Search found 568 matches

by B-$hep
05 Nov 2017, 15:31
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Found 1-2 commands that were not implemented, now they are added. I know there are some more that TM discovered and that are not documented at all. But i will work on them later. Now i will work on writing mission scripts .scr files correctly. Because 99% of the included script bil.mis from miss2 ex...
by B-$hep
31 Oct 2017, 08:35
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Noticed again one of the miss2 weird thing(s)/bug(s). This compiles and works OK [mis]#ifdef PC MAP_ZONE B17 = ( 200 , 0 , 0 , 0 , 300 , 200 , 200 , 10 , 590 , 0 , 900 ) do_nowt #endif[/mis] But if you mess it up to save some space in mis file: [mis]#ifdef PC MAP_ZONE B17 = ( 200 , 0 , 0 , 0 , 300 ,...
by B-$hep
29 Oct 2017, 13:47
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

One thing i also dont understand how the miss2 calculates script size and line count. Seems there is some hidden command included in calculation. For example: [mis]PLAYER_PED shaft = ( 232.5 , 192.0 , 2.0 ) 0 0 // 5 commands, 24 bytes test2 LEVELSTART DO_NOWT LEVELEND[/mis] 1 PLAYER_PED EXEC 2 (1523...
by B-$hep
28 Oct 2017, 12:46
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Code is generalized but when i did this all i didnt think about this stuff.
Now i kinda made it.

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?

Just curious.
by B-$hep
26 Oct 2017, 19:42
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

I worked a bit on #IFDEF PC #ELSE #ENDIF sequence. Rewrote some of the things related to it. Better logic. I noticed bad bug in this today and fixed it. I completely ignore PSX platform atm, becaause its not important currently and who uses it anyway?! But i have to go thru each command and add some...
by B-$hep
14 Oct 2017, 14:00
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Ok, i will try to work out the missionscript stuff. I have read previously and looked inside mission script .scr files, they are a bit different on the top but rest should be same. But i take a fresh look. Trying to figure out where the pointers point to. And maybe i can even test a little mission s...
by B-$hep
14 Oct 2017, 10:04
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Ok, i will test the SET_CHAR_OCCUPATION today. I now implemented the CREATE_CHAR. Thanks for the occup. list Sektor. This now compiles also. Nothing new to implement, just copy paste code pieces. 100% match with miss2 scr file. [mis]PLAYER_PED shaft = ( 232.5 , 192.0 , 2.0 ) 0 0 char_data bot1 char_...
by B-$hep
14 Oct 2017, 09:40
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Yes, good but im wondering why this:
"These aren't in the compiler and can't be set with SET_CHAR_OCCUPATION command."

Is this fact or... ?

If they are not in compiler how it compiles these then?

SET_CHAR_OCCUPATION needs his special list ?


Weird
by B-$hep
14 Oct 2017, 09:28
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

T.M do you have ID numbers of all occupations listed here? https://projectcerbera.com/gta/2/tutorials/character-ai I only have these OccupTypes[L"no_occupation"] = 51; OccupTypes[L"dummy"] = 3; OccupTypes[L"psycho"] = 14; OccupTypes[L"mugger"] = 15; OccupTypes...
by B-$hep
09 Oct 2017, 19:45
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

I implemented CREATE_GANG_CAR now. Copy/Paste basically. Later i can review it to avoid duplication. It doesnt matter atm. Also CREATE_CAR seems to work. I had many problems with it. But now it seems that .scr files match 100% with miss2 .scr files. I debug a lot with hex comparing tool, to see diff...
by B-$hep
09 Oct 2017, 17:44
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Thank you T.M. I forgot about these pointers in mission scripts. I think thats were i left last time and decided to implement all other commands and stuff. Good to know about CREATE_GANG_CAR. Probably i can just use it in CREATE_CAR and modify just the command number like you wrote. CREATE_CHAR is n...
by B-$hep
08 Oct 2017, 15:38
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

In what GTA2 version you used the script from this post?

http://gtamp.com/forum/viewtopic.php?p=9231#p9231

In 9.6 game executes but crashes immediately.
XP Pro
by B-$hep
08 Oct 2017, 09:51
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Doesnt display anything: [mis]// player's normal start position PLAYER_PED shaft = ( 232.5 , 192.0 , 2.0 ) 25 0 OBJ_DATA ph_kris_info_phone = ( 234.5 , 193.5 , 2.0 ) 270 phone COUNTER loop = 1 COUNTER c1 = 1 SET c1 = ( c1 + 0 ) FORWARD ans_kris_info_phone: THREAD_TRIGGER thr_kris_info_phone = THREAD...
by B-$hep
08 Oct 2017, 08:41
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Yes, this works fine in miss2 and in new compiler. I wanted to try it because SET should "replace" the value in variable and assign new value to it. That's why this code. But it seems it doesn't change this value. But i wonder why? I searched SET command in my folder where i keep all the s...
by B-$hep
07 Oct 2017, 14:05
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Hello Sektor.
Interesting thing.

Miss2 doesnt compile this workaround for me
by B-$hep
07 Oct 2017, 13:40
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Hello all. I have been busy with so much things. But i wanted to work on this thing again a bit. There is not alot to do. Its almost ready. I probably forgot something etc but i have notes here and there. There are few commands that dont work atm, the ones listed below and maybe others which i forgo...
by B-$hep
02 Jul 2017, 19:55
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Hello. I have been watching the GTAMP forum. But i was lazy to log in for over a year. About compiler.. Its almost complete, there are things that dont work yet: NOT command and maybe some DOOR commands. But everything else basically works. Multiscript support is almost OK. Its in alpha stage and tu...
by B-$hep
09 Feb 2016, 21:28
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Why you ask such question? If you know whats weird about it then inform me and others. If you dont know whats the point? Does it work in your decompiler? If yes, then you should know everything about it and instead of asking like that you should post the info. Otherwise you trying to be smart or som...
by B-$hep
07 Feb 2016, 14:57
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Its basically finished, just maybe 5 or even less commands to add. Make supporting of #IFDEF #ENDIF (actually its supported but ignores the PC/PSX "flags"). And finally multiscript support. NOT command needs to be figured out fully. I worked on it last year but left it for later. Because i...
by B-$hep
07 Feb 2016, 10:54
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 296935

Re: New GTA2 Script Compiler

Ok guys. One day i noticed big bug with BOOL commands like is_car_wrecked etc when they are used like: [mis]counter c1=1 counter c2=2 counter c3=2 counter c4=2 LEVELSTART IF ((((IS_CAR_WRECKED(c2) ) or ( c2=3 ) ) //ifjmp or (IS_CAR_WRECKED(c2))) //ifjmp or ( c2=3 ) ) do_nowt ENDIF IF (((IS_CAR_WRECK...