| Post 21 | New | Posted August 20th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| Ok then. I emailed Cerb with v2.5 of SanAn and hopefully he'll post later 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. ------------------ ![]() 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 | Posted August 20th, 2005 |
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| 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 ! |
| Post 23 | New | Posted August 20th, 2005. Updated August 20th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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 ! I emailed it to Cerb earlier, but I don't know when he'll post 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 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 Edit: The latest version (as dated 20/08/05) of SanAn Scramble is v2.5 ------------------ ![]() 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 | Posted August 21st, 2005. Updated August 22nd, 2005 |
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Sektor
| 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. ------------------ Stealing cars is the easy part |
| Post 25 | New | Posted August 21st, 2005 |
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| Cerbera Ben 'Cerbera' Millard ![]()
| 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. ------------------ (Grand Theft Auto Handling Editor | GTA Tutorials) |
| Post 26 | New | Posted August 22nd, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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? 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. 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. ------------------ ![]() 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 | Posted August 22nd, 2005. Updated August 23rd, 2005 |
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Sektor
| 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. ------------------ Stealing cars is the easy part |
| Post 28 | New | Posted August 23rd, 2005 |
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| Cerbera Ben 'Cerbera' Millard ![]()
| 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. ------------------ (Grand Theft Auto Handling Editor | GTA Tutorials) |
| Post 29 | New | Posted August 23rd, 2005. Updated August 25th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| Alrighty, made fixes to the bridges and gave the player a suicide weapon (no big explosions Sektor! 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! 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 (Thanks Elxxy for the hosting! ------------------ ![]() 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 | Posted August 23rd, 2005. Updated August 23rd, 2005 |
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Sektor
| 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. ------------------ Stealing cars is the easy part |
| Post 31 | New | Posted August 24th, 2005 |
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| Cerbera Ben 'Cerbera' Millard ![]()
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Fix the map, make the checkpoints bigger and this will be a great level! ------------------ (Grand Theft Auto Handling Editor | GTA Tutorials) |
| Post 32 | New | Posted August 24th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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 Cerbera: 1) I did before, but I changed it to .doc just for formatting reasons 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 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 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! 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. ------------------ ![]() 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 | Posted August 24th, 2005. Updated August 25th, 2005 |
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Sektor
| 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. ------------------ Stealing cars is the easy part |
| Post 34 | New | Posted August 25th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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!) ------------------ ![]() 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 | Posted August 26th, 2005 |
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| Cerbera Ben 'Cerbera' Millard ![]()
| 1. Fell through the floor:![]() 1024 x 768 - 113kB. 2. Path blocked by a solid sign: ![]() 1024 x 768 - 127kB. 3. The "Remove Hidden Faces" feature has wrecked complex slopes. You need to check them all: ![]() 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. 6. Roads and floors inside tunnels often don't have shading. ------------------ (Grand Theft Auto Handling Editor | GTA Tutorials) |
| Post 36 | New | Posted August 26th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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 6) I'll have a look, but this is merely cosmetic 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 ------------------ ![]() 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 | Posted August 26th, 2005 |
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| Cerbera Ben 'Cerbera' Millard ![]()
| 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." If you want to build bits of map, use the map editor. Then there's no script lag and no chance of it desynchronising. ------------------ (Grand Theft Auto Handling Editor | GTA Tutorials) |
| Post 38 | New | Posted August 27th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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! 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 It was lucky I changed it from 1x1 mind... ------------------ ![]() 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 | Posted August 27th, 2005 |
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| Cerbera Ben 'Cerbera' Millard ![]()
| 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? ------------------ (Grand Theft Auto Handling Editor | GTA Tutorials) |
| Post 40 | New | Posted August 29th, 2005 |
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| Pyro GTA2 Scripter & Mapper
| 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 ------------------ ![]() 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..." |

