
Re: Scripting command questions
...but is there anyway to turn off player display names?
I've found the address 0x5EAD76 in 9.6f or 11.44 which stores the boolean value (1 byte) for displaying names. Here is an example of toggling on/off displaying player names dynamically:
COUNTER show_player_name_add = 6204790
COUNTER ...
- 30 May 2025, 20:26
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 531
Re: Official script modifying cause certain missions to crash
I've encountered another problem.
For Industrial map size a lot of objects required summary, approximately 2000-5000.
Tried to add 1000 trashcans with random XY-coords. Game can't start, crashes upon level loading.
Reduced amount of bins to 300, the game lasts 1 min 34 sec, then crashes.
The same ...
- 23 May 2025, 03:27
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
Re: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
News!
- Now it contains the flipped versions of the main districts. Four new versions:
1 - Flipped x coordinates (right is left and vice-versa)
2 - Flipped y coordinates (top is bottom and vice-versa)
3 - Rotated 90° clockwise and flipped x coordinates (northeast is southwest and vice-versa)
4 ...
- Now it contains the flipped versions of the main districts. Four new versions:
1 - Flipped x coordinates (right is left and vice-versa)
2 - Flipped y coordinates (top is bottom and vice-versa)
3 - Rotated 90° clockwise and flipped x coordinates (northeast is southwest and vice-versa)
4 ...
- 22 May 2025, 21:55
- Forum: Modding forum
- Topic: GTA2 in full 3D
- Replies: 1
- Views: 208
Re: GTA2 in full 3D
You managed to disable the rendering optimizations 
GTA 2 in 3D is awesome!
GTA 2 in 3D is awesome!
- 10 Apr 2025, 23:11
- Forum: Maps
- Topic: Downtown Co-op Campaign mode - [RELEASED]
- Replies: 4
- Views: 10060
Re: Downtown Co-op Campaign mode - [RELEASED]
Many thanks to the dude, you can’t imagine how I am grateful to you and I am waiting for other areas for a coop with my wife!
Thanks for playing it! I've released downtown coop a long time ago but I didn't continue to make residential coop because I was waiting for feedback, and making coop ...
- 05 Mar 2025, 14:12
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
This could be a problem with traffic lights.
If you change map 90 or 270 degrees, originally horisontal layout made for 4:3 screen ratio will fit closer horisontally, and could cause 2 traffic lights to be seen that were originally not.
Traffic light zones must be at least a screen away ...
- 05 Mar 2025, 03:08
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
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 stand ...
- 19 Feb 2025, 01:15
- Forum: Modding forum
- Topic: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
- Replies: 12
- Views: 15971
Re: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
The CMAP chunk of PSX gmp files written in C, if anyone is interested:
struct block_info
{
UInt16 left, right, top, bottom, lid;
UInt8 arrows;
UInt8 slope_type;
};
struct partial_block_info
{
UInt16 lid;
UInt8 arrows;
UInt8 slope_type;
};
struct psx_compressed_map
{
UInt16 base [256][256 ...
struct block_info
{
UInt16 left, right, top, bottom, lid;
UInt8 arrows;
UInt8 slope_type;
};
struct partial_block_info
{
UInt16 lid;
UInt8 arrows;
UInt8 slope_type;
};
struct psx_compressed_map
{
UInt16 base [256][256 ...
- 18 Feb 2025, 13:30
- Forum: Modding forum
- Topic: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
- Replies: 12
- Views: 15971
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?
All chunk headers (their positions in the file and their size) are missing in PSX sty file, but they can be found at another separated file called GAME.OVL. Their size do not include ...
- 17 Feb 2025, 19:46
- Forum: Modding forum
- Topic: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
- Replies: 12
- Views: 15971
Re: PSX modding (scripts decompiled, PSX compiler, STY tiles etc.)
All PSX maps:
Includes all PSX zones and animations.
Source code of the PSX map converter: https://github.com/Valps/gta2-psx-gmp-converter
Includes all PSX zones and animations.
Source code of the PSX map converter: https://github.com/Valps/gta2-psx-gmp-converter
- 16 Feb 2025, 01:58
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
I know the "blockd" param stores the block indexes of a column in DMAP and CMAP when compressing the map using map editor, but the "blockd" param in PSX gmp files seems to be different. My code now can read correctly CMAPs created by map editor, as well as DMAPs, but I'm struggling to read PSX maps ...
- 15 Feb 2025, 13:01
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
does gta2 map editor not load cmap and dmap?
