Search found 71 matches
- 11 Aug 2010, 21:36
- Forum: Modding forum
- Topic: More languages
- Replies: 8
- Views: 11321
Re: More languages
Hey, that's neat! You don't even have to rename files: you can also simply add r.gxt, bob_r.gxt and/or and j.gxt, bob_j.gxt and they appear alongside the original languages already in the manager. I called the files of my Dutch translation r.gxt and bob_r.gxt so I can select it in the manager (albei...
- 10 Aug 2010, 21:20
- Forum: Modding forum
- Topic: More languages
- Replies: 8
- Views: 11321
More languages
I looked a bit around and saw that there must have been a Russian and maybe a Japanese GTA2 version. [...] And are these language files available somewhere? They are not in the US/EU version that most of us have. Not that i am speaking Russian or Japanese, but it would be nice for completeness [......
- 07 Aug 2010, 08:56
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431306
Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Arrows may point to many different locations during a game, so if you plan to show them in the editor it may be wise to make it a separate setting to prevent lots and lots of markers when you don't need them. Some more suggestions: RADIO_STATIONs DESTRUCTORs Save point Start positions of the trains ...
- 26 Jul 2010, 20:28
- Forum: Modding forum
- Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
- Replies: 400
- Views: 917863
Re: Vike's enhanced GTA2
Is there any guideline on what is doable and what isn't? I'm sure there's an infinite amount of improvements that could be made to GTA2, but most of them are probably far from feasible. What kind of suggested improvements are worth considering?Vike the Hube wrote:Definitely doable
- 21 Jul 2010, 09:21
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431306
Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Haven't posted here for a while, so I thought it would be nice to drop by to say I'm still checking this topic regularly for new releases. The object selector looks very promising. I think it is a very important new feature, as it encourages modders to carefully position objects when the result is i...
- 21 Jul 2010, 08:55
- Forum: GTA1/GTA2 chat
- Topic: 1680X1050 GTA2
- Replies: 2
- Views: 6076
Re: 1680X1050 GTA2
As far as I know, it's impossible to play GTA2 widescreen without stretching the screen.
- 13 Apr 2010, 20:47
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: High Quality Official GTA2 Movies/Sounds
- Replies: 40
- Views: 80968
Re: High Quality Official GTA2 Movies/Sounds
Ah, that was the image I was looking for. Thanks! I also noted that you had better versions of a lot of images I already had. I uploaded my whole collection of GTA2 images at GTAGames.nl and WikiGTA.satinesmith wrote: Assassin
- 07 Apr 2010, 19:18
- Forum: Offtopic
- Topic: Drive real car like GTA game
- Replies: 2
- Views: 5908
Re: Drive real car like GTA game
Now we only need a GTA2 styled top down perspective, but that might be a tad harder to pull of.
- 30 Mar 2010, 10:39
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: BACK-TO-FRONT BONUS!
- Replies: 15
- Views: 24418
Re: BACK-TO-FRONT BONUS!
I made a set up with a respawning STAND_STILL_BLOKE I could kill continuously and an ONSCREEN_COUNTER to keep track of the kills to accurately test some bonuses. Expeditious Execution! Seems to be when you kill ~25 people within ~10 seconds. Very difficult but possible with Machine Gun. It's actuall...
- 21 Mar 2010, 21:50
- Forum: Modding forum
- Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
- Replies: 400
- Views: 917863
Re: GTA2 v11.3
11.3beta05 2010-03-12: - Decreased the default density of cars/peds from 500 to 400. This seems to make the car density on roads like it used to be, at least in one player. Hopefully this resolves car-starving without introducing traffic jams like beta 4. 11.3beta4 2010-02-26: - Increased the "...
- 21 Mar 2010, 21:33
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: BACK-TO-FRONT BONUS!
- Replies: 15
- Views: 24418
Re: BACK-TO-FRONT BONUS!
It may be interesting to figure out what the actual conditions for each bonus are. Some really surprised me. "Elvis has left the building" ($32,000): Kill a complete chain of six Elvis look-a-likes in a short time "Back to front bonus" ($1,000): Drive backwards for one minute wit...
