Jump to content

RanxeroX

Members
  • Posts

    170
  • Joined

  • Last visited

Everything posted by RanxeroX

  1. Sorry about the double post! For some reason, my ISP just went bonkers and froze my browser... Just ignore - I'd kill this if I could!
  2. You're right about the file but that's not quite how the parameter works. It's not a yes-no type flag. The value there determines which shop you can take the vehicle for modding to. The values for it are like this: > -1 - Not modifiable (No shop) > 0 - TransFender shop > 1 - Wheel ArchAngels shop > 2 - Loco Low shop If you cross-check with some other vehicles like the Savanna and the Flash you'll see this is how it works.
  3. That's a nice little scooter there... Would be a great replacement for the plain ole Faggio. Good luck with your request!
  4. Yah, I would avoid that program if I were you... I started out modding using that program and found it too damn flaky for my tastes. The Notepad feature doesn't work worth a shit for one thing. I made the mistake of doing something with the Trainer feature (despite its warnings) and it really lunched my system - to the point where I had to do some serious registry hacking to fix the problem! Other things were too hit-and-miss for me. Stick to other programs that do the equivalent. And here's a tip I meant to include in my first post: In GXT Editor, make sure the 'Remember names in .INI' option is checkmarked. This will keep track of names you've found and changed so that the next time you run the program the labels are displayed right away.
  5. Not sure if this will help but it's worth trying... If you've been modding the gta3.img file a lot, chances are that it could be VERY fragmented! You might try defragging the drive that file's sitting on and see if that helps. You won't have anything to lose and will at least eliminate that as the source of the problem and clean up the drive at the same time.
  6. You need a different program to do that... Look in the downloads for a GXT Editor. Unpack it, run it then choose the 'Open File' option. Navigate to the 'Rockstar Games\GTA San Andreas\text' folder and click on the 'american.gxt' file. This file is the one that holds all the names for items in the game. Do a search for the original vehicle name then click in the right pane and edit it to say what you want. Make sure you don't change the name in the left pane! Save and exit.
  7. To capture any individual open window click inside of it in a neutral area to make sure it's active then press ALT+PrtScrn keys. This will copy the window's gfx to the clipboard. Then open any paint program, hit CTRL-V (Paste) usually or select Paste from its Edit menu and the bitmap should get pasted into a new image. Save it somewhere and you're done!
  8. You could try checking under 'Advanced Display Options' and see if the 'Frame Limiter' option is set to ON[\b]. This caps your frame-rate to 30fps. If it isn't, your game could be running too fast at times. If that's not the case, then I am blank at the moment...
  9. You can either do as Gerard suggested by first opening Notepad then opening the 'vehicles.ide' file or you can double-click it. Then when the dialog box pops up asking if you want to search the Web OR pick the program from a list, choose the list option. The OS will then give you a list of possible programs to open the file with. Scroll down until you find Notepad and then select it. Before exiting this dialog, you might want to uncheck the option below the list that says 'always open with this program' (may not be worded exactly like that). If you don't uncheck the box, the OS will create a file association and ANY .ide file will get a Notepad icon. I say MIGHT because I personally don't want it to do that but in your case you might - this will allow you to double-click the file and Notepad will be fired up right away and the file opened.
  10. I suppose so... But what exactly did you need to know? Their in-game titles? Or were you thinking along the lines of a headshot with the ped's name below? I'll assume the former and give you the list below: Lifeguard - WMYLG Pimp - BMYPIMP Preacher - WMOPREA Italian Mafia - VMAFF1, VMAFF2, VMAFF3, VMAFF4 Mafia Thugs - MAFFA, MAFFB, MAFBOSS Hispanic Drug Dealer - HMYDRUG Biker Drug Dealer - BIKDRUG Psycho - PSYCHO Rich Kid - MEDIATR Pool Players - BMYPOL1, BMYPOL2 Old Security Guard - BMOSEC Black Bouncer - BMYBOUN Hope that's what you're after! Just be sure not to break up the Mafia gang or the results could be unpredictable... It's not something I've tried and I don't really recommend it.
  11. Thanx for the complement! It's always good to know the effort was appreciated. Speaking of voices, a day after putting up the mod I remembered I had forgotten all about mentioning in my docs about what I discovered and changed with voices. It's a small thing so it's hardly worth updating the mod and I'll bet hardly anyone notices but... While going through the gang audio stream info, I noticed that the Triad gang's characters were all assigned the same audio stream, except the Triad boss got a different one for what I assume is his in-car dialogue. When I checked what's in the gang sound-bank, they actually have 4 different 'tracks'. So I reassigned (and tested) so that they are evenly used between them. Triad A stays the same (stream 1) for street talk but gets new in-car (stream 2). Triad B gets stream 2 street and stream 4 in-car. And the Boss gets stream 4 street and stream 5 in-car. BTW, don't mess with this setup unless you know EXACTLY what you're doing! I also didn't mention that the Rich Kid's dialogue is completely new! I used an audio stream that wasn't being used by any others... The two pool players' street talk is also partly why I put them in the mod. You get to hear them use it. It seemed a shame to let it just go to waste! And yeah, the pimp's dialogue continues to surprise me... He's got as much to say as any of the regular people - maybe more! I went into a bar and there he was ordering a drink even.
