Search found 144 matches

by Vike the Hube
26 Jan 2012, 09:41
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Yeah. I could offer assistance to Black Phoenix; but the problem is... Where I used to work the manager had a theory about engineers. He said there were starters and finishers. Starters like the big architecture, the big problems, etc. Finishers don't want to deal with that and just want to code. Bl...
by Vike the Hube
26 Jan 2012, 06:25
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

By the way I'll gladly hand over my IDA database to anyone who asks! But maybe I might force them to put anything they add public too... :twisted:
by Vike the Hube
26 Jan 2012, 06:10
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Vike, at what level would you say your knowledge about the code is? <snip> Would it be possible to decompile parts of the code to get a step further to a cloned/better version of GTA2? I work with a decompiled version in IDA Pro Free, where I notate it (badly :lol:). I also used Ollydbg to help me ...
by Vike the Hube
24 Jan 2012, 00:18
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

It modifies the delay settings for "slow", "normal", and "fast" in multiplayer games. I believe they were fixed at 20, 25, and 30 FPS respectively originally, ignoring "turbo" mode when it would somehow glitch out and go faster. I modified them to be 20, 30, a...
by Vike the Hube
20 Jan 2012, 22:27
Forum: Modding forum
Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
Replies: 156
Views: 389517

Re: SCR decompiler

Thanks TM!
by Vike the Hube
09 Dec 2011, 01:27
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

BenMillard wrote:Please don't waste time on shit like that.
Umad Ben? ;)

I said I'd make it optional because I'm also going to do lobby checkboxes for a bunch of other stuff. It'd just be convenient to do it at the same time, won't take me long. Adding an ini file would :P
by Vike the Hube
08 Dec 2011, 13:08
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Yeah I know, hence making it optional with a lobby checkbox.
by Vike the Hube
07 Dec 2011, 03:01
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Should be possible. I'll make it a checkbox in the lobby as I'm working on them soon.
by Vike the Hube
01 Dec 2011, 10:53
Forum: Modding forum
Topic: Making "proxy-server" for GTA2 Networking
Replies: 10
Views: 15406

Re: Making "proxy-server" for GTA2 Networking

By the way for writing stuff like this I recommend libev ;) Not that I've tried it myself yet but yeah.
by Vike the Hube
01 Dec 2011, 10:19
Forum: Modding forum
Topic: Making "proxy-server" for GTA2 Networking
Replies: 10
Views: 15406

Re: Making "proxy-server" for GTA2 Networking

It is possible to force GTA2 to use specific ports; you use dxport. It just "hogs" all the ports that gta2 would otherwise use :P yeah we've been pondering this for a while. The problem is it gets hairy when you have more than 2 players. And then we start thinking about adding UPnP, and TC...
by Vike the Hube
27 Nov 2011, 12:39
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

i don't know if this has already been suggested: if you have a remote car and destroy it in multiplayer you will loose a frag. that should not happen. it makes the whole idea of an remote car quite useless. I dunno. I think it should be optional. E.g. it's used to good effect in DAFE's Death Valley...
by Vike the Hube
23 Nov 2011, 13:18
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

T.M. wrote:but that doesnt have to be like that if Vike makes a check if(value == 1337){ dont_crash(); } ;)
Haha "dont_crash()", if only it was that easy :D Damn flamethrower + door bug would be smashed long ago.
by Vike the Hube
23 Nov 2011, 13:15
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

T.M. wrote:nope it isnt :-) all angles are 16bit values except the tile rotations are 2bit indexes for an array that has values 0,90,180,270
What about WFCTP? Can't remember if it's stored like that in the .scr or not. At any rate gta2.exe converts to and from 4* the angle.
by Vike the Hube
23 Nov 2011, 05:20
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

T.M. wrote:
Vike the Hube wrote:Yeah yeah, I know; and angles are stored *4 :P
are you kidding? i think you are, but on the other hand: i remember docs saying "*something* must be multiple of 4" which is bullshit.
Well it is stored as 4*blah for some angles.
by Vike the Hube
22 Nov 2011, 23:43
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

@Vike, here is the formula how to calculate 254.0 value in SCR: 254*16384 or 254<<14 ;) Yeah yeah, I know; and angles are stored *4 :P RE counter stuff... hmmm. I'd probably have to add new versions of any command I wanted to do it to I think because of the byte size difference. Except for floats o...
by Vike the Hube
22 Nov 2011, 04:40
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Vike should change WFCTP so that if the Z coordinate is 254.0, it should teleport the vehicle with the player in it but any other Z should just teleport the player. That should be easier to code than a new command. Vike likes that idea. Vike likes that idea so much that Vike has added it to Vike's ...
by Vike the Hube
18 Nov 2011, 07:13
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Please? PLEASE?!! POLITESSE WILL GET YOU NOWHERE YOUNG MAN

Edit: yeah ok. Gonna look at some of this list again.
by Vike the Hube
17 Nov 2011, 09:42
Forum: Modding forum
Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
Replies: 400
Views: 918312

Re: Vike's enhanced GTA2

Hmm. I wonder if that font has lower case.
by Vike the Hube
08 Nov 2011, 23:41
Forum: Modding forum
Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
Replies: 156
Views: 389517

Re: SCR decompiler

I tried to increase the maximum script size manually: i wrote few more commands in the file with hex editor. What happened? IT WORKED! So, the compiler is limiting the max script size on its own! GTA2 still can read scripts with size 65k, we just need to find out how to remove this limitation from ...
by Vike the Hube
23 Oct 2011, 01:24
Forum: Modding forum
Topic: Epic GTA2 Script Decompiler (AKA SCR Decompiler)
Replies: 156
Views: 389517

Re: SCR decompiler

I meant the first value (=first pointer) in the .scr file (2 bytes) tells you if its a mission(>0) or base-script(==0). and if its a mission, it tells you how many pointers the base-script has. Ah, fair enough. I guess the first two bytes of still have a purpose then though... will have to look int...