Search found 22 matches
- 29 Jan 2020, 04:51
- Forum: Modding forum
- Topic: Tile Selektor Missing file error (MSSTDFMT.DLL)
- Replies: 6
- Views: 4777
Re: Tile Selektor Missing file error (MSSTDFMT.DLL)
I wish I had known about B-Shep's fork of Tile Selektor before.
- 26 Dec 2019, 18:59
- Forum: Modding forum
- Topic: Has anyone tested the official map editor under wine yet?
- Replies: 4
- Views: 8601
Re: Has anyone tested the official map editor under wine yet?
Tested in Arch Linux, using the Proton fork of Wine from the AUR, ver 4.11-415. Map editor works, default maps and sty files appear to load with no problems, but my map with a modified sty has given me issues much like it did in past Windows installs. Works on first launch when it first asks for a s...
- 12 Apr 2018, 10:34
- Forum: Other games
- Topic: Total Anarchy gameplay video
- Replies: 0
- Views: 7998
Total Anarchy gameplay video
Looks very promising.
- 12 Mar 2018, 16:22
- Forum: Modding forum
- Topic: Unreal Tournament 4: GTA2 edition
- Replies: 14
- Views: 19948
Re: Unreal Tournament 4: GTA2 edition
I don't play UT4, but I can always appreciate a good homage, well done. a secret area packed full of ammo and power ups and the "redeemer" ( a giant rocket launcher ) that triggers the "kill frenzy" sound clip when you enter it. Ha, nice, I like that, sounds fitting. Also, personally, while I think ...
- 21 Aug 2016, 01:12
- Forum: Modding forum
- Topic: Changing default radio stations in gang cars
- Replies: 2
- Views: 8199
Re: Changing default radio stations in gang cars
Cool observation! When that command deletes Futuro FM, it isn't available for the Zaibatsu Z-Type any more. Are you sure Lithium FM becomes the new default for the car after that? Are you sure it's random if the 'correct' radio station is not available? It might simply default to the first defined ...
- 14 Jul 2016, 02:59
- Forum: Modding forum
- Topic: Changing default radio stations in gang cars
- Replies: 2
- Views: 8199
Changing default radio stations in gang cars
I tested some stuff and from what I've seen, gangs cars will have certain radios as default if they're available in the map, e.g. Z-type has Futuro FM as default, Dementia has Lithium FM, etc. And if their respective radio stations aren't available, they will just play a random one. But, when you co...
- 07 May 2016, 17:43
- Forum: GTA1/GTA2 movies, music, images and replays
- Topic: Wander Over Yonder art thing with GTA 2 map and cars
- Replies: 11
- Views: 26697
Re: Wander Over Yonder art thing with GTA 2 map and cars
I forgot about the tuning we did for GTA2 Map Editor. Have you used Sektor's tile picker? It's a tool window you can float over the top of the editor, or place on a separate screen. Tile Selektor we ended up calling it. Cool to see GTA2 and these tools being used creatively. I actually did, just fo...
- 06 May 2016, 01:40
- Forum: GTA1/GTA2 movies, music, images and replays
- Topic: Wander Over Yonder art thing with GTA 2 map and cars
- Replies: 11
- Views: 26697
Re: Wander Over Yonder art thing with GTA 2 map and cars
I like it. If I was doing that, I would get bored editing manually and would end up writing an automated image converter but it wouldn't be as good. Glad you like it. And a GTA 2 car mosaic image converter would be quite an interesting thing. Epic! :D Did you use Epic GTA2 Map Editor and mini-car s...
- 04 May 2016, 02:34
- Forum: GTA1/GTA2 movies, music, images and replays
- Topic: Wander Over Yonder art thing with GTA 2 map and cars
- Replies: 11
- Views: 26697
Re: Wander Over Yonder art thing with GTA 2 map and cars
Thanks. I do plan to do at least one more eventually, though that might take a while, I procrastinate too muchCuban-Pete wrote:Looks nice. I like this GTA 2 art stuff. More is welcome!

