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It seems that Zakhar Bocharov mentioned modifications, yes. Well, I heard from Vandeley that GSC themselves started with some modifications for other games.
It's sad that so many good mods end up like this... Take-Two is too lazy to understand the value of modding and somehow find a compromise between the freedom of the players and the protection of their beloved intellectual property. As a positive example, I will give a modification of S.T.A.L.K.E.R. Call of Chernobyl for Call of Pripyat, where levels fromall parts of the series. I have never heard GSC complain about mod authors. It is distributed free of charge and contains all the resources, however, the executable file requires a licensed game (or even games). T2 and R* could introduce similar requirements (relatively speaking, once before launching I entered the license keys of the games being combined, the exe got some kind of ingenious signature, that's it, you can play): of course, complete protection against piracy would not work, however it would be any nicer than suddenly removing a bunch of mods and tightening modding.
We have already seen their “flexibility”: they changed the rules, banning almost all modding, and they attack everything in a row without a special system and responsibility for their actions. Where are the boundaries of this "economic threat", they determine, apparently, at will. In short, it has not become clearer, and the publishing company with such statements only repels modders more strongly.
Oh, RFG started to pass for the third time. I recommend the Re-Mars-tered edition: it improved both graphics and performance, which is rarely combined, but I had the regular version and I was able to compare it with it. In addition, this edition adds some nice new features. Unfortunately, modding there is not as easy and convenient as in GTA.
P.S. An idea for an article for you, just based on the T2 attacks: to compile a selection of games with advanced modding and / or scripting (the latter is especially interesting to me).
P.S. An idea for an article for you, just based on the T2 attacks: to compile a selection of games with advanced modding and / or scripting (the latter is especially interesting to me).
They might be able to do something. Even, perhaps, very high quality. But still, the ideal is a game supported by both developers and players with the help of modifications. Or at least by the players, because this way they gain independence from the developers and don't have to wait for the finished product to be served to them. A good example of mutual support is Dying Light: the authors continue to release mostly free updates with interesting new things, but in parallel there is at least a level editor, which I even tried out a little.
This is sad. I tried searching the original update trailer for any mention of T2 or mods, that is to say this recent story, but couldn't find any (yes, I've loaded all the comments to the max and searched the site for a few keywords). In my perception, this is a kind of betrayal by the majority of the players of that minority, which, on bare enthusiasm, made the game more stable, better and more diverse. Game-services, in turn, together with their audience, are entirely dependent on the will of the developers. Well, apparently, the choice of the players was not in our favor, the modders.
Maybe so. But it seems to me more and more that while the players are depositing money (and I managed to feel the difficulties of earning in GTAO before I got bored with the game), the company will have the opportunity to turn a blind eye to any appeals or get off with empty promises. In 2017, it was about the same: after the scandal, R* begged T2 not to interfere with some mods, but as soon as people forgot a little, they changed the rules, banning modding almost completely. To put an end to the eternal "sorry, we are not against mods - but now against again", apparently, can only block the cash flow.
After recent events, it is somehow unpleasant to see such news. Some folks at GTAForums turned out to be right: it doesn't matter if there was intent, but the fact that the blocking of modifications for older GTAs fell exactly on July 17th is very beneficial for T2 to further kill modding. Judge for yourself: this is the weekend, therefore, the gaming media was not particularly full of news about the blocking, and if such news did appear, then today the indignation is pushed far into the background with an update for GTAO, which, again, just yesterday was criticized as one of the reasons for the attacks on modding . Of course, each publication decides for itself what to cover and what not, but, for example, for the sake of a boycott, I would not write about Online updates, leaving materials about the publisher's anti-modder policy in a conspicuous place.
To quote the original source, judging by the information from GTAForums, the only change is the new item exceptions out of non-intervention* Take-Two to modding:
In total, we have an explicitprohibition amateur: most likely, scripts and plugins (by “game”, probably, we mean the totality of the game’s capabilities), missions (in principle, it falls under scripting, but here it’s not only main.scm, but also DYOM; it’s unclear why “stories” were bred and “missions”) and maps (including original ones). In general, yes, almost all modding, including the banal change of .dat files, which was dabbled in about 15 years ago.
Yes, blocking and removing all modifications is problematic, but... as we know from the OpenIV example, the publisher can go the other way: declare ! themselves in violation of the agreement! programs for modding. In this case, a complete collapse will come: some of the old mods will be deleted, and new ones will not be created, and nowhere.
That's it.
* Yes, and non-intervention is so-so: “Take-Two has agreed that itgenerally will not take legal action against third-party projects.” That is, they "in general" will not be against it, but when they want, they will. In short, the most vague rules that allow arbitrariness on the part of the publisher.
