MISI

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
Logofero
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Re: MISI

Post by Logofero » 29 Apr 2018, 02:07


Logofero
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Re: MISI

Post by Logofero » 29 Apr 2018, 22:41

News of project MISI:

Release of the final build MISI v0.4.2 is scheduled for May 1. After this, the project will be considered complete

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Re: MISI

Post by BeepBoop » 30 Apr 2018, 22:26

Very good, and thank you for your contributions to the GTA 2 Modding Community. It's nice to give some life to such an old game: [gang] :P [respect]

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Re: MISI

Post by Logofero » 01 May 2018, 17:14

This is the final version of MISI Library v0.4.2.

Before I thought to finish the work on the library on v0.2.2b, but then during the tests I managed to improve it. The only thing else that needs to be edited beforehand is the *.GXT dialog file and the 3D level *.GMP file, but all game objects can now be created/deleted/edited on a pure LUA using only a "notepad".

I had to work hard to achieve this result, did not fall, the library took off, many unknown errors followed in parallel along the entire development way, frequent "needle searches in a haystack" after a fall, restart and new tests, again and again. Now I can say with confidence that MISI has become stable and has a lot of functional hope for creating full-fledged missions on its basis without using pre-compilation.

Thanks to everyone who wrote words of support in this topic. All the pleasant creativity, more patience and faith in yourself.

v0.4.2, 1 may 2018
MD5 ce9555ae13ba1f206b93c183e5b15133 MISI.ASI
  • * Fixed GetPedWanted(ped), SetPedWanted(ped, level) The GET method returned a false search level if the value did not match the case number. The swith() function (in GET/SET methods) was replaced by the if condition block with an increased range of values
    * Fixed GetCarSpeed​​(car) The method returned the value 0
    * Fixed GetMaxPedDensity​​() The method returned the value 0
    * Added method GetPedAnyPos(ped) The method returns any ped coordinates that can be obtained if the player in the car returns the coordinates of the car if on foot the coordinates of the ped are returned
    * Added method SetPedAnyPos(ped) The method sets any ped coordinates if the player in the car sets the coordinates of the car if on foot, then the coordinates for ped
    * Added method IsPedAnyCar(ped) Methods check whether the player is in any auto, if yes then returns 1, if not then nil
    * Added method IsPedInCar(ped, car) Methods check if the player is in the specified auto, if yes then returns 1, if not then nil
    * Methods: DeleteTimer, SetBlockType, SetBlockLID, SetBlockSide are now protected against a nonexistent block table
    * The SetPedObjective method (ped, obj, target, objective_type, mode) now has a new argument to target instead of x, y, z the argument is (table in LUA)
    * Added method GetObjID(obj) The method returns the object ID
    * Removed method GetPedRangeOfPoint(ped, x, y, z) The method is replaced by IsPedRangeOfPoint
    * Added method IsPedRangeOfPoint(ped, x, y, z, range) The method checks whether the ped is within the specified radius from the rev
    * Added method IsPedAnyRangeOfPoint(ped, x, y, z, range) The method checks whether the ped or auto ped'a is within the specified radius from the point
    * Added method IsCarRangeOfPoint(car, x, y, z, range) The method checks whether the car is in the established radius from the point
    * Added method GetPedAnyAngle(ped) The method returns any angle that it is possible to get from the player if the player in the car gets an angle of auto, if on foot that ped
    * Added method SetPedAnyAngle(ped, angle) The method sets any angle to ped if the ped in the auto sets the angle of the car, if on foot it's ped
    * Updated module STAGEC.LUA
    * Updated all includes *.inc
    * Added file E.GXT with new dialogs for gamemode.lua (Demo missions) Note: Before replace data/E.GXT do not forget to make backups
Download link is available in the topic header http://gtamp.com/forum/viewtopic.php?f=4&t=1136#p10506

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Re: MISI

Post by elypter » 01 May 2018, 20:31

thanks for all the work :)
yur sa'nok ngeyä

Logofero
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Re: MISI

Post by Logofero » 02 May 2018, 13:08


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Re: MISI

Post by Logofero » 03 Oct 2018, 18:40

Theoretically, you can compile the MISI library under steam version 9.6 using its offset exe (by changing only the address in the source). But some functions may not be available (or it’s necessary to search for addresses), due to the fact that the architecture has been changed in version 11.44.

I wanted to check it out when I had a computer, but there was not much motivation. If anyone has the desire and ability to compile with a new address, this will allow modmakers to create MISI mods for the steam version.

Logofero
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Re: MISI

Post by Logofero » 01 Apr 2019, 16:48

Hello to all. I ordered a print with MISI.
Attachments
IMG_20190401_190129_498.jpg
IMG_20190401_190129_501.jpg

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elypter
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Re: MISI

Post by elypter » 02 Apr 2019, 00:42

nice
yur sa'nok ngeyä

Logofero
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Re: MISI

Post by Logofero » 02 Apr 2019, 15:33

elypter wrote:nice
Thanks. T-shirt and print are very soft and stylish. I am very satisfied. So the library got into the stage of merchandise.

Logofero
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Re: MISI

Post by Logofero » 27 Aug 2019, 06:05

Parameters for VS to compile MISI.

The project was going to Visual Studio 2017 v15.5.2 under the x86 (release) platform.

MISI Property Pages:

General-> Project Defaults-> Configuration Type: Dynamic Library (.dll)

Include Directories: Your directory to lua-5.3.4/scr
Reference Directories: Your directory to lua-5.3.4/lib
C/C ++ -> Optimization: Full Optimization (/Ox)
Code Generation-> Rntime Library: Multi-threaded (/MT)
Linker-> Enable Incremental Linking: No (/INCREMENTAL: NO)
Linker-> Optimization-> References: Yes (/OPT: REF)
Linker-> Optimization-> Link Time Code Generation: Use Fast Link Time Code Generation (/LTCG: incremental)

Note: The MISI project uses a static language LUA link for mobility (all in one file). The lua.lib file is a static library ready to be integrated into the project. Important: *.lib does not need to be compiled as a dynamic dll.

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