Page 9 of 21
Re: Vike's enhanced GTA2
Posted: 28 Nov 2010, 18:23
by elypter
i saw that you provide the update in a setup now but it would be great to also have it as zip/7z archive. A link that always points to the newest version would be useful for my pakx generation tool and also for other static links.
Re: Vike's enhanced GTA2
Posted: 29 Nov 2010, 18:54
by BenMillard
Creating a new .mmp file and having permission to re-release a level is an opportunity to do things properly. Adjust the .scr so it supports any number of players and create a single .mmp file with no PlayerCount line.
GA Spar and similar levels could allow unequal teams. That would allow have 1 pro to fight 2 newbies. Or 2 pros versus 3 newbies. Decon Labs always has 1 players versus all other players. The script for any new or re-released map should be as flexible as possible.
Support any number of players. Then let the players decide how to manage and enjoy the possibilities that creates.
Re: Vike's enhanced GTA2
Posted: 01 Dec 2010, 23:38
by elypter
i wanted to use teleport for spawnpoints you can switch on and off. but i discovered that teleporting over long distances unfortunately leads to a camera scroll across the whole map. depending on the distance between start and end point this takes quite a while. could you please remove that. i already tried to fix this whith remote_control or teleporting in a car but this does not work with runtime created cars and thus only once.
Re: Vike's enhanced GTA2
Posted: 02 Dec 2010, 08:00
by Vike the Hube
Can you post a cut-down version of the script/map you're using that's doing the camera scroll on teleport? It shouldn't do that, maybe the teleport location is blocked or something.
Re: Vike's enhanced GTA2
Posted: 02 Dec 2010, 13:09
by elypter
thats the full map
http://gtamp.com/forum/viewtopic.php?f=5&t=287
and this is the code snippet:
http://gtamp.com/forum/viewtopic.php?p=3075#p3075
drive in one of the fences near start to die, then you see. if the camera moves instantly the first time try again
Re: Vike's enhanced GTA2
Posted: 02 Dec 2010, 14:31
by Sektor
The camera pans across the map if you teleport immediately after dieing in a car. You can work around it by delaying the teleport. One way is by wrapping the WARP command with IF (NOT(HAS_CHARACTER_DIED(p1))). HAS_CHARACTER_DIED is true for only a short time after death. I've already made the changes to your full map script.
Re: Vike's enhanced GTA2
Posted: 02 Dec 2010, 20:36
by elypter
im going to ad this in the weidness thread
Re: Vike's enhanced GTA2
Posted: 03 Dec 2010, 20:59
by BenMillard
Suggested gameplay fix/change: If your jump is interrupted, a new jump should not start automatically after the interruption ends.
The bugs and caused by this "restarted jump bug" are incredibly annoying. Especially in timing-critical levels like DeCon Labs.
- You jump and are punched to the ground. When you get up, you automatically start a new jump.
- You jump and an explosion pushes you a bit sideways. That jump stops and when the pushing has finished, a new jump starts.
- You jump and an explosion knocks you to the ground. When you get up, you automatically start a new jump.
You can refer to these by number. This seems to be a clear bug. There is nothing desirable or logical about it.
(EDIT) The most important bugfix to do next is using flamer while entering a car.
Re: Vike's enhanced GTA2
Posted: 04 Dec 2010, 02:26
by Vike the Hube
BenMillard wrote:Suggested gameplay fix/change: If your jump is interrupted, a new jump should not start automatically after the interruption ends.
Interesting and I agree. Assuming no one else minds I'll do it.
BenMillard wrote:
(EDIT) The most important bugfix to do next is using flamer while entering a car.
Ben you are hilarious

