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 Post subject: vike's enhanced GTA2
PostPosted: Wed Jan 06, 2010 11:31 pm 
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Boss
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Posts: 1079
Location: GTAMP.com
Download: http://gtamp.com/GTA2/gta2-installer.exe - 17MB - v11.44 (includes GTA2 data files)

11.44 2013-09-07
Livin' in a mappers paradise
- Fixed insane stunt bonuses in fast mode. Apparently, there was a long-standing bug in GTA2 where it was always easier in slow and harder in fast. When I increased the speed of fast, I made it worse :P
- Reverted SET_CHAR_THREAT_REACTION patch, and fixed the patches on GIVE_WEAPON and PUT_CAR_ON_TRAILER. Now they'll work on cars whose counters are one of the first 6 counters.
- These two commands allow you to directly read and modify GTA2's memory from script.
Have fun with these! I expect fancy new maps, punks :P Please post any cool addresses you find (or .mis scripts) on the modding forum: viewtopic.php?f=4&t=700
Peek:
CHANGE_GANG_CHAR_RESPECT ( address counter, value counter, 101 or 102 or 104 )
i.e. 101: value counter <- byte ptr [address counter]
102: value counter <- word ptr [address counter]
104: value counter <- dword ptr [address counter]
Poke:
CHANGE_GANG_CHAR_RESPECT ( address counter, value counter, 111 or 112 or 114 )
i.e. 111: byte ptr [address counter] <- value counter
112: word ptr [address counter] <- value counter
114: dword ptr [address counter] <- value counter
- Some trig functions. They make fun stuff with peek and poke easier. They return an integer, so I multiplied it by 16384 so you actually get some precision.
I used 16384 because that's what coordinates are multiplied by internally for storage... i.e. for x = 10, it is stored as 163840.
The angles these take are the same that GTA2 works with internally, so you can directly use angles grabbed with peek.
In case you don't know what they are: 4xdegrees, anticlockwise from south. I.e. 0 = south, 360 = east, 720 = north, 1080 = west.
These are also adjusted for the inverted-y coordinate system gta2 uses. I.e. cos south = 16384, cos north = -16384.
Cos:
CHANGE_GANG_CHAR_RESPECT ( gta2 angle counter, result counter, 120 )
Sin:
CHANGE_GANG_CHAR_RESPECT ( gta2 angle counter, result counter, 121 )
- Updated d3ddll.dll to use the current user registry instead of local machine

11.43 2012-10-17
- Now works on Windows 8 :-)
- Made GIVE_WEAPON, PUT_CAR_ON_TRAILER and SET_CHAR_THREAT_REACTION do nothing if the player/car/etc specified does not exist.

11.42 2012-06-08
Been a while!
- Chat text is now lower case, easier on the eyes
- Chat text now tries to be the same colour as the player
- In chat, "/" is now "?"
- Chat box in the lobby is default

11.41 2010-09-05
- Updated logos for gta2.exe and gta2 manager.exe. Thanks to Cuban Pete for the great new logos!
- Patched original replay files that play if you wait too long in the single player menu- they now work with 11.41 without changes or debug flags. With the traffic fixes, they even mostly stay in sync ;-)
- Traffic fix 1- randomised who gets first chance to spawn a car each frame. Hopefully reduces car starving.
- Traffic fix 2- reduced car limit to original for single player. Also made it depend on how many players are in the game. Current limits are 16, 30, 42, 52, 60, 66 for 1, 2, 3, 4, 5, 6 players respectively. I plan to tweak this to find the optimum balance between car starving and traffic jams, so please let me know what you think.
- Fixed bug where you'd lose control of your ped if you were punched when spawning by a higher-numbered player (e.g. player 2 punches player 1 while they're spawning).
- Replay fix 1- replays will now always record, regardless of "do release replay" and "constant replay save" settings. If you don't have gta2\test directory, the files will not be written and no error given. This seems to help fix desync problems.
- Replay fix 2- replays are now recorded to both test\replay.rep and test\replayX.rep, where X is the "next replay" shown in the debug tab of the manager. X will rotate through 0-9 and back again, and replay.rep will always be the most recent replay.
- Replay fix 3- you may now specify the replay to play back on the command line. Names are limited to 106 characters:
gta2 -r vike.rep will playback vike.rep in single player
gta2 -r 'vike smells.rep' -n will playback vike smells.rep in multiplayer
gta2 -r "vike roooocks.rep" will playback vike roooocks.rep in single player
gta2 -r -n will playback replay.rep in multiplayer.

