Search found 144 matches
- 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...
- 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...
- 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 ...
- 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...
- 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!
- 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
Umad Ben?BenMillard wrote:Please don't waste time on shit like that.
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
- 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.
- 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.
- 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.
- 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...
- 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...
- 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
Haha "dont_crash()", if only it was that easy Damn flamethrower + door bug would be smashed long ago.T.M. wrote:but that doesnt have to be like that if Vike makes a check if(value == 1337){ dont_crash(); }
- 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
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.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
- 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
Well it is stored as 4*blah for some angles.T.M. wrote: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.Vike the Hube wrote:Yeah yeah, I know; and angles are stored *4
- 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...
- 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 ...
- 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.
Edit: yeah ok. Gonna look at some of this list again.
- 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.
- 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 ...
- 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...