  12. One thing that could help your game would be to make sure you've defragged the 80gig drive. If the large files of the game are too fragmented, that will slow down your game. As for the larger drive helping, if its a higher-rpm drive with quicker access time and posssibly a larger cache buffer, then yes, it would help your game. I have a P4 HT 3.0Ghz and I 'think' you might need a mobo that supports hyperthreading to use it. I seem to recall something in the BIOS about it but it's been quite awhile so I can't be sure. You might want to look into that on other sites that deal with hardware of this sort... Not having AGP or PCI-express slots isn't helping... As Chris82 suggested, you might want to look into upgrading to take care of all the bottlenecks in one shot.
  13. Yes, it does... That's kinda why I said,"A total of 19 new people". With all the others included, I don't think you'll be too disappointed right? Wow! I just checked the Downloads and my mod was already approved. Thanks to whoever pulled that off! So no waiting and go crazy DL'ing I guess!
  14. For those who've been following my hidden peds updates and how I mentioned I'd have more info soon, here it is... After a lot of testing and work, I've made great progress! Instead of just one new ped, I've got a total of 20 new people working! So rather than tell you all how to add them one at a time, I've decided to turn it into a mod and spare you the trouble. I've just uploaded it today so watch for it to get it approved (hopefully soon... hint hint) and then you can try them out. To give you a bit of a teaser, I've got 2 new drug dealers, a psycho and seven Mafia types, among others. I'm especially happy with the Mafia gang! I've placed them in areas for maximum interaction with local gangs. They appear and act just like any other gang! They attack any other group on sight and carry Desert Eagles and Colts. Stand on the sidelines and you can watch the bullets fly and the body-count climb... So be sure to watch for it and give 'em a try! And please give it a ratiing (a good one I hope )
  15. It's definitely missing the collision data but I don't think he's going to get it as a separate file. From what I've read, the collision info is supposed to be part of the 3d model of the vehicle. I think earlier GTA games may have had separate collision files but not San Andreas. Roedor: I think you should either look for an update of that vehicle that fixes that problem or restore your original or find another one. Looks like that one is screwed up...
  16. It may be that the instructions in the mod were wrong... If you had to change a line within the 'vehicles.ide' file and it had bad parameters, that would definitely screw up your car. The wheel sizes of vehicles is determined from a set of parameters within the file I just named. Here's a portion of a vehicle's data in that file and how it should look: normal, 10, 0, 0, -1, 0.94, 0.94, 0 (Note the arrows ^^ ) For the game to size the wheels normally, the parameter with the arrows should be -1. It it's any other number, you're going to have problems. You need to check the line that applies to the vehicle you modded and make sure that value is -1. BTW, the two numbers that follow it determine the size of the wheels for collision with other objects like the ground or other objects. If the numbers are too low, you'll have a vehicle's tires sitting below the level of the pavement. If they're too high, it'll look like the vehicle's floating in the air. You could also try setting this value is to 0, this tells the game to scale the wheel model with the next set of values. When this value is -1, it derives the size of the wheel model directly from the mesh and the wheel scale values will only affect the wheel collision. If changing the values doesn't help, then you've got a problem with the vehicle model itself and there's nothing you can do about that except to restore your original or try a different one.
  17. Can't help you with your first two requests cuz I never bothered with them but I can tell you what a 'float' is... It means that the number to specify should be a floating point value. This is a number that uses a decimal point (eg. 3.14159) for fractional values. The other type of number you see specified in that file is an 'int'. This is short for an integer. Integers are whole numbers like 1, 2, 3 that don't need a decimal point. Stay in school and you'll learn this sort of thing one day!
  18. This is a common problem when trying your hand at editing textures... What's happening is that you are probably not preserving/including the transparency info that's contained in the alpha channel of the bitmap. If you look at the properties of the original .txd, you'll see that some textures have an alpha channel and some don't. If it does, you need to include it in your changes. To do that, you need a paint program that can handle alpha channels - Microsoft's Paint program probably won't work in this case (I wouldn't know cuz I don't bother with it!). To learn more, Google anything you don't understand. It would take a lot more to explain it fully... Try also going to Gtaforums.com and reading some of their tutorials and forums on textures.
  19. I didn't exactly 'find' it... I came across a tutorial of sorts on the audio streams while on Gtaforums.com. I was doing that because I was trying to find out why the audio for the pimp wasn't working. In the text, it had the label 'BYMPI'. Checking the other ped names listed showed that it was virtually the only one that didn't match (eg. wfyjg). I figured that it must logically be the pimp's. So I tried it and it worked! Lou Park: To who are you asking if it worked? Me? Your previous reply said that it works so you've got me confused... Stay tuned cuz I'm working/testing another ped who got deleted! Should have details next time I'm on here.