11.40 2010-08-22
- Made ROAD_BLOCK_TANK_MAN aim for whoever is closest instead of the local player. This fixes Army in multiplayer!
- Fixed SET_ALL_CONTROLS_STATUS and SET_ENTER_CONTROL_STATUS in multiplayer- no more desyncs.
- Fixed WARP_FROM_CAR_TO_POINT in multiplayer (no more desyncs) and also made it work when the ped isn't in a car. Effectively it's a teleport command.
- Like 10.3 does, in-game chat now supports ,./;`-
- Stopped long chat messages shaking.

11.39 2010-07-30
- GTA2 will now run multiple times if you want it to. Be careful, this could cause problems in GH :P But for example if you're tricksy it allows you to run an entire network game on one computer- very useful for playing back replays.
- Reverted the "always on top" flag for full screen mode- it makes it worse for at least one app.

11.38 2010-07-30
- GTA2 will now run in windowed mode even if you don't have your colour depth set to 16 bit. Unfortunately it buggers up the menu graphics, but if you care run in full screen mode or 16 bit colour depth.
- Made full screen mode have the "always on top" flag- hopefully this will resolve crashes caused by some popup notifications from other programs.
- Made windowed mode grab focus when you press start.

11.38 2010-05-30:
- Increased size of points/frags box so you can have higher points limits.
- Removed the requirement for the "PlayerCount" line in MMP files- if you leave it out, any number of players is allowed; if you put it in, only that number is allowed. No more "...2 player.mmp" "...3 player.mmp"!
- Removed the show instruments patch- it makes the screen too messy. I'll make a neater version when I do the lobby checkboxes.

11.37 2010-04-04:
- Changed version scheme. All my releases will now be 11.xx, regardless of beta status etc.
- Prevented the debug text that goes with "show instruments" from overlapping. For those who don't know, this allows you to see information about whether your opponents have a car, what speed they're travelling, etc. I will eventually make this a setting in the lobby- it's a gameplay altering feature.

11.37 2010-03-21:
- Disabled "Show counters" debug flag in multiplayer because I kept leaving it on. It makes multiplayer crash, and Residential single player as well.

11.3beta06 2010-03-14:
- Fixed a interesting sync bug, if you ran Vista with more than 390 mmp files then buses would not behave correctly causing a desync.

11.3beta05 2010-03-12:
- Decreased the default density of cars/peds from 500 to 400. This seems to make the car density on roads like it used to be, at least in one player. Hopefully this resolves car-starving without introducing traffic jams like beta 4.

11.3beta4 2010-02-26:
- Increased the "ped" car limit from 15 to 127. This means car-starving should be reduced or gone, but some roads may be busier. Tell me if you disagree.

11.3beta3 2010-01-28
- Changed default audio files to bil.raw and bil.sdt instead of ste, at [DAFE]'s request. I will probably add an option to MMPs to specify which file at some point.

11.3beta2 2010-01-03:
- Custom STY files no longer require custom audio files. If using styfile.sty, if styfile.raw and styfile.sdt are not found, gta2 will use ste.raw and ste.sdt.

11.3beta1 2010-01-01:
- Added support for custom GXT and GCI files in multiplayer MMPs. GXT files must be English language. If the following lines are not present, GTA2 defaults to the built-in files.
GXTFile = yourmap.gxt
GCIFile = yourmap.gci

- Found and fixed a strange, apparently long-time bug in language detection. GTA2 detects if you have any language files, but the logic is flipped for French. This
would only have caused problems if you didn't have any language file, or if you didn't have english but did have french. I'm not even sure what it does with "Has language files" value anyway so it might have been fine.

11.2:
- Released 11.2beta15 as 11.2 to go with the new GH 1.5.

