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GOURANGA! Forums > Editing > Mod Feedback > [GTA2] SanAn Scramble
Post 21 | New
Pyro
GTA2 Scripter & Mapper

  • Joined: Jun '03
  • Posts: 247
Ok then. I emailed Cerb with v2.5 of SanAn and hopefully he'll post later  smile 

Again, if there are any errors, just tell me and tell me the coordinates of it, or where it is (area name and any building its next to) so I can fix it! Thanks.  wink

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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 22 | New
Deleted Member
    Did you get to play multiplayer with anyone yet Pyro everytime I go on gamehunter no one has the map or they dont know how to download it ! sigh
    Post 23 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    racing freak wrote:
    Did you get to play multiplayer with anyone yet Pyro everytime I go on gamehunter no one has the map or they dont know how to download it ! sigh


    I emailed it to Cerb earlier, but I don't know when he'll post  smile 

    Unfortunately, I don't have my own hosting yet, but I've been told by Cerb to ask Elxx about hosting, and I'll pm later  yes. When it's sorted (hopefully), I can put some GTA2 files on there smile.

    I don't have a good connection yet, so I don't play my maps on internet (only test on 2 player LAN with my pc and laptop!). But when I do, I probably will  smile.

    Edit: The latest version (as dated 20/08/05) of SanAn Scramble is v2.5

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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 24 | New
    Sektor
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    • Joined: Feb '03
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    I played it 3 players, 2 out of 3 fell through the ground.  A suicide weapon would be useful work around if that happens.  You could give everyone weapon_11 and when selected it explodes/kills the player.  Can you make it display how many checkpoints each player went to?  Maybe display it at the end since there's a limit to how many timers/counters can be on screen at once.

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    Stealing cars is the easy part
    Post 25 | New
    Cerbera
    Ben 'Cerbera' Millard

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    • Joined: Feb '03
    • Posts: 1,819
    It seems that just about all of the red footbridges have errors.  All their top surfaces should be set to "Field" to avoid problems.  You might like to double-check all their frames to make sure they are all solid because I fell through the side of a couple of bridges.  They will all need checking, so there's no point being specific about which ones.

    The central reservation and the ramps just next to it on either side of the big bridge have side tile errors of some sort, which prevent changing between lanes.

    Checkpoints are still frustratingly small.  You simply cannot drive over them at any speed without memorising their exact position.  Which is no fun.  It also prevents close racing to get checkpoints since you are aiming at such a tiny location which can sometimes be covered by civilian cars or police roadblocks.  It's really frustrating having small checkpoints.

    The non-police one player script doesn't seem to be included.

    Nothing like enough changes were made to warrant this jumping from 2.0 to 2.5, lol.  It's more like a 2.01 or a 2.0 beta 2 perhaps. smile

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    (Grand Theft Auto Handling Editor | GTA Tutorials)
    Post 26 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    Sektor

    1) Gaps - I've tried to find as many 'holes' as I can, but appears more still lurk. If you would tell me where, I can fix it. I will probably add a 'instant death' weapon like you said for this matter, and why explode? biggrin Surely a simple 'KILL_CHAR' would work...

    2) Counters - I'm not sure how many counters can be displayed at once, I think it might be 4. I don't think this is needed really.

    Cerbera

    1) Footbridges - Currently, the tops are set to 'Pavement'. I've edited the STY file to make it 'metal floor' too. The steps of the bridges dont have 'supports' around it, only the flat, raised bits do. Under here are usually where the tile is automatically set to 'Air', and I've changed alot. This might well be the problem. If it's not, the only other way is to add the frame to each side of every ramp to stop players getting under the steps. I've yet to test it with the new STY and will do this now.

    2) Tiles - I'm not entirely sure on this. I've checked it out and found no 'invisible' tiles, but I did remove tiles that weren't being shown (physically deleted). This sorted out the crossing lanes on the road, but the central part (red metal) is still causing grief. I even deleted the central part and re-made it, but same problem. In the worse case scenario, I might have to physically rebuild the entire bridge.  no

    3) Checkpoints - It's not going to change. The checkpoints are dotted all over the place and its not a 'real' racing (otherwise it would be something like a loop or close to it), and it's just fine. If I do another, it'll be more 'racy', with alot more checkpoints but in a lap or something.

    4) Police - The 1 player script is a MMP file. Saves me making other useless files and is quick to get to. Cops will be in it anyway. If people don't like it, switch it off in the menu. It's there for fun (as far as cops go).

    5) Version - My way of doing it I suppose. Bigger numbers mean bigger changes obviously. The next one will probably be v2.6 anyway.

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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 27 | New
    Sektor
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    Kill_char is fine, I just forgot about it and I like to blow things up.  Without counters, you don't know how many checkpoints you won/lost by.  If you don't want to display counters, you could reset everyones score to zero and then add the number of checkpoints to their score.

