Search found 1378 matches
- 23 Feb 2018, 02:25
- Forum: Modding forum
- Topic: GTA2 memory addresses
- Replies: 115
- Views: 200245
- 22 Feb 2018, 11:59
- Forum: Modding forum
- Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
- Replies: 147
- Views: 263930
Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
It was already set to that. It’s not crashing, it’s returning an error code when trying to read the SCR. Probably some IO works different on VS2013.
- 21 Feb 2018, 21:52
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 118
- Views: 200484
Re: New GTA2 Script Compiler
Could you make a 1 line compiler? I want to be able to enter something like p1car = CREATE_CAR (118.0,133.5,1.0) 35 270 TAXI END and get the hex version, it doesn't need the header or footer since I'm going to be writing it into GTA2 RAM, not loading an SCR. Splitting an existing SCR into each hex l...
- 21 Feb 2018, 21:23
- Forum: Modding forum
- Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
- Replies: 147
- Views: 263930
Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
I tried compiling this in VS2013. I needed to add #include <functional> to get it to compile. When I tried to use it in Epic Map Editor, I got "Error: File not found or cannot be read". Does the map editor use a different version of the decompiler or did VS2013 break something? I mostly just want to...
- 21 Feb 2018, 13:06
- Forum: Modding forum
- Topic: Spawning Cars
- Replies: 3
- Views: 7475
Re: Spawning Cars
GTA2 loads the SCR file into memory, so you can edit that part of the memory and change the script commands while it's running. I would prefer a direct way of executing existing commands but I don't know how to do that yet. The SCR file is stored around here: GTA2.EXE+0x2744BC, offset 35C I tried si...
- 16 Feb 2018, 03:19
- Forum: Modding forum
- Topic: MISI
- Replies: 95
- Views: 108752
Re: MISI
When I first started reading this topic, I was hoping Logofero had figured out how to call the native GTA2 functions because I don’t know how to do that. Recreating existing code by writing memory isn’t very efficient.
- 15 Feb 2018, 11:34
- Forum: Modding forum
- Topic: GTA2Mispad. Just edit COUNTER bot_deaths - assertion failure
- Replies: 7
- Views: 8521
Re: GTA2Mispad. Just edit COUNTER bot_deaths - assertion fai
Can you compile the umodified mis file?
Can you post the modified one?
Can you post the modified one?
- 15 Feb 2018, 04:14
- Forum: Modding forum
- Topic: MISI
- Replies: 95
- Views: 108752
Re: MISI
Sektor, player is 0x5EB4FC + 0x1C? So what is the offset for x, y, z in this structure 4 bytes? I don't understand the question. Here's a LUA example for writing to the player coordinates. [syntax=lua] -- left mouse button teleports player to 44.5 , 103.125 , 2 , intended for Industrial function se...
- 14 Feb 2018, 09:44
- Forum: Modding forum
- Topic: MISI
- Replies: 95
- Views: 108752
Re: MISI
Yes sorry, I added the word camera to that part of the memory address topic now. for moving a ped: Pedsprite = peek dword [p1 + 168h] 360 anglepointer = peek dword [pedprite + 80h] 128 peek word [anglepointer] peek word [anglepointer] + 20 = x peek word [anglepointer] + 24 = y peek word [anglepointe...
- 13 Feb 2018, 05:20
- Forum: Modding forum
- Topic: MISI
- Replies: 95
- Views: 108752
Re: MISI
Yes I tested it and it worked but I didn't know Miles Sound System loaded all those files at startup, that's helpful.
Are most of the commands just for the player? I'm curious how it will handle all the other characters/peds in the future.
Are most of the commands just for the player? I'm curious how it will handle all the other characters/peds in the future.
- 12 Feb 2018, 22:26
- Forum: Modding forum
- Topic: MISI
- Replies: 95
- Views: 108752
Re: MISI
Nice work. Now the hard part of adding every single GTA2 script command and more. It should still be useful with the limited commands.
How is misi.asi started? What is telling GTA2 to load that DLL on startup? How does it work?