11.2beta15:
- Made a few minor positioning adjustments to the lobby screens. Again these are not final and I will be taking suggestions, see my email at the bottom of this file.
- Reduced the time taken to measure accuracy of "Sleep" function from 500ms to 125ms. This speeds up game load time a little and has little effect on accuracy.
- Removed the limit of 20 messages in the chat window. The limit is now 64000 characters in win9x, and something very large on NT/2000/XP/etc.

11.2beta14:
- Resized/re-arranged the lobby screens. These are not final and I will be taking suggestions, see my email at the bottom of this file.
- Fixed ping that was somewhat broken in previous betas. This returns the lobby refreshes to 10ms, and (only) pings to UDP.

11.2beta13:
- Drastically reduced the time it takes games to appear in the lobby and so reduced the time it takes to join with -j.
- Increased the time between lobby refreshes to 100ms from 10ms. This should reduce CPU time, reduce flicker and generally be more stable.

11.2beta11:
- Added the command-line argument -c, which will automatically create a network game.
- Added the command-line argument -j, which will automatically join a network game as soon as one becomes available.

11.2beta05:
- Removed debug enabling option that was in 11.1. This will make a return as a series of checkboxes in the GTA2 lobby.
- Forced GTA2 to use TCP instead of UDP to try and prevent packet loss and misordering causing issues. This seems to fix most sync issues, besides:
multiple simulatenous vehicle bombs; WARP_FROM_CAR_TO_POINT; SYNC_BLOCK_MAN; SET_ALL_CONTROLS_STATUS; and ROAD_BLOCK_TANK_MAN.
- Fixed a crash bug in the chat lobby that happened if more than 20 messages were received before you send a message.
- MMP filenames are no longer case sensitive.
- Fixed mapfile code bug introduced in 11.0- missing SCR, GMP, and STY caused a crash instead of messages.
- Increased game speed normal from 25FPS to 30FPS and fast from 30FPS to 50FPS.
- Re-entering a game in the lobby after being rejected or leaving the same game no longer causes a crash.
- When a player does not have the selected map, "N/A: map.mmp" is now displayed instead of the previous map name or nothing if there was no previous map.

11.1:
- Debug version that allows changing of wanted level, respect, teleport, show coordinates, health and zoom in multiplayer.

11.0:
- Using reject in the lobby shouldn't make GTA2 crash anymore.
- Removed 100 MMP file limit. It is now only limited by your RAM.
- Disabled F8 in multiplayer.
- Changed registry keys from HKLM to HKCU. This will allow GTA2 to be run on Windows guest accounts and allow for different settings per user.


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 Post subject: Re: GTA2 v11.3
PostPosted: Thu Feb 04, 2010 6:59 pm 
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I think there is a sound bug somewhere. When I do fresh install DrSlony GTA2 game and this patch and start normal singleplayer - I have sound. When I start GH and create game and click test map single player I have no sound any more. Also after running that and clicking on original GTA2.exe in folder to start singleplayer gives me the multiplayer level (with no sound) and not normal game... :(

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 Post subject: Re: GTA2 v11.3
PostPosted: Thu Feb 04, 2010 7:33 pm 
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Cuban: check the effects volume in manager-hkcu.exe. Also, when you open GTA2.exe after using play alone button, its because GH uses the Skip Frontend debug key to start a singleplayer game in a multiplayer map, but it doesnt disable it after you close game, so open manager-hkcu.exe, go to Debug and disable Skip Frontend

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 Post subject: Re: GTA2 v11.3
PostPosted: Thu Feb 04, 2010 8:38 pm 
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Gustavob wrote:
Cuban: check the effects volume in manager-hkcu.exe. Also, when you open GTA2.exe after using play alone button, its because GH uses the Skip Frontend debug key to start a singleplayer game in a multiplayer map, but it doesnt disable it after you close game, so open manager-hkcu.exe, go to Debug and disable Skip Frontend


skip frontend is disable and volume is all at top...

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 Post subject: Re: GTA2 v11.3
PostPosted: Thu Feb 04, 2010 8:41 pm 
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Cuban-Pete wrote:
skip frontend is disable and volume is all at top...


