Search found 571 matches
- 19 Nov 2017, 12:40
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
Re: New GTA2 Script Compiler
Yep, about new commands i had same idea, make new command and do the internals in the background, i havent tried to do this but for example we can have command like: GETINTHECAR_AND_DRIVEAWAY(pedname, carname) I can combine multiple commands into just this one and it will make the player or ped you ...
- 18 Nov 2017, 16:25
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
Re: New GTA2 Script Compiler
Im at the point of compiling bil.mis and and its mission scripts. Very exciting to see what compiles and what not. I just implemented writing of mission scr files but of course the testing needs more time and game crashing i guess. When trying to compile bil.mis, compiler noticed few commands are mi...
- 06 Nov 2017, 14:10
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
Re: New GTA2 Script Compiler
Ok, yesterday i worked on the NOT command, figured out the logic behind it. I hope i got it all. Seems to work fine. When i first looked at this command it was so confusing. But after a months of break from this command and doing other things it doesnt look so complicated. About some other things.. ...
- 05 Nov 2017, 15:31
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 31 Oct 2017, 08:35
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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 ,...
- 29 Oct 2017, 13:47
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 28 Oct 2017, 12:46
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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.
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.
- 26 Oct 2017, 19:42
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 14 Oct 2017, 14:00
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 14 Oct 2017, 10:04
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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_...
- 14 Oct 2017, 09:40
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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
"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
- 14 Oct 2017, 09:28
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 09 Oct 2017, 19:45
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 09 Oct 2017, 17:44
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 08 Oct 2017, 15:38
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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
http://gtamp.com/forum/viewtopic.php?p=9231#p9231
In 9.6 game executes but crashes immediately.
XP Pro
- 08 Oct 2017, 09:51
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 08 Oct 2017, 08:41
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 07 Oct 2017, 14:05
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
Re: New GTA2 Script Compiler
Hello Sektor.
Interesting thing.
Miss2 doesnt compile this workaround for me
Interesting thing.
Miss2 doesnt compile this workaround for me
- 07 Oct 2017, 13:40
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...
- 02 Jul 2017, 19:55
- Forum: Modding forum
- Topic: New GTA2 Script Compiler
- Replies: 120
- Views: 300655
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...