Search found 571 matches
- 01 Feb 2010, 15:22
- Forum: Modding forum
- Topic: Updates to STY Tool by Delfi/JernejL
- Replies: 41
- Views: 64107
Re: SCR decompiler
I guess it was in map editor topic. I don't know. Can you give me some of the sprites that have such names? So i can test it. I haven't played much with cars or such things lately so i don't know where these can be downloaded. Most of the links i tried are dead. And about XP style. The buttons do no...
- 01 Feb 2010, 14:44
- Forum: Modding forum
- Topic: Updates to STY Tool by Delfi/JernejL
- Replies: 41
- Views: 64107
Re: SCR decompiler
Oh, sorry Ben for delay. I haven't read this topic for a while now and just today noticed your post here. Thanks alot for your suggestions. My ideas / questions: -------------------- But what about the UI itself? I.e main window? I think it could be better. And all the sprites there. Could be sorted...
- 01 Feb 2010, 13:33
- Forum: Modding forum
- Topic: GTA2 Font Topic - TXT2GTA2 (Version 3 Released!)
- Replies: 361
- Views: 513603
Re: Gta2 font topic
Names of 2 new missions for GTA2, lol.
- 31 Jan 2010, 23:19
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431374
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
And for me it doesn't show minimap and generated minimap is completely black.
I forgot to mention that.
XP PRO SP2.
ATI Radeon 9550 / X1050 Series, 256MB.
I forgot to mention that.
XP PRO SP2.
ATI Radeon 9550 / X1050 Series, 256MB.
- 31 Jan 2010, 22:05
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431374
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
SDL should already have everything you need.
I actually recommend you to switch to SFML.
Its HW accelerated, SDL is not, as far as i know.
Or just use that GLEW and wipe out the SDL.
Or use NVidia opengl sdk like opengta2
I actually recommend you to switch to SFML.
Its HW accelerated, SDL is not, as far as i know.
Or just use that GLEW and wipe out the SDL.
Or use NVidia opengl sdk like opengta2
- 31 Jan 2010, 21:30
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431374
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Hi TM.
Very nice work.
Im gonna abandon my project now.
Very nice work.
Im gonna abandon my project now.
- 31 Jan 2010, 16:14
- Forum: Modding forum
- Topic: GTA2 animations to .gif
- Replies: 10
- Views: 15340
Re: GTA2 animations to .gif
You have my email Razor, so...
What STYed you have?
That old from Gain? I have it. But you can send me your ideas.
What STYed you have?
That old from Gain? I have it. But you can send me your ideas.
- 31 Jan 2010, 14:17
- Forum: Modding forum
- Topic: GTA2 animations to .gif
- Replies: 10
- Views: 15340
Re: GTA2 animations to .gif
Jernej wrote the STY tool. He gave me permission to update and release it.
Thanks goes to him.
Also there is a STYed tool from Gain software but Gain is dead.
Thanks goes to him.
Also there is a STYed tool from Gain software but Gain is dead.
- 31 Jan 2010, 11:31
- Forum: Modding forum
- Topic: GTA2 animations to .gif
- Replies: 10
- Views: 15340
Re: GTA2 animations to .gif
I should add this functionality to STY tool and make it automated. Pretty good idea. I actually wanted to integrate same functionality to map editor also. But i guess it's a job of STY tool. the program 'sty tool' should figure out the transparency, but i'm afraid it can't do that. It figures but it...
- 28 Jan 2010, 04:22
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: The Graveyard
- Replies: 2
- Views: 5284
The Graveyard
NC.
- 24 Jan 2010, 09:43
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88503
Re: SCR decompiler
Yes it's time consuming and to be honest i don't have the time to mess with it at the moment. Of course im not saying that i abandoned this completely but im working on more useful stuff at the moment, like you said: map editor for example. Hell no. I can't stop that project, no matter the cost or t...
- 12 Jan 2010, 10:56
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: Crazy Teleport
- Replies: 12
- Views: 24678
Re: Crazy Teleport
Feature of the game, lol.
- 11 Jan 2010, 19:53
- Forum: GTA1/GTA2 movies, audio, images and replays
- Topic: Crazy Teleport
- Replies: 12
- Views: 24678
Crazy Teleport
Decided to take a little teleport.
- 09 Jan 2010, 12:23
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88503
Re: SCR decompiler
Well i quickly put together small test script by copying some pieces from different places PLAYER_PED player1 = (33.5, 22.5, 2.0) 25 0 CAR_DATA fbicar = (34.5,16.5) -1 000 EDSELFBI PARKED_CAR_DATA trailer = (38.0,13.0) 19 90 TRUKTRNS LEVELSTART explode(fbicar) IF ( IS_CAR_CRUSHED ( fbicar ) ) PUT_CA...
- 09 Jan 2010, 10:37
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88503
Re: SCR decompiler
It's funny. Just yesterday i was thinking about your fix for that trailer KF bug and thought maybe i could make it better. And now here you are with same question. I even have read some topic earlier somewhere where you have been talking about that. Can you find it? Probably at GTAF. But i can't fin...
- 07 Jan 2010, 10:36
- Forum: GTA2 Game Hunter
- Topic: GTA2 Game Hunter
- Replies: 306
- Views: 741425
Re: GTA2 Game Hunter v1.5 - work in progress
Sektor. Why you prefer Microsoft Sans Serif for Tahoma?
Tahoma is much nicer.
Any particular reason for that?
Tahoma is much nicer.
Any particular reason for that?
- 06 Jan 2010, 09:36
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88503
Re: SCR decompiler
The miss2 also changes something in SCR header, not always but in some specific cases. Seems that SCR files has some ID also in header: 00 00 08 00 24 which almost never changes. But in some new scripts i have seen different value in there. Maybe because of compiler version changes or something, can...
- 05 Jan 2010, 23:30
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88503
Re: SCR decompiler
OK Alpine. Will do like you said. For example i played around with your very first script example: CHAR_DATA char1 CHAR_DATA char2 CHAR_DATA char3 ...etc And i figured out that it really is like you said: 8 chunks, each chunk has it's own index. Last one is 8 as it should. They start from 1 like in ...
- 05 Jan 2010, 22:15
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88503
Re: SCR decompiler
OK, i decided to start to make basics of decompiler. Just for fun. I know maybe i shouldn't hurry but i can't decompile scripts by just collecting info. I need to code to make this possible. So... At the moment it should correctly recognize LEVELSTART , LEVELEND and first PLAYER_PED in SCR files and...
- 05 Jan 2010, 16:54
- Forum: Maps
- Topic: Golden Lap
- Replies: 32
- Views: 73647
Re: Golden Lap - Betatests
Impressive work guys, really. Amazing actually what you can do [in] and [for] GTA2.
Race tracks in GTA2. Never thought about possibility of that.
But of course with STY modding, you can do almost any gfx.
Race tracks in GTA2. Never thought about possibility of that.
But of course with STY modding, you can do almost any gfx.