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GOURANGA! Forums > Editing > Mod Feedback > [GTA2] SanAn Scramble
Post 1 | New
Pyro
GTA2 Scripter & Mapper

  • Joined: Jun '03
  • Posts: 247
Well, after lots of messing around and tweaking, I'm proud to offer you SanAn Scramble! This 4 player max racing fest will pit the best of you to battle it out to see who really is the king of San Andreas!

This is initially a beta, but is more or less complete unless major alterations have to be made. All the details are included inside the zip inside the readme on how to install and play. As a note, a single player version is also available, and the readme details on how to play it. Ideal for practising before you challenge people!

Feedback would be grately appreciated! Cerbera will (hopefully) post with the link to download the file.  smile

And before you say, yes the checkpoints are that small! 1x1 in size! Otherwise it would be too easy!

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http://www.storm.elxx.net/Pyro/images/gta2pyro.png

Quote:
"Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


Quote:
"Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
Post 2 | New
Cerbera
Ben 'Cerbera' Millard

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  • Joined: Feb '03
  • Posts: 1,814
After having tested it, I think the checkpoints should actually be larger.  The idea for having 1x1 cube checkpoints was that there would be a GTA2 token on the floor.  With the current setting, making the final course correction to get over the actual checkpoint is impossible because the arrow starts moving towards it but lags and there is on other visual clue about where the checkpoint actually is.  I think having them as a one block deep strip across the road, like Sektor originally suggested, would be the best bet.

The locations of checkpoints when I drafted them were here:
http://projectcerbera.com/gta2/sas/25sas-cerb-001.jpg
1024x1024 - 300kB.

There were some map crashes and some restart zones were on rooves but Pyro sent me a new version of the map which I will try to test somewhen today.  I've got so many GTA mods and tools in development that I am struggling to find time for old school pursuits.



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(Grand Theft Auto Handling Editor | GTA Tutorials)
Post 3 | New
Sektor
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  • Joined: Feb '03
  • Posts: 301
Took me a while to notice this thread, I don't check this part of the forum often.   As much as I love the San Andreas map, unless the crash points can be fixed, the map is unfortunately unplayable.  There must be a way to fix it but if anyone can figure it out, it would be Delfi.

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Stealing cars is the easy part
Post 4 | New
Deleted Member
    You should have put it in the 2d section beacuse everones waiting for the final product there!I barely noticed it in this section also!Yea I was in too playing the single mode for about a minute before it crashed!
    Post 5 | New
    Delfi
    Programmer

    Delfi's Avatar


    • Joined: Feb '03
    • Posts: 850
    a big hint on crash points, in most oftenly encountered order:
     
    1. they are caused by the road network being too sophisticated, delete and edit road arrows
    2. they are caused randomly by the map, you might have to recreate map portions because of this (not too common)
    3. they are caused by an unknown reason yet to be found.

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    mathpudding.com
    Post 6 | New
    Tyyppi
    • Joined: Aug '05
    • Posts: 9
    I know what makes the game crash now. Someone had put TRAINCAB to spawn as dummy and when the game tries to spawn TRAINCAB the game crashes since its a rail vehicle. Didn't encounter any crashes after I disabled it from spawning, although there's a bug with one checkpoint which can't be collected since it's too high or low. It's in the park in Sunview on the bridge.
    Post 7 | New
    Deleted Member
      So how do we disable this?
      Post 8 | New
      Tyyppi
      • Joined: Aug '05
      • Posts: 9
      Well, first you need STYtool (grab it from here)
      then use STYtool to open sanb.sty and the sprite list should open. Find the traincab (the engine of the train) it's somewhere there, after you've located it, click on it and then click "edit car" button. A new window opens and there you find an option named "should this car spawn as a dummy traffic on roads".
      Post 9 | New
      Sektor
      Sektor's Avatar


      • Joined: Feb '03
      • Posts: 301
      Works great now, no crashes.  Such a simple change but I don't know how you found it.  Check point 21 (4 remaining on counter) is inside a bridge instead of on the bridge, so it's impossible to get to.

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      Stealing cars is the easy part
      Post 10 | New
      Tyyppi
      • Joined: Aug '05
      • Posts: 9
      Sektor wrote:
      Works great now, no crashes.  Such a simple change but I don't know how you found it.  Check point 21 (4 remaining on counter) is inside a bridge instead of on the bridge, so it's impossible to get to.


      Well, as I explained somewhere before I tried the map with a different .STY file and noticed that it didn't crash, so then I knew that there was something wrong with sanb.sty. However the crashes with sanb.sty were random so it didn't seem like it was caused by a faulty texture so I thought that maybe an "illegal" vehicle was causing it and then I just checked the possible illegal vehicles and found out the problem.
      Post 11 | New
      Deleted Member
        Good news...now everyone get ready to eat dust!  yes
        Post 12 | New
        Pyro
        GTA2 Scripter & Mapper

        • Joined: Jun '03
        • Posts: 247
        Right, it's about time I updated this. I'll take a look at the STY file later on, and update the script file and re-release it, hopefully tomorrow.

