That makes sense, if I understand it right. Another odd behavior I remembered with the flamethrower is that when spinning around while firing it the flames curve a lot, but releasing the fire button while doing that makes remaining flames stop curving and go farther.
That phone crash is indeed very ...
Search found 43 matches
- 04 Dec 2025, 23:28
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 4
- Views: 85872
- 26 Nov 2025, 04:05
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 9
- Views: 73458
Re: [WIP] IMD Massive District: a full-size map project
For the mountains, have you tried the cliff face textures? Those are tiles 601 and 606 in bil.sty.
Phones near stations sounds like a good way to give more use to the trains.
Phones near stations sounds like a good way to give more use to the trains.
- 26 Nov 2025, 03:51
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 4
- Views: 85872
Re: [WIP] GTA2 Reverse Engineering - Summary
Cool to hear about the progress on this, y'all are doing God's work. [krishna]
One of the things I wonder, is it known yet why firing the flamethrower while entering a car crashes the game?
A type of phone weirdness I saw with experiments I was doing, is that deleting and recreating a red phone ...
One of the things I wonder, is it known yet why firing the flamethrower while entering a car crashes the game?
A type of phone weirdness I saw with experiments I was doing, is that deleting and recreating a red phone ...
- 26 Nov 2025, 03:35
- Forum: Modding forum
- Topic: is there any way to edit fstyle.sty?
- Replies: 13
- Views: 63882
Re: is there any way to edit fstyle.sty?
Try this:
http://gtamp.com/tdc/gta2stytool_PALB_TEST.7z
As far as i tried, it works (load and save) but the only difference is, that it pads palette clut up to 64 palettes (just how editor always worked).
I hope gta2 doesn't crash when loading it, but if it works, it's first time fstyle was ...
- 28 Oct 2025, 02:06
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 9
- Views: 73458
Re: [WIP] IMD Massive District: a full-size map project
That's all fair.
Regarding slope issues, I had thought I'd mention them just in case, there are other possible issues besides skips and such, but you said it's unlikely to happen on accident anyway. For what I said about the 1:2 ones, don't worry about it, it's usual slope shenanigans but more ...
Regarding slope issues, I had thought I'd mention them just in case, there are other possible issues besides skips and such, but you said it's unlikely to happen on accident anyway. For what I said about the 1:2 ones, don't worry about it, it's usual slope shenanigans but more ...
- 26 Oct 2025, 00:22
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 9
- Views: 73458
Re: [WIP] IMD Massive District: a full-size map project
For the big tree you could try having the canopy be above most of the "branches" and "trunks", it'd affect visibility but might be more tree-like and it'd make it less clear the body is just dirt textures, though they'd still make dirt footstep sounds. You could also try using tree canopy textures ...
- 19 Oct 2025, 22:37
- Forum: Maps
- Topic: [WIP] IMD Massive District: a full-size map project
- Replies: 9
- Views: 73458
Re: [WIP] IMD Massive District: a full-size map project
Looking rather nice, incl. the extra images in the album, very varied architecture. Wish you best of luck with the project [respect]
The big tree is an interesting unusual idea, but it looks more like it's just big bushes around.
I recommend not having diagonal blocks where the player can go over ...
The big tree is an interesting unusual idea, but it looks more like it's just big bushes around.
I recommend not having diagonal blocks where the player can go over ...
- 19 Oct 2025, 21:15
- Forum: Modding forum
- Topic: GTA2 ScriptPad
- Replies: 283
- Views: 691716
Re: GTA2 ScriptPad
This version of the compiler can compile main scripts that are around 55k instead of 45k. That's at least 400 extra of the largest commands.
compiler.7z
Thanks to T.M. for figuring out that GTA2 worked with larger scripts and only missed the magic number by 8. Thanks to Vike for finding the magic ...
- 19 Oct 2025, 21:05
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 34
- Views: 27105
Re: How can I change the vehicle data script settings?
As said before, non-Tank vehicles do not do much, if any, HP damage when driving over other vehicles. It seems it's just hardcoded for the Tank, there's no script command for that behavior.
- 08 Oct 2025, 23:49
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 34
- Views: 27105
Re: How can I change the vehicle data script settings?
As it says in its help text, you can't open fstyle.sty in STYed, and it will error out any file you try to open after too if you do that. That's the only way such an error happens for me.
If needed, fstyle can be edited in newer versions of my gta2 sty tool (the one published in january on ...
- 08 Oct 2025, 04:18
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 34
- Views: 27105
Re: How can I change the vehicle data script settings?
bil.sty, ste.sty, wil.sty or a custom one edited from these.
