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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 12:13 am 
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Would be nice ely, but you'd have to edit the OBJ_DATA command for example to accept counters as its function as well as keeping the usual coordinates like we have now.

Still wish it was possible to use the GIVE_WEAPON command on other powerups like health, armour, electro-fingers, fast reload and the likes, so maybe could be GIVE_WEAPON ( p1 , COLLECT_31 ), saves adding brand new variables to the GIVE_WEAPON command like GIVE_WEAPON ( p1 , ARMOUR ), GIVE_WEAPON ( p1 , DOUBLEDAMAGE ) etc.

Also, I can't remember if I said it before, about being able to use RBTM inside Armed Land Roamers? Doesn't currently seem a way to make a static/parked Armed Land Roamer and driver actually use the gun like a Tank does. Tried experimenting before but no good results.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 12:50 am 
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Vike the Hube wrote:
Yeah yeah, I know; and angles are stored *4 :P
are you kidding? i think you are, but on the other hand: i remember docs saying "*something* must be multiple of 4" which is bullshit.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 5:20 am 
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T.M. wrote:
Vike the Hube wrote:
Yeah yeah, I know; and angles are stored *4 :P
are you kidding? i think you are, but on the other hand: i remember docs saying "*something* must be multiple of 4" which is bullshit.


Well it is stored as 4*blah for some angles.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 12:18 pm 
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nope it isnt :-) all angles are 16bit values except the tile rotations are 2bit indexes for an array that has values 0,90,180,270

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 12:23 pm 
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T.M. wrote:
i would prefer value 1337.0 or 7313.0 as in "TELE" lol

The main reason I chose 254 was because the compiler won't allow higher than 255 and no one uses 254 for Z coordinate.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 12:38 pm 
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Code:
WARP_FROM_CAR_TO_POINT (p1, 1.1,2.2,1337.0, 155)
compiles fine for me. as far as i have tested: all floats support any value between -any to any. just that the any will be truncated in range -131071.0 and 131071.0. thats how i figured out how floats were stored: i compiled as high values as possible and found out the 16384 thing that way too.

i think you confused it to GTA2 from allowing higher than 255.0, thats true. it would crash, at least for coords, dunno about other float values. but that doesnt have to be like that if Vike makes a check if(value == 1337){ dont_crash(); } ;)

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 1:00 pm 
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I thought I tested it in the compiler but I must have only tested if angle can be more than 359 (it can't but I know you mentioned that already).

1337.0 or 7313.0 would be better :P


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 1:15 pm 
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T.M. wrote:
nope it isnt :-) all angles are 16bit values except the tile rotations are 2bit indexes for an array that has values 0,90,180,270


What about WFCTP? Can't remember if it's stored like that in the .scr or not. At any rate gta2.exe converts to and from 4* the angle.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 1:18 pm 
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T.M. wrote:
but that doesnt have to be like that if Vike makes a check if(value == 1337){ dont_crash(); } ;)


Haha "dont_crash()", if only it was that easy :D Damn flamethrower + door bug would be smashed long ago.


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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Wed Nov 23, 2011 1:47 pm 
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Vike the Hube wrote:
What about WFCTP? Can't remember if it's stored like that in the .scr or not.
All functions angles are 16 bit. even WFCTP. i made the decompiler remember? ;) trust me i know :D

Vike the Hube wrote:
At any rate gta2.exe converts to and from 4* the angle.
Whaaaat!? you mean WFCTP function ? so we can have only 4 degree precision then? that is super weird, i dont believe it :D any other angle works just fine with 1 degree precision AFAIK.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 1:44 pm 
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Could it be anyhow possible to remove the annoying pause screen? I already muted the freeze.wav because it has HUGE volume and is super annoying when i want to play the game one frame at a time multiple times pressing the numpad+ button.

Here is what i mean:
Attachment:
freezecrap.JPG
freezecrap.JPG [ 31.22 KiB | Viewed 877 times ]

the PAUSED image is fucking huge and covers everything i want to see, atm i just use debug keys to move the cam so i can see under that PAUSED image.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 4:52 pm 
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Overwrite the parts of the image in the image-editor with a transparent one?

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 5:20 pm 
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its not actually an image, the font and background comes from .sty file. just need to replace those sprite ID's with something that isnt visible at all, each sty file has lots of unused/transparent sprites so its possible.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 6:43 pm 
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T.M. wrote:
its not actually an image, the font and background comes from .sty file. just need to replace those sprite ID's with something that isnt visible at all, each sty file has lots of unused/transparent sprites so its possible.

it's pretty much that, just replace the background with pure black and then to remove the fonts go to fstyle.sty, i guess it's there (just in case it's not in the level's sty file), but if it is it will remove that font from everywhere it's used (and IIRC it's also used in the main menu), even though it will keep the small fonts below the background, and those are in the level's sty, but that would remove briefs as well. You probably don't care about it getting removed anywhere else so go on.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 7:33 pm 
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Not sure why you want to view something while paused, but anyway. Just do what Gustavob said really. The background on pause menu are called "GTA2_USER_OBJECT_xxxx.bmp", with xxxx being 1327 to 1329 in Delfi's STY Tool (right at the start actually). Change to all black and it becomes invisible.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 8:39 pm 
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if i change the sty file, doesnt gta2 desync then? and if i change the font to invisible, then i cant see any other text with that font... i could change the background though, its useless.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 9:10 pm 
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Only the tiles I mention are used on the pause menu. If you make those invisible and keep the font the same/visible, it'll still say "Paused" but not occupy most of the screen with solid colour.

As far as I know, only the GMP, SCR and GCI need to be identical but I remember playing with friends a few years ago when I had different STY (like new car textures) and it worked, but I'm not sure about nowadays. Try it and find out.

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 9:16 pm 
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OH

here is why i needed it btw:
Attachment:
traincrash1.gif
traincrash1.gif [ 186.03 KiB | Viewed 857 times ]


had one test drive even closer to death than that :D

--

btw i also noticed pausing will desync replay sometimes :(

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 9:28 pm 
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You could also record with fraps and after that throw it in VirtualDub to make a .gif from it. (You might also wanna do an "optimize for animation" in GIMP to make the filesize smaller).

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 Post subject: Re: Vike's enhanced GTA2
PostPosted: Fri Nov 25, 2011 10:02 pm 
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haha thats awesome.

i like that thrill of almost getting hit by train.
it sometimes happens on tiny face off army.

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