How is misi.asi started? What is telling GTA2 to load that DLL on startup? How does it work?
- 11 Feb 2018, 14:04
- Forum: Modding forum
- Topic: GTA2 memory addresses
- Replies: 115
- Views: 200245
Re: GTA2 memory addresses
I don't know how to create objects, I can only move them around. Here are the stats shown at the end of the level: vehicles_hijacked: 0x5E3CC4, 0x50C; auto_damage_cost: 0x5E3CC4, 0x52C; civilians_run_down: 0x5E3CC4, 0x510; civilians_murdered: 0x5E3CC4, 0x514; lawmen_killed: 0x5E3CC4, 0x518; gang_mem...
- 20 Jan 2018, 01:05
- Forum: GTA1/GTA2 chat
- Topic: Just question of GTA2
- Replies: 35
- Views: 44468
Re: Just question of GTA2
Changing the colour/remap of existing cars is easy but I’ve never changed the model, transforming cars would be cool but probably difficult. A car can transform into a wreck, so changing into a different car type isn't that different but I've never tried it, there might be many memory addresses to c...
- 20 Jan 2018, 00:09
- Forum: GTA1/GTA2 chat
- Topic: Just question of GTA2
- Replies: 35
- Views: 44468
Re: Just question of GTA2
Thanks you for answer. It's really useful. So there are successful results spawn/creating new objects on all connected clients? Sector, what area of memory is responsible for calling a new object? This can be useful for modmeykers except multiplayer. I don't know how to create without using scrip...
- 19 Jan 2018, 14:08
- Forum: GTA1/GTA2 chat
- Topic: Just question of GTA2
- Replies: 35
- Views: 44468
Re: Just question of GTA2
For my test map, I disabled all traffic and random peds and made all players and vehicles indestructible. Most of the racing maps don’t have peds or traffic anyway. Syncing every little thing would be a huge effort, so unlikely to ever happen but I still want to sync the basics and see if I can keep...
- 19 Jan 2018, 13:12
- Forum: GTA1/GTA2 chat
- Topic: Just question of GTA2
- Replies: 35
- Views: 44468
Re: Just question of GTA2
Interested in: How the game verifies that the player has responded to it, what sends in response when Connecting/Disconnecting, how many bytes, what keys are included, what the structure of data exchange between clients looks like. What addresses are used for the network game. None of that has been...
- 16 Jan 2018, 00:26
- Forum: GTA1/GTA2 chat
- Topic: Just question of GTA2
- Replies: 35
- Views: 44468
Re: Just question of GTA2
Yes it's worth compromising on sync and risking cheats if it means the game runs faster and we get more players. Hiding lag and making it easier to play (no fucking port forwarding) are my most wanted features. There are improvements that could be made without compromising sync like switching to a c...
- 15 Jan 2018, 23:50
- Forum: GTA1/GTA2 chat
- Topic: Just question of GTA2
- Replies: 35
- Views: 44468
Re: Just question of GTA2
TLDR; Other games hide their lag. GTA2 just sends the keys pressed and it has to wait for every key before it can move to the next frame or the game would go out of sync. Advantage, perfect sync, less data needs to be sent (sometimes) and it makes some types of cheats impossible. Other games often s...
- 30 Nov 2017, 11:09
- Forum: Modding forum
- Topic: Increase gang members health during mission
- Replies: 10
- Views: 15657
Re: Increase gang members health during mission
In GTA2 script, you'd do SET_CHAR_INVINCIBLE (minion,ON). In Cheat Engine, you have to read 5D28CC for Guard 1, add hex 208 and set that to 9999 decimal for untimed invulnerability. I updated the Cheat Engine table with invulnerability for the guards. Push i to make them invulnerable*. http://gtamp....
- 22 Nov 2017, 04:03
- Forum: Modding forum
- Topic: Increase gang members health during mission
- Replies: 10
- Views: 15657
Re: Increase gang members health during mission
No need to search since I already gave the pointers, you add them manually or even easier, just load this table: http://gtamp.com/GTA2/gta2ganghealth.ct

