Search found 584 matches

by B-$hep
26 Oct 2017, 19:42
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
14 Oct 2017, 14:00
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
14 Oct 2017, 10:04
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
14 Oct 2017, 09:40
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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: 361296

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[L"bank_robber"] = 17 ...
by B-$hep
09 Oct 2017, 19:45
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
09 Oct 2017, 17:44
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
08 Oct 2017, 15:38
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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: 361296

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 ...
by B-$hep
08 Oct 2017, 08:41
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 scripts ...
by B-$hep
07 Oct 2017, 14:05
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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: 361296

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 ...
by B-$hep
02 Jul 2017, 19:55
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
09 Feb 2016, 21:28
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
07 Feb 2016, 14:57
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 it was a ...
by B-$hep
07 Feb 2016, 10:54
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

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 ...
by B-$hep
28 Jan 2016, 16:41
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

Re: New GTA2 Script Compiler

Obj_data is fixed.
Today i will add some more commands.
Crane powerup or something is not yet added.
cranes work, also destructors but nothing is generated for car.

Its easy command.

The "name=create_car" and other create style commands i will implement very last.

Also currently #ifdef #endif are ...
by B-$hep
27 Jan 2016, 22:08
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

Re: New GTA2 Script Compiler

I fixed many things.

I copy pasted basically half of the bil.mis and compiled and executed in Gta2.
No crashes and weapons, tokens, parked cars etc are displayed and working.

The OBJ_DATA command is the one that gives me trouble.
Bad logic behind it. I must rethink and rewrite that command.

Will ...
by B-$hep
26 Jan 2016, 18:48
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

Re: New GTA2 Script Compiler

I attached the compiler.
Dont expect it to fully working and dont try to compile multiscripts.
I have included readme file you should read.

Its not final version, im sure it contains bugs and may even crash GTA2.

You have been warned.
Im constantly working on it. Every day.
Currently i already ...
by B-$hep
26 Jan 2016, 07:55
Forum: Modding forum
Topic: New GTA2 Script Compiler
Replies: 120
Views: 361296

Re: New GTA2 Script Compiler

Sorry for delay. I had some issues with it but now they are resolved.
The "name = Create_something" style commands do not work yet.
and maybe 5-8 commands more like phone and kill frenzy templates.

But i will show it after i get home.
Dont expect it to be fully working and final.
Like i said, only ...