Search found 957 matches

by T.M.
08 Apr 2019, 13:13
Forum: Modding forum
Topic: Proper way to compile scripts?
Replies: 8
Views: 1531

Re: Proper way to compile scripts?

It seems that there aren't any other decompilers available. Or are there? I dont think so. I think it's also strange that the compiled ste.scr had almost(?) equal size compared to the original. It suggests that all parts of it were compiled. Or is there some placeholder space in the file? Those mis...
by T.M.
27 Mar 2019, 17:54
Forum: Modding forum
Topic: Proper way to compile scripts?
Replies: 8
Views: 1531

Re: Proper way to compile scripts?

If you edit main script file: you need to recompile all mission scripts (if the pointers change). If you edit just a mission script: you need to recompile just that mission script. All mission scripts refers to the main script, so if main script is modified, the references can get wrong in mission s...
by T.M.
24 Mar 2019, 13:40
Forum: Modding forum
Topic: Proper way to compile scripts?
Replies: 8
Views: 1531

Re: Proper way to compile scripts?

Epic GTA2 script decompiler does not decompile everything from SCR files, that might be the problem here.
by T.M.
28 Jan 2019, 20:50
Forum: Offtopic
Topic: Happy 2018!!!!
Replies: 5
Views: 8836

Re: Happy 2018!!!!

I dont know, i am still alive though. Last post was 11.3.2018 (d.m.Y), damn time flies...
by T.M.
11 Mar 2018, 09:38
Forum: Modding forum
Topic: MISI
Replies: 90
Views: 81851

Re: MISI

From the fields of development. Found auto detect ground z. If you set 255 for z, the CREATE method looks for the earth coordinate (but not all CREATE_ interfaces look for ground z for example CREATE_LIGHT needs the exact z coordinate). This is a very useful feature since you do not need to use two...
by T.M.
22 Feb 2018, 17:56
Forum: Modding forum
Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
Replies: 147
Views: 231534

Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)

It was already set to that. It’s not crashing, it’s returning an error code when trying to read the SCR. Probably some IO works different on VS2013. Ah i see. The file pointer is returning NULL. Seems like your SCR file does not have sufficient rights for reading, or your compiled DLL does not have...
by T.M.
22 Feb 2018, 11:28
Forum: Modding forum
Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
Replies: 147
Views: 231534

Re: Epic GTA2 Script Decompiler (AKA SCR Decompiler)

I tried compiling this in VS2013. I needed to add #include <functional> to get it to compile. When I tried to use it in Epic Map Editor, I got "Error: File not found or cannot be read". Does the map editor use a different version of the decompiler or did VS2013 break something? I mostly just want t...
by T.M.
29 Oct 2017, 22:12
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 117
Views: 171753

Re: New GTA2 Script Compiler

Do you know, how to compile for PSX with miss2? How it knows when to compile to this platform? Currently it ignores PSX. Is there (hidden) commandline option? really? well i doubt anyone uses PSX anyways so better to just ignore it. EDIT: looked into .scr file and it seems it includes the first 8 w...
by T.M.
26 Oct 2017, 19:56
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 117
Views: 171753

Re: New GTA2 Script Compiler

B-$hep wrote:But i have to go thru each command and add some additional code for each command. Just 2 lines of code.
Sounds like you have to generalize a lot of your code, care to show some in private message, maybe i can give some ideas?
by T.M.
14 Oct 2017, 11:39
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 117
Views: 171753

Re: New GTA2 Script Compiler

B-$hep wrote:T.M
do you have ID numbers of all occupations listed here?
My decompiler has all strings that are decompileable, check the sources, i cant remember how much there are actually. Should be all though.

http://gtamp.com/forum/viewtopic.php?f=4&t=447

Hope that helps.
by T.M.
11 Oct 2017, 14:17
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 117
Views: 171753

Re: New GTA2 Script Compiler

Don’t make it too smart, a counter can contain a player address and is used that way in some of my scripts. Yeah, actually it might be more interesting if there were no limitations at all. Might open new doors for new hacks. Although, there probably should be an option to enable "safe mode" which p...
by T.M.
09 Oct 2017, 14:34
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 117
Views: 171753

Re: New GTA2 Script Compiler

List of stuff that doesnt work atm: * Multiscript (mission script) support is implemented a bit but i turned it off. I just did mechanism to actually allow it to compile other script. Compiler was not able to compile the multiscripts because it was not able to find any variables declared in them. I...
by T.M.
31 Jul 2017, 11:45
Forum: Modding forum
Topic: Epic GTA2 Map Editor (0.6.6602) Beta
Replies: 989
Views: 945140

Re: Epic GTA2 Map Editor (0.6.6602) Beta

Might be related to omnitude.net going offline soon as Vike informed me a while ago. Noticed some stuff isnt there anymore. You may send the crashlog via PM if that helps.
by T.M.
03 Jul 2017, 18:06
Forum: Modding forum
Topic: Scripting command questions
Replies: 23
Views: 31872

Re: Scripting command questions

elypter wrote:(LIMITATION) Maximum of code lines in a script is 3014
But that was only the official compiler limitation? IIRC there is another limitation about script commands which is higher than the lines limitation.
by T.M.
07 Jun 2017, 18:00
Forum: Modding forum
Topic: SCR to MIS tool?
Replies: 6
Views: 6450

Re: SCR to MIS tool?

You could send me the SCR files and i can take a look.
by T.M.
05 Jun 2017, 17:47
Forum: Modding forum
Topic: SCR to MIS tool?
Replies: 6
Views: 6450

Re: SCR to MIS tool?

Epic GTA2 Map Editor already contains a tool to convert any SCR file to MIS: Tools -> Decompile SCR to MIS I dont remember how it works, but if there is same named folder as the SCR file is, then it tries to decompile all the SCR files from that folder also. Note that the decompiler is not fully fun...
by T.M.
18 May 2017, 19:55
Forum: Maps
Topic: New map page with user upload
Replies: 45
Views: 77083

Re: New map page with user upload

If someone uploads a 7z with no files in root folder or no map files then it should be rejected immediately after upload and the reason displayed. There are other security checks that could be done. One crazy idea was to check if there are memory writing commands in the .scr files, if there are man...
by T.M.
15 Feb 2017, 13:17
Forum: Modding forum
Topic: Corrupted STE.GMP after save with DMA's map editor
Replies: 4
Views: 4351

Re: Corrupted STE.GMP after save with DMA's map editor

PresidentEvil wrote:Optimizing it with the Epic Map Editor worked
Thats funny. Didn't intend it to be used that way :D
by T.M.
12 Feb 2017, 12:49
Forum: Modding forum
Topic: Corrupted STE.GMP after save with DMA's map editor
Replies: 4
Views: 4351

Re: Corrupted STE.GMP after save with DMA's map editor

Sektor wrote:and no one has made an SCR editor that allows inserting commands.
Shouldnt be that complicated though... might even be able to do that as a web tool with javascript.
by T.M.
10 Feb 2017, 21:03
Forum: Modding forum
Topic: Is it possible to change remaps of characters in .sty file?
Replies: 3
Views: 3467

Re: Is it possible to change remaps of characters in .sty fi

Should be possible if you modify the palet which is in sty file AFAIK. But you might experience some weirdness on other colors as well if they use the same palet...

And yes you should be able to do this on sty tool.