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    Stealing cars is the easy part
    Post 28 | New
    Cerbera
    Ben 'Cerbera' Millard

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    Sektor wrote:
    Kill_char is fine, I just forgot about it and I like to blow things up.  Without counters, you don't know how many checkpoints you won/lost by.  If you don't want to display counters, you could reset everyones score and then add the number of counters they went through as their score.
    If you can suppress score increases during gameplay, the number of checkpoints each player has "won" could simply be displayed as their score. smile

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    (Grand Theft Auto Handling Editor | GTA Tutorials)
    Post 29 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    Alrighty, made fixes to the bridges and gave the player a suicide weapon (no big explosions Sektor! biggrin) incase of any mis-haps (just don't fire it for a 'laugh'  smilewinkgrin)

    There is really no way of supressing a score. Every ped you kill, you get points. Every car you steal, you get points. Every car you shunt, you get points. So, in theory, you can't. And even if you did, that would make respray shops redundant!  smile (need $5,000 in multiplayer for respray).

    Sektor - when the player wins, they get the $500,000 and the game is over (if set to that). I can do what you're saying, but it would be after the race, and in that case you'd need a higher points game (550,000 perhaps) so you don't win outright. I don't feel reducing their score to how many checkpoints would feel good  smile

    (Thanks Elxxy for the hosting!  biggrin)

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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 30 | New
    Sektor
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    Why not make respray shops free?  The price is the delay it takes to drive through one.  At the end of the race, you can ADDSCORE ( player, -500000), that should reset everyone to zero and then add 5,000,000 + number of checkpoints.  Alternatively remove the check point remaining counter, display number of check points each player went through and set a timer to give the winner 5,000,000 after 30 seconds or whatever is enough time to read the results.  Another way to end, instead of a timer, you could point an arrow to a location that ends the game by giving 5,000,000.

    I don't need any of these ideas added, they are just suggestions.  I haven't even played v2.6 yet since i'm not at home.

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    Stealing cars is the easy part
    Post 31 | New
    Cerbera
    Ben 'Cerbera' Millard

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    • I forgot to mention this before but you should have a "readme.txt" file so that people don't have to sit around waiting for something as bulky as MS Word to sort itself out.  You still managed to miss some typos, too! tongue
    • A common texture error in the San Andreas level is where tram tracks cross the end of a 2-lane junction, the half of a yellow line on the tram track tile will be missing.  I'm not sure if this tile exists but if it doesn't it would be easy to create so that you could fix this and stop the half-width line distracting from the action.
    • You've still missed the side tiles on some footbridges, which either lead to falling through the floor or getting stuck in alcoves.  You need to scour the entire map for bridges and check all of them thoroughly.  You shouldn't need to change their design if you are smart about where and how you apply the side tiles.  It's your level, fixing these things is your job and not that of the players.  It also means I won't have as much to complain about since you'll have fixed them all. wink
    • The autodeath weapon is excellent but it shouldn't be necessary.  There's a possibility that dark side players might use it to shortcut across the map during the long runs between checkpoints, or to get in front of people after making a mistake.  If you fix the map you won't need it.
    • Driving over pools makes you fall through into nothingness.  You may have to rebuild them so that the water is on the lowest layer with either a soil bank or an artificial wall around them.
    • The air conditioning fan texture isn't animated.
    • Shadowing of road slopes is inconsistant, particularly the ramp at the far east of Aye Valley near the police impound and carbomb shop.
    • You can see through to nothingness in the inside edges of the central reservation on the ramps of the Golden Gate Bridge.  You can also drive on that central reservation when the GTA1 San Andreas map did not let you do this.  If you prevent the central reservation from being driveable you will not have this see-through problem and it will be a closer replica of the original GTA1 level.  Again, this is something you should have figured out yourself.
    • Did I/we forget to put a checkpoint on the bridge?  I havn't actually driven over it during the few times I have completed the route now, lol.
    • The actual playability of the map has great potential, even in single player.  Being harrassed by GTA2's cops while in the single player mode makes no sense because people are only going to be playing the single player mode to learn the map and practise their driving.  I doubt anyone will play it with cops enabled in multiplayer either, especially since there is no way to defend yourself against police.
    • I really can't comprehend why you insist in maintaining those tiny checkpoints.  If they are going to be like that in the final version, it won't get played much.  It isn't challenging or exciting to have tiny checkpoints, it's just frustrating.  You have to damage your car shunting civilian vehicles off of the checkpoint, or you have to sit behind them waiting for them to drive over it, or you have to go off the racing line to try and swerve in front of them, or you have to shove your way through a police roadblock which is on it without getting your defenceless self arrested.  Not to mention the fact that the arrow is so erratic that you can only drive over the actual checkpoint by sheer luck or stopping, waiting for the arrow to settle down and then trying to drive over it.