Skip Frontend is enabled when you use "play alone" button in the create game window in gh. When you quit game and want to play normal singleplayer maps, you have to open manager-hkcu.exe, go to debug and disable skip frontend, because its disabled by default. If you open manager-hkcu.exe in debug tab before you click play alone, you wont see it getting enabled so relaunch it and disable it, then you can play normal game. About volume, I have no idea then, it works normally to me

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 Post subject: Re: GTA2 v11.3
PostPosted: Wed Feb 17, 2010 8:34 pm 
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Boss
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Location: GTAMP.com
Uploaded latest v11.3.

It uses bil.raw sounds instead of ste.raw on custom style files that don't have a matching .raw file. This gives the correct sounds for the fountain on Dafe's Death Valley. I also included all trailer kill frenzy crash fixes and the floating ambulances fixes.


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 Post subject: Re: GTA2 v11.3
PostPosted: Wed Feb 17, 2010 9:09 pm 
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Great! Now if only you would get paid by Rockstar for your patching work. :)

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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 20, 2010 10:10 am 
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Joined: Sun Feb 14, 2010 7:52 pm
Posts: 9
I have installed the v11.3 and now i can´t chance the lightening into noon


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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 20, 2010 10:25 am 
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Boss
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You have to use manager-hkcu.exe for all settings changes in v11.3.

gta2 manager.exe only changes v9.6F settings.


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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 27, 2010 10:10 am 
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Well, I've got few improvements/suggestions for next release. :idea:

IMHO:
1. Fast speed option is unplayable, and so totally useless.
Did anybody used it in multiplayer with friends?, probably not.
Normal speed is somewhat fast, especially for GTA2 newbies.
I propose to set Normal speed back to 25-27FPS and Fast to 30-33FPS
...to make any used of that option.

2. Temporary gang members (those with dual pistols) are unable to
enter any custom created cars (PARKED_CAR_DATA, CAR_DATA, CREATE_CAR
and CREATE_GANG_CAR)
. Even when there's no car lock or whatsoever.
However custom created characters added to your group can!
It implies that temporary gang members are somewhat retarded.

3. Group members (both types) are unable to enter trains.
Of course they're at least trying. It's funny after all.

4. Default amount of mines, machine guns, oil, bombs and their instant
counterparts are too high! I'm not talking about car shops.
Whenever you use this command:
GIVE_WEAPON ( car , CAR_MACHINE_GUN , amount ) ,
- the ammo amount is ignored and automatically set to 50 as minimum.
The same is applied to CAR_BOMB & CAR_BOMB_INSTANT
It's strange and also dangerous to have 50 car bombs mounted in a car.
Set these minimum default amounts to let's say:
-CAR_MACHINE_GUN, CAR_MINE & CAR_OIL to 10 or 25
-CAR_BOMB & CAR_BOMB_INSTANT to 1

5. Alter some car shop prices in multiplayer. Singleplayer prices are ok.
For example increase car machine gun & car mine prices to 5000, 10000 respectively,
as they're very powerful and ease to obtain when there is a car shop in map.
Lower the respray cost, to e.g. 2500, it's not powerful whatsoever.
Well, it's a propose after all. I just wish to balance the game.

6. Player won't die if sitting in a train when it is destroyed by another player.
He may not even escape from a train, whenever player destroys another train.
(all trains will stop or collide to one another, player can only left game)
I propose to make trains invulnerable to player attacks so as to prevent this bug.
I did it in my custom gci file by setting Model 6,59-61 to f0.010 {anti strength}

7. Defining custom STD & RAW files would be great!

8. All game menus are displayed in very small rectangle in upper left corner.
It's probably graphic glitch, but it did not happen in earlier versions.


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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 27, 2010 2:18 pm 
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Lunatic

Joined: Sat Jul 19, 2008 2:14 pm
Posts: 434
Location: Poland / Szczecin
Quote:
Did anybody used it in multiplayer with friends?
its playable :) most of polish players play at this speed and its nice and smooth


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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 27, 2010 2:48 pm 
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Mugger
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Razor wrote:
Quote:
Did anybody used it in multiplayer with friends?
its playable :) most of polish players play at this speed and its nice and smooth

well, then RESPECT :shock:
For the first time i played on Fast - I spawned somewhere, pressed "up", and something very fast ran over me. wasted LOL, wtf? :lol:
So, Vike, can you add a new speed setting? Slow-Normal-Fast-Polish :D


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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 27, 2010 2:58 pm 
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Boss
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v11.3 fast is actually insanely fast if your ping is low or you play on LAN, it's much faster than 9.6F fast option and normal is the same as 9.6F fast.