So.. compressed cmap is basically 256 * 256 16 bit lookup table of columns (called base)
followed by 16 bit nuber of all columns structures
followed by column structures of varying lengths. and then table of blocks
base is lookup into columns and ...
- 14 Feb 2025, 18:56
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
You "stole" my idea valps.
I wanted to do this years ago but got stuck and left it. I guess im lazy.
Im just too busy with working on my Youtube channels.
Need to grow the income and stuff.
No time to code so much.
Compression / decompression is easy in GTA2.
If you use C++ then youre fine ...
- 12 Feb 2025, 17:32
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 30282
GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
Hi!
I'm developing a GMP rotator/flipper. It already rotates/flips:
- Block positions
- Block tile lids
- Block tile sides
- All types of slopes
- Road arrows (green & red) & field arrows (for trains)
- Light coordinates
- Zone coordinates
The source code is here: https://github.com/Valps/gta2 ...
I'm developing a GMP rotator/flipper. It already rotates/flips:
- Block positions
- Block tile lids
- Block tile sides
- All types of slopes
- Road arrows (green & red) & field arrows (for trains)
- Light coordinates
- Zone coordinates
The source code is here: https://github.com/Valps/gta2 ...
- 12 Feb 2025, 02:35
- Forum: Maps
- Topic: Tiny Town - Upside Down
- Replies: 2
- Views: 17329
Re: Tiny Town - Upside Down
Not just upside down but 90 and 270 anti-clockwise versions as well.DodoPlane601 wrote: 31 Aug 2024, 12:01 Will there be an upside down version of Residential District?
I'm making a program which rotates a gta2 map entirely.
For now I will just drop this here
- 09 Feb 2025, 16:13
- Forum: Modding forum
- Topic: PSX modding (scripts decompiled, PSX compiler, STY tiles, GMP files etc.)
- Replies: 12
- Views: 15971
Re: PSX modding (scripts decompiled, PSX compiler, STY tiles etc.)
I managed to restore the original palettes from the binaries using python. Here are the pages:
I will slice them into individual bmp tiles soon.
EDIT: I've finally extracted all PSX tiles individually.
EDIT2: I've embedded all PSX tiles into STY files. They are ready to use in map editor ...
I will slice them into individual bmp tiles soon.
EDIT: I've finally extracted all PSX tiles individually.
EDIT2: I've embedded all PSX tiles into STY files. They are ready to use in map editor ...
- 06 Feb 2025, 13:30
- Forum: GTA1/GTA2 chat
- Topic: OpenGTA2?
- Replies: 38
- Views: 224384
Re: OpenGTA2?
I looked into GTA2.exe, it seems it always calls wasted.wav for dying or something. Its hardcoded.
I attached the screenshot. The nr 1 in red box is the wasted.wav
Untitled.png
I havent yet digged so deeply into this, this function is choosing what audio is played:
char * __fastcall FUN ...
- 30 Jan 2025, 20:35
- Forum: Modding forum
- Topic: Found PED (dummies) walking code in exe
- Replies: 8
- Views: 21248
Re: Found PED (dummies) walking code in exe
Do you have the addresses of the functions you have found? Of course, if you want to share them. I can try to reverse them and make 100% match of these functions in C++.B-$hep wrote: 09 May 2022, 15:15 Its not hard to code this from scratch but its hard to replicate it 100% to match GTA2 without figuring out GTA2 logic/code.
- 02 Jan 2025, 21:20
- Forum: Modding forum
- Topic: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs
- Replies: 12
- Views: 16379
Re: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs
The function of gta2.exe which handles the IF_JUMP opcode has been decompiled into C++ code.
https://decomp.me/scratch/cgNfD
This code explains why the condition ( ( stat1 ) OR ( stat2 ) ) AND ( stat3 ) is always true if any of "stat1" or "stat2" is true, regardless of "stat3".
If the IF_JUMP ...
https://decomp.me/scratch/cgNfD
This code explains why the condition ( ( stat1 ) OR ( stat2 ) ) AND ( stat3 ) is always true if any of "stat1" or "stat2" is true, regardless of "stat3".
If the IF_JUMP ...
- 23 Dec 2024, 23:22
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: One of the first GTA2 Multiplayer videos: Do you remember?
- Replies: 1
- Views: 8983
One of the first GTA2 Multiplayer videos: Do you remember?
I remember I watched this video when I was a kid, and this music was in my head since ever, but I haven't found it until now.
It was released 18 years ago (oct 2006), when youtube had just 1 year and a half of existence.
It was released 18 years ago (oct 2006), when youtube had just 1 year and a half of existence.