- 07 Oct 2025, 16:58
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 34
- Views: 27105
Re: How can I change the vehicle data script settings?
As it says in its help text, you can't open fstyle.sty in STYed, and it will error out any file you try to open after too if you do that. That's the only way such an error happens for me.
- 05 Oct 2025, 19:00
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 34
- Views: 27105
Re: How can I change the vehicle data script settings?
This has the very basics, should get you started: https://en.wikigta.org/wiki/Main_script_(GTA2)
There's further tutorials with basic info in that wiki, it talks about the original compiler in one of them, but I use ScriptPad to edit and quickly compile.
The page about .mmp is relevant for being ...
There's further tutorials with basic info in that wiki, it talks about the original compiler in one of them, but I use ScriptPad to edit and quickly compile.
The page about .mmp is relevant for being ...
- 30 Sep 2025, 23:58
- Forum: Modding forum
- Topic: How can I change the vehicle data script settings?
- Replies: 34
- Views: 27105
Re: How can I change the vehicle data script settings?
1. GIVE_WEAPON (vehicle_name_here, WEAPON_HERE) Only standard vehicle weapons from the garage shops work, if you give a turret to vehicle that doesn't normally have it game will crash when you try to fire it.
2. SET_CAR_BULLETPROOF (vehicle_name_here, ON)
SET_CAR_FLAMEPROOF (vehicle_name_here, ON ...
2. SET_CAR_BULLETPROOF (vehicle_name_here, ON)
SET_CAR_FLAMEPROOF (vehicle_name_here, ON ...
- 19 Aug 2025, 18:17
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 127
- Views: 894748
Re: Collection of gta scripting and map weirdness
For some reason generator respawn delays in-game only take 1/4th the numbers of cycles you input in the script if you make min and max value the same, while if it's different it'll be a properly random time in-between (in SP it will always take the same amount of time for first spawn). Somehow I don ...
- 06 Oct 2024, 21:36
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 127
- Views: 894748
Bus stop bullshittery
Bus stops only spawn Buses at Z 1 or 2, not any height above that. No slopes should be on the road in-between the stop and the Bus spawn or on the stop itself.
In addition, having any solid tile at any height above the bus stop or the road in-between the bus stop and the Bus spawn will cause buses ...
In addition, having any solid tile at any height above the bus stop or the road in-between the bus stop and the Bus spawn will cause buses ...
- 17 Aug 2024, 00:51
- Forum: GTA1/GTA2 chat
- Topic: What is "wrong" with Downtown District?
- Replies: 5
- Views: 40973
Re: What is "wrong" with Downtown District?
Nice analysis, I have some of my own observations.
I'd add the Sunnyside asylum and the church as interesting locations in Downtown. The asylum is nicely detailed and a p. distinct location. The church is the biggest and most detailed of any of the districts. For Residential I'd also add The ...
I'd add the Sunnyside asylum and the church as interesting locations in Downtown. The asylum is nicely detailed and a p. distinct location. The church is the biggest and most detailed of any of the districts. For Residential I'd also add The ...
- 17 May 2021, 15:13
- Forum: Modding forum
- Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
- Replies: 159
- Views: 869785
Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
odg, you taken a look at this yet https://github.com/codenamecpp/carnage3d ? It's similar to what you're doing, but focused on GTA 1, might be helpful.
- 25 Apr 2021, 21:00
- Forum: Modding forum
- Topic: Character Occupations
- Replies: 11
- Views: 33892
Re: Character Occupations
Was testing some stuff and I made some observations on general AI behavior that is exclusive to natural spawns and can't be done via scripting:
Roadblock cops will always fire their pistol at you when you're in a car, regardless of how close they are to your door, they will pursue and try to punch ...
Roadblock cops will always fire their pistol at you when you're in a car, regardless of how close they are to your door, they will pursue and try to punch ...
- 21 Apr 2021, 23:13
- Forum: Maps
- Topic: Capital city single player mode - ENGLISH TRANSLATION THREAD
- Replies: 15
- Views: 98451
Re: Capital city single player mode - ENGLISH TRANSLATION THREAD
~19 years after this mod's release there's finally a proper English translation for it, made by Hippo Cat: https://drive.google.com/file/d/1pEQL9wYv9dJwdMHsz5jC4mdqEITxDMyz/view
He also made a map for it: https://drive.google.com/file/d/1GD67FtdVjYKFDGcP5sh37CDpvrb-CAYn/view
And here's his full ...
He also made a map for it: https://drive.google.com/file/d/1GD67FtdVjYKFDGcP5sh37CDpvrb-CAYn/view
And here's his full ...