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 Post subject: Re: GTA2 v11.3
PostPosted: Sat Feb 27, 2010 7:22 pm 
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Car Jacker
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Jozodezokokotar wrote:
Razor wrote:
Quote:
Did anybody used it in multiplayer with friends?
its playable :) most of polish players play at this speed and its nice and smooth

well, then RESPECT :shock:
For the first time i played on Fast - I spawned somewhere, pressed "up", and something very fast ran over me. wasted LOL, wtf? :lol:
So, Vike, can you add a new speed setting? Slow-Normal-Fast-Polish :D


Check your Frame Rate Limiter setting in the GTA2 Manager Jozodezokokotar...also get a better nickname :)

Regards


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 Post subject: Re: GTA2 v11.3
PostPosted: Mon Mar 01, 2010 1:54 am 
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Hitman
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Jozodezokokotar wrote:
1. Fast speed option is unplayable, and so totally useless.

Like Sektor said this depends on your network latency. I tried to make it so that players could adjust this to get a nice speed depending on who they are playing. For some people, you included, v9.6f was fast enough, and they would use "normal" in v11.3. For others, myself and Sektor included, we rarely got fast games on v9.6f fast, and so we use "fast" in v11.3 :D

Jozodezokokotar wrote:
2. Temporary gang members (those with dual pistols) are unable to
enter any custom created cars (PARKED_CAR_DATA, CAR_DATA, CREATE_CAR
and CREATE_GANG_CAR)
. Even when there's no car lock or whatsoever.
However custom created characters added to your group can!
It implies that temporary gang members are somewhat retarded.

3. Group members (both types) are unable to enter trains.
Of course they're at least trying. It's funny after all.

I'll add these to my list, but it's very long, and script changes like this tend to be hard to do, so don't expect these to be fixed soon :P

Jozodezokokotar wrote:
4. Default amount of mines, machine guns, oil, bombs and their instant
counterparts are too high! I'm not talking about car shops.
Whenever you use this command:
GIVE_WEAPON ( car , CAR_MACHINE_GUN , amount ) ,
- the ammo amount is ignored and automatically set to 50 as minimum.
The same is applied to CAR_BOMB & CAR_BOMB_INSTANT
It's strange and also dangerous to have 50 car bombs mounted in a car.
Set these minimum default amounts to let's say:
-CAR_MACHINE_GUN, CAR_MINE & CAR_OIL to 10 or 25
-CAR_BOMB & CAR_BOMB_INSTANT to 1

Sektor mentioned this to me the other day. It's possible it's an easy fix, I'll add it to my list.

Jozodezokokotar wrote:
5. Alter some car shop prices in multiplayer. Singleplayer prices are ok.
For example increase car machine gun & car mine prices to 5000, 10000 respectively,
as they're very powerful and ease to obtain when there is a car shop in map.
Lower the respray cost, to e.g. 2500, it's not powerful whatsoever.
Well, it's a propose after all. I just wish to balance the game.

Probably won't do this- although it would be nice. To do it properly I'd have to add a script option to allow setting them as the scripter desired and that's quite hard. But I'll add it to my list ;-)

Jozodezokokotar wrote:
6. Player won't die if sitting in a train when it is destroyed by another player.
He may not even escape from a train, whenever player destroys another train.
(all trains will stop or collide to one another, player can only left game)
I propose to make trains invulnerable to player attacks so as to prevent this bug.
I did it in my custom gci file by setting Model 6,59-61 to f0.010 {anti strength}

Interesting. A workaround for the moment is to do what you did- maps with trains have a custom gci to make them invulnerable. This is a good idea anyway because blowing up trains tends to desync it still. But fixing it properly i.e. fixing the sync issue and making the player die is going to be difficult so maybe I'll leave it to the workaround for now :P

Jozodezokokotar wrote:
7. Defining custom STD & RAW files would be great!

Already on my list ;-)

Jozodezokokotar wrote:
8. All game menus are displayed in very small rectangle in upper left corner.
It's probably graphic glitch, but it did not happen in earlier versions.