  20. Those of you who followed my earlier post about enabling 3 hidden peds (pimp, preacher & lifeguard) Read Original will be happy to know that I've figured out how to get the pimp's audio working. It looks like it was disabled by renaming it in the audio stream file. Either that or not updating with the correct info in the proper place. To get it working, load Notepad and open the peds.ide file. Goto entry #249 for BMYPIMP's settings. The last two settings should say VOICE_GEN_BMYPIMP, VOICE_GEN_BMYPIMP. Change both of them to read VOICE_GEN_BYMPI. Save and exit. Now when you see the pimp on the street, he'll speak when triggered by various events, just like other pedestrians. Cause him to jump out of the way and he'll say things like,"You scuffin' my digs!" or "Cool it, sucka!". He'll also talk to himself and spout various lines if you're within earshot. The best I've heard so far is,"Selling pussy is good for America". He even stops to talk to other peds - unlike the preacher. Enjoy!
  21. All textures must be of compatible size to work with the game. This means they must follow the rules... Any texture has to be a 'power of 2' size in height and width. They have to be sizes like 32 X 32 or 128 X 64, etc. (32=2 to the 5th power, 64=2 to the 6th, 128 =2 to the 7th). If you try using oddball numbers, you'll probably crash the game when it tries to render that texture. It's okay to make a texture larger than the original but you must keep the ratio of height to width the same while still obeying the rules. So, for a 32*8 to be enlarged 4 times, you'd have to create one that's 128*32, understand? If you have no problems with the size, it MAY be that you need to 'rebuild' the archive after making your changes... If you did all that and still have troubles, you might have to use a backup of the .IMG file or re-install the game to cure the problem.
  22. The tunnel in SF? That's a pretty generic answer... The correct answer, and there's two that I can think of, would have been either the freeway tunnel east of the Avispa country club in SF or the small tunnel at the NW edge of Fort Carson, below the rail bridge.
  23. In the real world, nitrous oxide (a gas) enriches the gasoline mixture and causes a much more powerful explosion in the combustion chamber. This translates to more horsepower and torque when it's added. The downside is you need a prepped engine to handle it. If the bottom-end isn't beefed up, you could be looking at bent, broken or melted parts when that stuff blows. In games, it simply does what dogzilla says it does...
  24. Yes, I think you're right... Hours after posting, it came to me that I'd read somewhere never to replace a 4-door with a 2-door or problems will happen when the game tries to have people getting out of the car. To test that, I put the original Emperor back and had another go. This time, when I tried with the Rhino, I was able to hit level 327 before getting busted by accident, when I got caught up in a traffic pileup. So it looks like that was the cause of the problem. It also worked later when I tried with the Hunter and got to over level 400. What really ticks me off is that I DL'ed that mod and that was the car the guy chose to replace! Stupid amateur! So for anyone who downloads the Dodge_Viper_Barndelie.rar mod, replace some other car besides the Emperor or you'll have similar troubles.
  25. I have done some searching for that, and others have told me that all platforms (PC, XBox, and PlayStation 2) will eventually crash on the Vigilante Mission; it has something to do with the fact that more information is going through the processor than the programmers had originally intended, or something to that effect. The higher the Mission goes, the more the screen starts to flutter, and if you go high enough than the only vehicles that will spawn anymore are the Suspect vehicles, no police or other traffic or pedestrians. It's just glitch. My PC operates fine all the time, except when I go too high in the Vigilante Missions. It happens to eveyone. The only known way to deal with it is to take a break when the screen strarts to flutter, and let the game just settle down a little; not by pausing the game, but by going to a separate location in the game where the police and suspects are not around, and letting the game just continue while you sit there, that's provided you have enough time to do that. That would explain why I can't usually get past about level 25 without the damn game crashing! On my system, I usually get crashes much sooner than that however - 25 is just the highest I've managed since modding changes went in. With all the mods I've added, it seems to aggravate the problem. I'm pretty sure about this cuz the crash seems to hit when one of the modded vehicles is used by the criminals. The last couple times it's been bucking whenever they're driving Emperor cars that I've modded to Dodge Vipers. Just yesterday I was trying and I managed to close in on them with a Rhino and blow them away but the red pointer over the cars remained! When I wheeled around to try and shoot again, the game crashed. Damn annoying but I'm only farting around so no big deal but would be nice to see how far I can go without problems. Trying with the Hunter is no better either - same stuff happens there. And yes, the same thing seems to happen on the PS2. I got the crashes there too but they took longer to kick in. When I did the Vigilante mission before modding, I was able to get to level 36 without trouble and I only quit because CJ was getting hungry. In Vice City, the same crashes would happen after I had modded the Hunter to the Harrier jet. The only Vigilante mission that worked flawlessly for me was playing Vice City on the PS2 where I could go on for hours with trouble.
×
×
  • Create New...