    Fix the map, make the checkpoints bigger and this will be a great level!

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    (Grand Theft Auto Handling Editor | GTA Tutorials)
    Post 32 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    Sektor:

    How do you make respray shops free? Seems to be hard-coded into the game unless you think of an ingenious way of using code!

    I might actually do what you've said. Race through, and then reduce score to $0 then re-add the score as part of the counter then add an arrow to end the game and all players get $500,000. That way, the winner would still be on top!

    Or, might change the 'checkpoints left' counter (that shows 25), to how many points the players have (but that would mean 4 onscreen counters that would get cluttered!).  Top idea sounds better smile.

    Cerbera:

    1) I did before, but I changed it to .doc just for formatting reasons  tongue. Probably will change back to .txt.

    2) To be honest, I've never actually noticed! Usually busy with driving or running away from cops to notice. I'll make a note and check them. If the tile doesn't exist, I might attempt to create it (copy and paste a tile and add to it) and add it to the STY, but I'm not really good at graphics! Also, I can't see this as being distracting really...

    3) Are you referring to the side of walkways, or the actual walkway? I changed the sides (with the tile being classed as 'Wall', but no bullet) of the walkways. I'll see what I can find, as I've had no problems walking over them.

    4) The suicide weapon will be included until I know everything (more or less) is fixed... and 'darkside' players who insist on using it to gain an advantage may wind up suffering more for it. Even if they respawned at the nearest hospital to the checkpoint, they still have to find a vehicle (preferrably fast) and get there (although you can tag the point in any car, or on foot!) whilst others can simply have the luxury of driving past, and even run him over if he's that unlucky tongue.

    5) I'll check the STY, but I'm sure the property is set to 'Water' and then the map.

    6) Didn't know it was in GTA1! Have to see if there are different textures to allow the animation (should be).

    7) Probably the way it was converted, and is not essential to fix just yet. If I see it close by while editing, I'll fix  smile.

    8) It was a temporary solution. If I make it non-driveable (or walkable), that means I would need to put invisible 'walls' there and people would wonder why their car has been smashed up by hitting thin air... I might *try* a solution that may work. I'll copy the tile used for the side, and add it again into the STY. In the map editor, I would set the properties to 'None' (instead of 'Wall and Bullet') and see what happens. If it works, I'll keep it! If not, then I'm not sure.

    9) Not sure... perhaps not!

    10) I'll keep cops in it for people who want to play with them if they like. Rather give them the option to switch it off, rather than having nothing at all and they want it on!  tea

    11) Maybe! It would just have to have a 1 thick, but wide checkpoint across the road. The arrow would still point to the same location, but I can make it so that you can drive to any part of the road/pavement and tag it, so no more crunching of cars.

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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 33 | New
    Sektor
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    • Joined: Feb '03
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    Pyro wrote:
    Sektor:

    How do you make respray shops free? Seems to be hard-coded into the game unless you think of an ingenious way of using code!


    That's odd, I had used BOMBSHOP_COST in GTA1 long ago, so I thought there would be a shop price setting in GTA2.  There is a registry key that makes shopping free but it doesn't work in multiplayer.

    You shouldn't give everyone $500,000, just the winner and if you are using score to display check points done then the game has to end instantly or there's a chance a player might get points another way.

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    Stealing cars is the easy part
    Post 34 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    Nope, GTA2's one is fixed, but I doubt it's a problem. I could add each player have a score of $5,000 at the start so they can at least get 1 respray perhaps... see what comments are for it.

    Also, SanAn Scramble v2.7 is released, and updates alot of stuff! Just as a note, make sure you updated your STY and GMP!

    (Thanks Cerb for spotting some of the sneakier errors!)

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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 35 | New
    Cerbera
    Ben 'Cerbera' Millard

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    • Joined: Feb '03
    • Posts: 1,819
    1. Fell through the floor:
    http://projectcerbera.com/gta2/sas/50floor-marina.jpg
    1024 x 768 - 113kB.

    2. Path blocked by a solid sign:
    http://projectcerbera.com/gta2/sas/50sign-excalibur.jpg
    1024 x 768 - 127kB.

    3. The "Remove Hidden Faces" feature has wrecked complex slopes.  You need to check them all:
     http://projectcerbera.com/gta2/sas/50sides-bombshop.jpg
    1024 x 768 - 116kB.

    4. The suicide weapon didn't work when I fell through the floor at the Marina.

    5. Checkpoints are much better now but they are still too small in some places.  I think they should be 4x4 squares, perhaps 6x6 on the big roads.  The purpose of the level is to get around the map faster than everyone else, not to be the best at second-guessing the erratic arrow. smile

    6. Roads and floors inside tunnels often don't have shading.

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    (Grand Theft Auto Handling Editor | GTA Tutorials)
    Post 36 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    1) Will fix...