Can you show me a screenshot of this? Tell me your desktop font size, graphics card, Windows version, driver version etc too please :D Haven't seen it myself.


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 Post subject: Re: GTA2 v11.3
PostPosted: Mon Mar 01, 2010 1:56 am 
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Hitman
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Posts: 132
Cuban-Pete wrote:
skip frontend is disable and volume is all at top...

Are you still having issues with volume or were you just using the old manager instead of manager-hkcu?


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 Post subject: Re: GTA2 v11.3
PostPosted: Mon Mar 01, 2010 7:35 am 
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Boss
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Location: GTAMP.com
Cuban-Pete said he fixed his volume issue.

You could add a suicide button to trains in custom scripts so that you never get stuck in one.

You can't detect the horn in a train but you can detect if the player tries to use a weapon:
Code:
IF ( IS_CHARACTER_IN_MODEL ( PLAYER_1, train ) )
  IF  ( IS_CHAR_FIRING_ONSCREEN ( PLAYER_1 ) )
    KILL_CHAR ( PLAYER_1 )
  ENDIF
ENDIF


That won't work for punching. It might be better to give the train a car_bomb and I'm sure I did that in the past since I have screenshots of it but it didn't work when I tried it just now.


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 Post subject: Re: GTA2 v11.3
PostPosted: Mon Mar 01, 2010 11:41 am 
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Lunatic

Joined: Sat Jul 19, 2008 2:14 pm
Posts: 434
Location: Poland / Szczecin
Sektor wrote:
Cuban-Pete said he fixed his volume issue.

You could add a suicide button to trains in custom scripts so that you never get stuck in one.

You can't detect the horn in a train but you can detect if the player tries to use a weapon:
Code:
IF ( IS_CHARACTER_IN_MODEL ( PLAYER_1, train ) )
  IF  ( IS_CHAR_FIRING_ONSCREEN ( PLAYER_1 ) )
    KILL_CHAR ( PLAYER_1 )
  ENDIF
ENDIF


That won't work for punching. It might be better to give the train an car_bomb and I'm sure I did that in the past since I have screenshots of it but it didn't work when I tried it just now.


nice idea :D

if it doesnt work by punching you can do sth like that:


IF ( IS_CHARACTER_IN_MODEL ( PLAYER_1, train ) )
Counter
GIVE_WEAPON

:)


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 Post subject: Re: GTA2 v11.3
PostPosted: Mon Mar 01, 2010 12:26 pm 
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Mugger
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Joined: Tue Feb 23, 2010 6:42 pm
Posts: 12
Location: Czech Republic
Vike the Hube wrote:
Jozodezokokotar wrote:
8. All game menus are displayed in very small rectangle in upper left corner.
It's probably graphic glitch, but it did not happen in earlier versions.

Can you show me a screenshot of this? Tell me your desktop font size, graphics card, Windows version, driver version etc too please :D Haven't seen it myself.

Ad 8. I sent you PM with report. Video (desktop resolution 1280x1024, game resolution 1080x960) can be downloaded hereafter:
It shows two bugs. This one and the "9th".

9. Audio seems to be screwed up, increasing its frequency when you're in a tunnel driving any law enforcement vehicle.
To reproduce this issue - enter cop car, swat van, fbi car, pacifier, jeep or tank and drive under any "obstacle" (until purple arrow appears) and wait. The sound starts at very low frequency and goes to higher and higher until it becomes irrigating and finally inaudible to human ears. see the video:
Code:
http://rapidshare.com/files/357428647/gtabugs.avi


10. In GTA2, audio RAW files (bil.raw, ste.raw,..) will not be loaded if they exceed 6,100,000 bytes. I found this when I was playing with GTA WAVE editor. I replaced few sounds in bil.raw with bigger ones and the game wont play anything from bil.raw. Almost complete silence. I was just curious, is there a way to increase this limit? To give us more freedom once selecting custom raw & std files will be possible.


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 Post subject: Re: GTA2 v11.3
PostPosted: Mon Mar 01, 2010 12:35 pm 
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Boss
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Posts: 1079
Location: GTAMP.com
The GTA2 singleplayer menu doesn't support higher than 640x480, so it will just do that top left corner thing unless you run in 640x480 or a window.

Radio is meant to cut off under a tunnel.


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