- 17 Mar 2010, 21:49
- Forum: Site and forum discussion
- Topic: Hi folks!
- Replies: 14
- Views: 21336
Re: Hi folks!
Don't ask me; ask Rockstar. I doubt they're still around, though, even back then they didn't mentioned how the levels looked or what happened to them. And even if they are still around, I don't think the Rockstar Games we know today would release them.
- 17 Mar 2010, 21:31
- Forum: Site and forum discussion
- Topic: Hi folks!
- Replies: 14
- Views: 21336
Re: Hi folks!
Hey, hi there, Pyro! Sure has been a while! Could you tell me what happend with mp4 amd mp5 maps? I always wondered why they were not included Someone (I think it was Delfi) asked the same thing directly to some DMA devs at their old forums (offline now, mirror at Web Archive ). They answered they m...
- 15 Mar 2010, 09:55
- Forum: Maps
- Topic: Default MP maps without gray players
- Replies: 2
- Views: 6572
Re: Default MP maps without gray players
No mis files? Got something to hide? :) I don't have anything to hide. In fact, I don't have anything to show. I used the .mis versions , so separate mis files for this minor edit wouldn't tell you anything new. The only differences are the PLAYER_PED commands: PLAYER_PED player1 = ( X.x , Y.y , Z....
- 15 Mar 2010, 09:40
- Forum: Maps
- Topic: Default MP maps without gray players
- Replies: 2
- Views: 6572
Default MP maps without gray players
Quaxp requested a fix for the hard-to-see gray player arrow, so I changed the player colors of Tiny Town, Hidden Surprise and Face Off. The color sequence is the same in each level: red, blue, yellow, green, orange, light blue.
- 04 Mar 2010, 14:23
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431306
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
- Cars, generators and objects are now visible in the editor with animations, shadows and tanks/jeeps/firetruck/tvvan turrets! Also car trailers are visible; even the MINI_CAR is supported! Very nice! Even spawn points where several cars appear on the same coordinates are shown correctly (only the ...
- 01 Mar 2010, 14:14
- Forum: Modding forum
- Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
- Replies: 400
- Views: 917863
Re: GTA2 v11.3
9. Audio seems to be screwed up, increasing its frequency when you're in a tunnel driving any law enforcement vehicle. To reproduce this issue - enter cop car, swat van, fbi car, pacifier, jeep or tank and drive under any "obstacle" (until purple arrow appears) and wait. The sound starts ...
- 26 Feb 2010, 11:16
- Forum: Modding forum
- Topic: GTA2 Font Topic - TXT2GTA2 (Version 3 Released!)
- Replies: 361
- Views: 513602
Re: GTA2 Font Topic - TXT2GTA2 (Version 3 Released!)
I did not know about fstyle.sty. Is that all GTA1 font or? As far as I can tell, GTA1 uses five different fonts, two of which (the big "wasted!" font and the mission font) can be found in fstyle.sty. The mission font is also used for the weapon texts, car signs and area signs, albeit in d...
- 26 Feb 2010, 00:15
- Forum: Modding forum
- Topic: Gang logo on cars
- Replies: 5
- Views: 9522
Re: Gang logo on cars
Welcome, Jozodezokokotar. CREATE_GANG_CAR only works properly if the script contains gangs. To create a Zaibatsu Z-Type, use this: SET_GANG_INFO ( zonename , 8 , pistol , pistol , pistol , 3 , 1.0 , 1.0 , 2.0 , 1 , VTYPE , 2 ) CAR_DATA ztype LEVELSTART ztype = CREATE_GANG_CAR ( 113.5 , 123.5 , 2.0 )...
- 25 Feb 2010, 21:20
- Forum: Modding forum
- Topic: GTA2 Font Topic - TXT2GTA2 (Version 3 Released!)
- Replies: 361
- Views: 513602
Re: GTA2 Font Topic - TXT2GTA2 (Version 3 Released!)
Just tried TXT2GTA2; works beautifully here. Nice work! Any chance it will support GTA1 text somewhere in the future? I tried to create a navigation zone named "taumatawhakatangihangakoauauotamateaturipukakapikimaungahoronukupokaiwhenuakitanatahu" and game crashes exactly when I get into a...