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        http://www.storm.elxx.net/Pyro/images/gta2pyro.png

        Quote:
        "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


        Quote:
        "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
        Post 13 | New
        Pyro
        GTA2 Scripter & Mapper

        • Joined: Jun '03
        • Posts: 247
        OK, I have the updated version of SanAn now, and will be emailing it to Cerby. Hopefully he'll post the link soon  smile 

        Thanks to all who helped find the bugs (especially in the STY, I've updated that as well) and should now be more or less complete!

        If there's anything else - just post  yes

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        http://www.storm.elxx.net/Pyro/images/gta2pyro.png

        Quote:
        "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


        Quote:
        "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
        Post 14 | New
        Cerbera
        Ben 'Cerbera' Millard

        Cerbera's Avatar


        • Joined: Feb '03
        • Posts: 1,814
        I've received the file.  I didn't realise you had no hosting of your own.

        You have still not compressed the map - the Map Editor includes the uncompressed data in the GMP as well as the compressed data.  Use the GMP Optimiser by Delfi to remove the "Uncompressed map" and "PSX tile indices" but leave in the "GTA2 editor tile collision settings" so that the solidity and of side tiles is preserved.  Doing that reduces the filesize from about 6MB to under 0.5MB. smile

        Will you be fixing the texturing errors that DMA made in the map?  For example, the big hill you drive up at the start has a missing lane divider line on one side.  In Eagleside there is a North-south fence across a 4-lane road which has fences in the side where there are buildings.  When there is a building face there should not be a fence face as well.  The steps for that bridge seem hollow, too.  You might as well fix these errors by DMA?

        How about turning respray shops into scripted respray shops?  You could change the bombshop textures to be spray shops and use those, too.

        Respawn locations are still on top of buildings instead of outside them.

        Chinatown sign posts are completely solid across the entire width of the cube.  I would suggest making them non-solid like the traffic signal posts and perhaps putting TOWER objects on them, although just having them non-solid would be fine.

        Checkpoints are still only one block in size, which is far too small for fast racing with traffic on the roads.

        A single-player script which prevented the player from getting a wanted level (setting the max level to zero in the script?) would be great for players to use when practising.  Not many people bother with fiddling the player manager or typing in cheats every time.  Since the level is about racing and not about fighting the law, the default should be for there to be no cops, imho.

        (EDIT) Download SanAn Scramble 2.0 - 1.8MB winrar archive.

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        (Grand Theft Auto Handling Editor | GTA Tutorials)
        Post 15 | New
        Sektor
        Sektor's Avatar


        • Joined: Feb '03
        • Posts: 301
        san-an-1p.mmp isn't in the new rar but if you launch that way then it's simple to disable cops.  It would only be fun multiplayer, so not worth wasting a mmp file on.

        Tyyppi deserves the credit for finding the STY and check point bug.

        The respawn places on rooftops are the most important problems remaining.  Small check points aren't so bad, gives your opponents a chance to catch up if you miss one, makes for a closer match.  I'll be playing it multiplayer as soon as possible.   Can you include the .mis file next time?

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        Stealing cars is the easy part
        Post 16 | New
        Pyro
        GTA2 Scripter & Mapper

        • Joined: Jun '03
        • Posts: 247
        Cerbera wrote:
        You have still not compressed the map - the Map Editor includes the uncompressed data in the GMP as well as the compressed data.  Use the GMP Optimiser by Delfi to remove the "Uncompressed map" and "PSX tile indices" but leave in the "GTA2 editor tile collision settings" so that the solidity and of side tiles is preserved.  Doing that reduces the filesize from about 6MB to under 0.5MB.

        Respawn locations are still on top of buildings instead of outside them.


        I know why the map in the ZIP has the "unusual" respawn places Cerb - I sent you one before from a different PC that (I think) I forgot to transfer over. I'll fix that and compress it this time  tongue. I was a too busy looking for the errors in the script to do that sorry.

        Cerbera wrote:
        Will you be fixing the texturing errors that DMA made in the map?  For example, the big hill you drive up at the start has a missing lane divider line on one side.  In Eagleside there is a North-south fence across a 4-lane road which has fences in the side where there are buildings.  When there is a building face there should not be a fence face as well.  The steps for that bridge seem hollow, too.  You might as well fix these errors by DMA?


        As for fixing missing textures, I'll take a look into it, but no promises I'll nail them all as some are pretty hard to spot. Before I spent alot of time fixing up missing tiles from inside tunnels - you'd just drive through it and fall! But, I'll have a look  smile (blame DMA - not me!)

        Cerbera wrote:
        How about turning respray shops into scripted respray shops?  You could change the bombshop textures to be spray shops and use those, too.