Gustavob sent me your rage about that particular issue

Unfortunately it's probably the most difficult bug to fix- I've already had a crack at it a few times without success. But I'll still try again; I know a lot more now.
Re: Vike's enhanced GTA2
Posted: 04 Dec 2010, 02:31
by Sektor
That second jump often kills me near water just after I think I've survived.
Re: Vike's enhanced GTA2
Posted: 04 Dec 2010, 12:23
by BenMillard
Exiting with flamer sends some fire South (which then drifts away in the direction you are shooting) without crashing the game. Players always face angle
000 in a car and that seems stable when getting out:
So what crashes it when getting in? Could you hack a temporary fix, where flamer stops firing when you start entering the car?
Re: Vike's enhanced GTA2
Posted: 04 Dec 2010, 14:10
by elypter
that temporary fix would be a good way but please do not stop other weapons when entering a car.
Re: Vike's enhanced GTA2
Posted: 04 Dec 2010, 15:53
by Gustavob
BenMillard wrote:Exiting with flamer sends some fire South (which then drifts away in the direction you are shooting) without crashing the game.
Apparently every weapon does that, allowing you to do the famous cardoor rocket or whatever its name is.
I recall vike saying something about animations in GH, something like "The weapons animation needs a pedestrian, and the flamethrower animation stands on screen for too long, crashing the game when you enter the car because theres not a ped on screen anymore to perform the flamethrower animation, and it doesnt happen with other weapons because they dont stand on screen for too long like the flamethrower".
Something like that

Re: Vike's enhanced GTA2
Posted: 05 Dec 2010, 06:23
by Vike the Hube
Gustavob wrote:
I recall vike saying something about animations in GH, something like "The weapons animation needs a pedestrian, and the flamethrower animation stands on screen for too long, crashing the game when you enter the car because theres not a ped on screen anymore to perform the flamethrower animation, and it doesnt happen with other weapons because they dont stand on screen for too long like the flamethrower".
Something like that

That's basically it. That's what I think the problem is but I haven't managed to understand enough of the animation code to confirm that I'm right or fix it at the source.
BenMillard wrote:Could you hack a temporary fix, where flamer stops firing when you start entering the car?
Yes, this is one of the fixes I've attempted. The problem was I had difficulty isolating the "hopping in car" variable of a player/ped. I think I can make it stop flaming from when you press enter until you're either in the car or you move; but that's way too early to stop the flamer. It's worth having another look now anyway because I understand more of the player occupations etc.
Re: Vike's enhanced GTA2
Posted: 05 Dec 2010, 13:04
by BenMillard
Vike the Hube wrote:I think I can make it stop flaming from when you press enter until you're either in the car or you move [...].
That would be a great temporary fix, imho! It's not often you want to flame the vehicle you are about to enter.
Also, people who know the bug generally don't use flamer at all when trying to steal a car. So it hardly affects gameplay.
When you are fighting over a car door with someone, flamer can be useful instead of trying to door-frag. But that's so risky, the other players would usually swear at you! A true fix would make this safe. (And might pave the way to removing door-frags?)
(EDIT) Maybe a "to-do list" of widely agreed, undesirable gameplay glitches would be useful? Actually fixing them is the target, with double-jump and flamer crash at the top.
Re: Vike's enhanced GTA2
Posted: 05 Dec 2010, 13:22
by Sektor
BenMillard wrote:And might pave the way to removing door-frags?
Never going to happen!
Re: Vike's enhanced GTA2
Posted: 06 Jan 2011, 15:54
by Salamander
BenMillard wrote:And might pave the way to removing door-frags?
How about I pave the way for projecting my foot up your ass?
Re: Vike's enhanced GTA2
Posted: 12 Jan 2011, 17:06
by petr0
Hi, is that just me, or random disconnects in multiplayer games happens a lot more often on patch 11.41 than on 11.39?
Re: Vike's enhanced GTA2
Posted: 16 Jan 2011, 19:27
by elypter
i don't know if this is likely to be fixable or if everybody wants it but i wanted to write it down somewhere:
bots throw grenades and molotov coctails always in the right direction but only at a constant distance. when they have coctails they only throw when the player is far enough otherwise they will shoot with pistol(even if the don't have one). when they have grenades they also explode right after geting on the floor when throwing to the same level. when they are high enough on a tower they will explode in air.
i wanted to place one bot on the companion cube in the center of rocket chamber to make hiding behind the cube harder. unfortunately because of the mentioned reasons it doesn't work even when i use invisible walls to let grenades bounce off to fall in the right position they will explode mid air or hardly hit any player.
intelligent coctail and grenade throwing would allow that
Re: Vike's enhanced GTA2
Posted: 22 Jan 2011, 15:42
by Cuban-Pete
Is this vike's website or someone who might be able to help vike?
http://brain.wireos.com/?page_id=1170
Description: This is a small project to reverse-engineer some of main features of GTA2 engine, because I like gaming archeology, and would like to find out more about GTA2 developement, and engine features. This project is not actually aimed on “restoring” GTA2 source code, but rather aimed at finding out what ideas and approaches they used when developing it. Any contact information to contact original engine programmers would be appreciated.