- 02 May 2016, 23:43
- Forum: GTA1/GTA2 movies, music, images and replays
- Topic: Wander Over Yonder art thing with GTA 2 map and cars
- Replies: 11
- Views: 26697
Wander Over Yonder art thing with GTA 2 map and cars
Used some GTA2 editors to make this art thing of one of my favorite cartoons, Wander Over Yonder: http://pre00.deviantart.net/f836/th/pre/f/2016/117/6/f/wander_over_yonder___grand_theft_auto_2_map_art_by_xl1pex-da0h8fp.png screencap that was recreated: https://i.imgur.com/Yzct29q.png More details in...
- 20 Dec 2015, 03:54
- Forum: Maps
- Topic: Factory Industry Live
- Replies: 8
- Views: 18806
Re: Factory Industry Live
Weird, clicking the download link gets me a "page not found" error.
- 16 Oct 2015, 21:49
- Forum: Modding forum
- Topic: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
- Replies: 98
- Views: 174135
Re: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
So, I don't know what happened, but yesterday I tried to play some GTA2 splitscreen with my brother, and the mod decided to not work anymore. When I launched it the firewall windows came up again for some reason and I granted it access again, I had the controller be detected, but it would only let 1...
- 03 Sep 2015, 23:55
- Forum: Modding forum
- Topic: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
- Replies: 98
- Views: 174135
Re: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
Which firewall software do you have installed? Windows' default. Please try the 0.3.2 release (doesn't have the new fancy menu and controller configs, but the splitscreen functionallity should be more stable). Maybe this one works on your PC. That one worked perfectly fine, even though I put it in ...
- 19 Aug 2015, 18:35
- Forum: Modding forum
- Topic: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
- Replies: 98
- Views: 174135
Re: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
Tried to launch it, but it doesn't work for me, executing it creates two text files in the root folder, one named "menu" and another named "native". "menu" is blank, "native" has this: loading data/controller-mappings/default.ini... [native] unexpected disconnect from menu, shutting down... repeate...
- 19 Aug 2015, 00:50
- Forum: Modding forum
- Topic: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
- Replies: 98
- Views: 174135
Re: GTA2 Hackers Remix (SPLITSCREEN MOD!) in development
Tried to launch it, but it doesn't work for me, executing it creates two text files in the root folder, one named "menu" and another named "native". "menu" is blank, "native" has this: loading data/controller-mappings/default.ini... [native] unexpected disconnect from menu, shutting down... repeated...
- 05 Aug 2015, 16:07
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 122
- Views: 231344
Re: Collection of gta scripting and map weirdness
Semi-transparent faces in map editor:

AFAIK GTA 2 doesn't really support this in-game and it doesn't happen normally in the editor either, so I thought it was interesting that it's possible to glitch out like this.

AFAIK GTA 2 doesn't really support this in-game and it doesn't happen normally in the editor either, so I thought it was interesting that it's possible to glitch out like this.
- 03 Jul 2015, 19:07
- Forum: Modding forum
- Topic: Glitched imported tiles in the map editor
- Replies: 9
- Views: 12256
Re: Glitched imported tiles in the map editor
Well, I really can't figure out how to make flashing lights work in the script. Does anyone have a suggestion of a code for a pseudo-random flashing light and a light that changes colors in a consistent sequence? Or if it is possible to make a flashing light in the map editor be slow enough that it ...
- 02 Jul 2015, 16:50
- Forum: Modding forum
- Topic: Glitched imported tiles in the map editor
- Replies: 9
- Views: 12256
Re: Glitched imported tiles in the map editor
Thanks again, it fixed it. I had used this lights tutorial for some guidance before: http://projectcerbera.com/gta/2/tutorials/lights , but it doesn't list the number for radius as floats. Also, now I have yet another problem, the compiler has this error: SSYacc0105e: Error token failed, no valid to...
- 02 Jul 2015, 11:37
- Forum: Modding forum
- Topic: Glitched imported tiles in the map editor
- Replies: 9
- Views: 12256
Re: Glitched imported tiles in the map editor
Gonna use this thread to mention another problem I'm having right now. I'm trying to compile a script file for my map, but it gives this error when I attempt it: Syntax Error: unrecognized token in scriptfile Current token = ')' on line 16 Line 16 contains: LIGHT motellight1 = (55.5,150.5,3.0) 3 208...
- 29 Jun 2015, 12:44
- Forum: Modding forum
- Topic: Glitched imported tiles in the map editor
- Replies: 9
- Views: 12256
Re: Glitched imported tiles in the map editor
Thanks for the link, I tried that but replacing any of the existing palettes will screw some unedited tiles up. Tried doing that also with the new palettes created for the imported tiles, but it changed nothing. It's kinda hard to see (sorry for the crappy pic, had forgotten to turn off light view) ...