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JAB HacksouL

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Everything posted by JAB HacksouL

  1. Yes it is but well worth the effort. Here is the status of my WIP: I managed to make the following changes in the MAIN.SCM using Sanny Builder. The game no longer starts at the Airport Movie it now jumps into "Running Dog" mission. This mission is close to the parameters of what I need. I replaced Smoke's car with a Cop Car and have it parked in front of the Police Station. However my player is at Big Smoke's house and should be either inside the station or standing just outside. Big Smoke is sitting in the Cop Car and I need to edit the script for Pulaski model. The destination is now set to meet CJ's Taxi at the Airport. So far none of the subtitles or audio has been changed those are kept in other files. This has turned out to be a lot more easier to edit than I first thought. There has been some rough spots where the game crashed but I just made some edits and got it working again. Not too bad for a few hours work. I will post some still pictures of this mod later. JAB
  2. I don't bother to convert the flv I use VLC media player (excellent freeware) and you can convert with it if you want. But if you just want the audio from the game use Audacity to record it while the game is running then edit and save as MP3.
  3. My brother modded our spray so the damage is 200 instead of 1 using this same editor. It's so funny to see gang members collaspe from just one whiff! Open the file WEAPON.DAT in notepad and look for this line: $ SPRAYCAN AREA_EFFECT 4.0 6.1 365 -1 9 spraycan 500 1 0.20 0.0 -0.1 1 0 1.0 1.0 12 58 13 11 58 13 99 0431 0.05 0.5 1000.0 0.01 You will find weapon.dat in Rockstar Games\GTA San Andreas\data folder If it still is not working after that you must have edited other files. Always make a back up of those DAT files prior to running this program or you can also save the non-modded data as a mod file named unmod. JAB
  4. No all the audio files are prerecorded by the actors, they are not TTS engines. My brother and I are currently scripting a new set of missions. Where you play as Officer Tenpenny and the very first mission is killing the IA informant Officer Pendleberry that they later accuse CJ of in the squad car. I will add some characters of my own to the remix and hope to show what Tenpenny was doing while CJ was running all over town. My brother wants to record and juggle the audio clips to make Tennpenny say new lines. Our working title for our mission mod is "The Tenpenny Stories". This mod will have roughly 3 missions before the opening cutscene. Here is a link to the actors who play the characters in GTA SA. I was looking into trying that my brother is still working out the missions and V/O talent. We are working the stories into parallel lines until the last mission "End of the Line" where you kill CJ and his brother. JAB
  5. This is not a bump but to update anyone reading this thread. I reinstalled my GTA SA to local drive C: default and successfully ran the downgrade. Then I ran Sanny Builder and decompiled the Main.SCM I then moved the fresh downgraded version back to my LAN and I am satisfied with the current setup. Looking through the code I see that missions are number 0 - whatever and I assume I cannot insert a mission prior to the first cutscene of CJ getting off his plane. Unless someone tells me I am wrong. I am disappointed at the lack of a good machine code interpreter for any of the GTA series. It would make it so much easier for noobs and pros alike to make and compile missions. I am not knocking the tools available, just saying they are made for people like my Dad's generation who eat, breath, and dream in binary code.
  6. There is a Zombie mod for Vice City, but the missions get kind of redunant. It is a full make over all the peds attack you, look like zombies, it is very dark and the military has set up a safe zone at the movie lot. You do not want to keep blown cars and dead peds from disappearing because that will fill up your memory very quick. That is the reason why when you grab a vehicle you see other people driving the same vehicle. The PC only draws about 9 cars in any given scene. If you want to test it out jack some cars or shoot out the tires. After you get about 9 no more traffic even during the busy rush hour. The system stops spawning them. JAB
  7. It is a version compatibility error. I had the same problem when I ran no CD hack on mine. Games prior to that version won't load so the game defaults to new game. If you downgraded the version or using the no CD hack or maybe the people who made the saved game are running the other version. JAB
  8. I am not new to modding GTA and other games. I am not new to machine code such as Hex. But I have never made a mission mod and would like to pick your brains and ask the following questions: I have version 2 (yes I suck) and downloaded the downgrade patch. I placed it in the same directory as GTA SA and it cannot seem to find the files to patch given the path, so which files are patched? I assume the main executable is one of those. I am running Sanny 3.04 and when I ask it to decompile, it returns an error message that might be related to question 1. "Enter Game Path" then "Wrong Path!". I should mention I am running on a network drive so today I plan to reinstall the game to C: default path and try again. Could someone give a short example of how to place a mission or two prior to the opening cutscene? Can the cutscenes be accessed for time index? Example: Can I show an original cut scene that runs a total of 4 minutes and start it at time index 0:32 and stop it at 2:45? I have work today and I will pop my head in at lunch and then again tonight. Thanks for your support! JAB
  9. Hello, I am trying to mod the SA second edition (which I understand is almost unmoddable) but so far I have "San Andreas Ultimate Editor" downloaded and played with a few settings. I am no noob to modding I have done extensive mods on GTA III and VC. But here is what I want to do in a nutshell: I want to make a new pedestrian that hangs out inside a given area and attacks (no weapons) on sight. I already know how to apply skin and mesh all I need to know is how to code it (or if it can be coded) for the second edition. There appears to be no MAIN.SCM but instead a very tiny MAIN.SC instead. My code so far would be something like this but "San Andreas Ultimate Editor" uses Visual Basic code?? create_thread @zombie :zombie thread 'zombie' :zombie_2 model.load(#YOURPED) :zombie_3 if model.available(#YOURPED) jf @zombie_3 create.actor(19, #YOURPED, x, y, z, $YOURPEDNAME end_thread This Zombie guy I want to hang out within a block the the Zombotech building in SF. My little brother got the idea and I thought it would be cool to have one or more zombie peds that attack the passer-bys but don't stray too far from home. Let me know if you have any input. JAB
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