        I did consider it when making, but I thought not many people would actually visit them (too busy racing!). Even if their car does get a bit 'damaged', you can still find a perfectly good car driving around  smile 

        Changing bombshops to respray shops (the textures) would be pointless as I've mentioned above. Even if I did, I'd change the texture via script rather than inside the map! Now, if it was a simple multiplayer map by just killing etc, then yes, I'd add them. For SanAn, not now...

        Cerbera wrote:
        Chinatown sign posts are completely solid across the entire width of the cube.  I would suggest making them non-solid like the traffic signal posts and perhaps putting TOWER objects on them, although just having them non-solid would be fine.


        I'll change this so you can drive straight through. Makes life easier.

        Cerbera wrote:
        Checkpoints are still only one block in size, which is far too small for fast racing with traffic on the roads.


        That's how it'll be... I might make another racing one in one of the other cities with proper checkpoints and no traffic (checkpoints going across the road). Might ask a few people if I can use some of their cars for proper racing style smile. Might make it in Liberty City... but I'll get this sorted first!

        Cerbera wrote:
        A single-player script which prevented the player from getting a wanted level (setting the max level to zero in the script?) would be great for players to use when practising.  Not many people bother with fiddling the player manager or typing in cheats every time.  Since the level is about racing and not about fighting the law, the default should be for there to be no cops, imho.


        Well, there are 3 wanted levels in the racing, so I left it in. Might as well make it the same, rather than people wondering why there are cops in multiplayer rather than the practise session... if they want to disable cops, fine, but it just adds a little flavour to it.

        Sektor wrote:
        san-an-1p.mmp isn't in the new rar but if you launch that way then it's simple to disable cops. It would only be fun multiplayer, so not worth wasting a mmp file on.


        I'll re-add the file. I'd rather do it the MMP way rather than making the person manually add it into a Power Manager etc.

        Sektor wrote:
        Tyyppi deserves the credit for finding the STY and check point bug.


        Yes, I didn't remember his name sorry (but it was mentioned!). I'll add it to the readme.

        Sektor wrote:
        Can you include the .mis file next time?


        What for? Unless someone has other plans for it, I'd like to know smile (not that I'm saying no, just would like a reason). And I take it you mean all .mis files then?

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        http://www.storm.elxx.net/Pyro/images/gta2pyro.png

        Quote:
        "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


        Quote:
        "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
        Post 17 | New
        Cerbera
        Ben 'Cerbera' Millard

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        • Joined: Feb '03
        • Posts: 1,814
        Numbered lists might be easier to work with, then we don't have to quote them:-
        • Respray shops are well worth adding because it's faster to drive through a shop than to drive around looking for a decent car, chase after it, stop in front of it, get out, run over to it, steal it, then drive back to where you were to continue racing.
        • Solidity of bridge slopes (and perhaps the bridges themselves) might be a problem from the conversion.
        • Tiny checkpoints are really, really frustrating.  It doesn't make the racing any more interesting, it just makes it frustrating.  In GTA3/VC/SA the checkpoints are nice and big and it makes those missions a lot more fun because you don't have to follow behind slow vehicles as you approach the checkpoint.  Also, since GTA2 is top-down you cannot see where the checkpoint is until you are already past it.
        • Everyone normally plays multiplayer with cops off and therefore that is what you should assume is the default.  Also, in single player people won't want to have cops chasing their defenceless selves around the city because they are just trying to learn the route.
        • You might as well include the MIS files so people can play around with them for private use.  Also, it allows map makers to easily see how you've done your checkpoints with the counter so we might see more racing maps. smile


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        (Grand Theft Auto Handling Editor | GTA Tutorials)
        Post 18 | New
        Sektor
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        • Joined: Feb '03
        • Posts: 301
        I played it 2 player.  It seems the last check point is the only important one.  A player can just wait near there the whole game and go to it when the counter is 1.

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        Stealing cars is the easy part
        Post 19 | New
        Pyro
        GTA2 Scripter & Mapper

        • Joined: Jun '03
        • Posts: 247
        So, you're saying even if I collect 24 of them, and you wait for the last one, you'd win?

        If that's what you're saying, I don't see how that is possible, as I tested them with a few checkpoints (early testing) and seemed to worked fine.

        I have a counter system in place, that if P1 tags the point, ++ P1 counter (same applies for P2, P3 and P4). At the end (the winner), it checks if checkpoint 25 has been completed, and checks if P1 has more points than the others. If he does, he wins $500,000. Thhis check is done for the other players too.

        Until I know what's wrong, I won't release an update. Further info is needed  smile

        ------------------
        http://www.storm.elxx.net/Pyro/images/gta2pyro.png

        Quote:
        "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


        Quote:
        "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
        Post 20 | New
        Sektor
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        • Joined: Feb '03
        • Posts: 301
        Nevermind, I never finished the race, I just noticed no visual indicator during the game of who was winning, so I made a bad assumption.

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        Stealing cars is the easy part
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