    2) Will change... although it looks like Z level 2 and above player!

    3) Will take a look at the slopes...

    4) Just realised that you can't fire weapons in the air! I'll probably change this to something like: if the character is holding the electro baton AND is the character in air (ie - doing the falling animation), kill him. Although I tried something similar, and it didn't really work. Will try again with that new code.

    5) Checkpoints are good now, and I've managed to race through all of them without stopping! Just so you know, the arrow points to the 'bottom left' corner of the check area, so if you drive 1 cube above or to the right, it will register.

    E.g.
    Code:
    ----|----
    | 1 | 2 |
    ----+---|
    | X | 3 |
    ----|---|


    X is where the arrow points, although you can drive through cubes 1, 2 and 3. Hope the picture looks good when I post  tongue.

    6) I'll have a look, but this is merely cosmetic smile. GTA2 has its own sort of shading for slopes though, but I'll check if the shading boxes are all unticked. I'll make shadows both ticked...

    Also, when I fix these, I'll add the new STY. I've changed the whole lot so that when you skid over grass for example, you get mud skid marks etc, metal walls are now on appropriate tiles etc...

    Off topic-ness: I was messing around with my single player San Andreas script (not related to SanAn Scramble) and decided to make a ship mid-game! Alot of commands needed, but only seems to take a max of about 2 or 3 seconds to render it all. If you remember (Delfi and Cerb), I was going to do this for Tanks In Miami! But here it, its in San Andreas instead. Just got to see if I can create a crane mid-game, as I've built a tower for it. I'll take a screenie once it's done  smile

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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 37 | New
    Cerbera
    Ben 'Cerbera' Millard

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    • Joined: Feb '03
    • Posts: 1,819
    2. It's definitely in the cube directly above the pavement.

    3. Make sure you look at ALL of them, not just the ones in my screenshots.

    4. Once the map is fixed this won't matter.

    5. Checkpoints are not good now, they are still too small.  This is "SanAn Scramble" rather than "SanAn Get An Advantage Over Other Players By Learning Technical Implementation Details About How Big The CheckPoints Are And How The Game Engine Directs You To Them." tongue  Checkpoints should be big and easy to drive through at speed so that the racing doesn't turn into a Benny Hill sketch with everyone driving in circles trying to find exactly where the checkpoints need to be triggered from.

    If you want to build bits of map, use the map editor.  Then there's no script lag and no chance of it desynchronising.

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    (Grand Theft Auto Handling Editor | GTA Tutorials)
    Post 38 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    2) Fixed it. It was actually on pavement level for some bizarre reason... moved it up a level.

    3) Fixed those ones, and I found a whole load of others. Compressed map and unticked 'Remove Hidden Surfaces'. Don't know why (when its ticked) buggers it up so much... all work fine now, but will re-check in game. Fixed some other areas too (like the extreme west part of map, up north of Telephone Hill, peds would walk on invisible air...).

    4) The code I'm using doesn't bloody work! tongue Be grateful to get rid of it... I've tried about 6 variations of code and counters, but no success! If there was only a teleport command script... no

    5) I've managed to race through it with no problems (other than the odd handbrake turn). If I made it cross the road for example (the checkpoints), a few checkpoints will need to be moved further up/down the road. If needs be, I can just remove all traffic! But since it's not a proper 'race', its good. The last measure I will go to is 3x3 checkpoints  rolleyes. The next one I'll do (either Liberty City or Miami, probably do a votefor this) will be a proper 'race'. SanAn is just more of a 'casual drive around town'.

    It was lucky I changed it from 1x1 mind...  tongue

    ------------------
    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 39 | New
    Cerbera
    Ben 'Cerbera' Millard

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    • Joined: Feb '03
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    By next week you'll probably have relented and made them all 4x4 or bigger anyway, so you may as well save yourself the effort of making an extra release and do them like that for the next one? smilewinkgrin

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    (Grand Theft Auto Handling Editor | GTA Tutorials)
    Post 40 | New
    Pyro
    GTA2 Scripter & Mapper

    • Joined: Jun '03
    • Posts: 247
    Righty, SanAn Scramble v2.8 is available for download. Fixes a few things, as well as an update for the STY file (explained before) and an update to the script files. The player suicide weapon has been removed, and also players start off with $5,000 so you can get a respray for 'free', as before you could drive the entire course without getting enough to get a respray, and results in bailing sometimes, unless you drove a perfect race (unlikely).

    Download SanAn Scramble v2.8

    Also, I've drafted up ideas for the next racing map once SanAn is complete. To read more about it, follow this link. If you have any suggestions, please feel free to comment here, but do remember to state which one you are commenting on  yes. First SanAn, and then the world! (sort of...  rolleyes)

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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..."
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