“(iv) making new games, stories, missions, or maps”
In total, we have an explicitprohibition amateur: most likely, scripts and plugins (by “game”, probably, we mean the totality of the game’s capabilities), missions (in principle, it falls under scripting, but here it’s not only main.scm, but also DYOM; it’s unclear why “stories” were bred and “missions”) and maps (including original ones). In general, yes, almost all modding, including the banal change of .dat files, which was dabbled in about 15 years ago.
Yes, blocking and removing all modifications is problematic, but... as we know from the OpenIV example, the publisher can go the other way: declare ! themselves in violation of the agreement! programs for modding. In this case, a complete collapse will come: some of the old mods will be deleted, and new ones will not be created, and nowhere.
That's it.
* Yes, and non-intervention is so-so: “Take-Two has agreed that itgenerally will not take legal action against third-party projects.” That is, they "in general" will not be against it, but when they want, they will. In short, the most vague rules that allow arbitrariness on the part of the publisher.
At the same time, on the Rockstar support site, the topic “PC Single-Player Mods” says: “Take-Two has agreed that it generally will not take legal action against third-party projects Rockstar's PC games that are single-player, non-commercial involving, and respect the intellectual property (IP) rights of third parties. This does not apply to (i) multiplayer or online services; (ii) tools, files, libraries, or functions that could be used to impact multiplayer or online services, or (iii) use or importation of other IP (including other Rockstar IP) in the project; or (iv) making new games, stories, missions, or maps .”
And this last part actually means an explicit ban on modding (almost) everything and everything.
And this last part actually means an explicit ban on modding (almost) everything and everything.
Thank you for your attention! In the first video, I also left a link to the SpitFire video, which wrote a plugin to implement such an idea. I advise you to check it out, it turned out great. And if you mix everything, in VC you get a pyromaniac's paradise in general.
Wow, how fast time flies (when I came here in 2010, I showed little activity, but now I remembered the good old days - perhaps the golden age of scripting). Well, success to the site, mainly - high-quality and interesting modifications and news!
It would be nice if people stopped buying their products en masse until they change their minds. Well, if they only care about making money, so much so that they consider it normal to put spokes in the wheels of the development of their own games and the community, then they need to put pressure on him.
It would be when ... I don’t have time to do my own, and lately some kind of spleen interferes.
Of course, I'm still a bore, but I would say that there is still clickbait here. For example, in the wording "mystery revealed" or "invisible portal". It sounds like all kinds of videos with fictitious secrets, myths and legends, or verification of long-known facts that people did not like the most.
And the point, in my opinion, is not so much in the selection of material as in its presentation. The caption for the same video could have been something like this: "GTA V player filmed a particularly brazen appearance of the police from the air." And in the text it would be possible to write, say, that in the GTA series, the creation of servants of the law in infinite quantities by the game is a common thing, but this happens in 99.99 percent of cases imperceptibly, and here is such an amusing exception. And a postscript to motivate readers in the spirit of “have you ever had a game so clearly expose the tricks of the developers?”. Such a version of the text does not distort anything, does not look like a lure and at the same time enlightens a little those who are not familiar with the technical side of the game.
Now, unfortunately, there are a lot of materials on the Web in general, where the content is almost zero, but whatever the headline is a sensation, and this style can be quite infected, but here it’s better to let it be the other way around.
And the point, in my opinion, is not so much in the selection of material as in its presentation. The caption for the same video could have been something like this: "GTA V player filmed a particularly brazen appearance of the police from the air." And in the text it would be possible to write, say, that in the GTA series, the creation of servants of the law in infinite quantities by the game is a common thing, but this happens in 99.99 percent of cases imperceptibly, and here is such an amusing exception. And a postscript to motivate readers in the spirit of “have you ever had a game so clearly expose the tricks of the developers?”. Such a version of the text does not distort anything, does not look like a lure and at the same time enlightens a little those who are not familiar with the technical side of the game.
Now, unfortunately, there are a lot of materials on the Web in general, where the content is almost zero, but whatever the headline is a sensation, and this style can be quite infected, but here it’s better to let it be the other way around.
Sorry, but there is a feeling that the article is sucked from the finger. The endless appearance of enemies is a game convention that has been known for a long time, especially in GTA, where, probably, only lazy people did not like such skirmishes with cops. Yes, it is problematic to notice the very moment of appearance, but if it was possible, then it is still just a technical detail, and not “lo and behold, a magical portal”. And the literacy of the texts has recently become even more depressing, unfortunately.
In general, however, even out of such old age (because this is not news), you can make real news if you wish, if, for example, you find a reliable way to notice the creation of the police by the game, study how it does it, collect some statistics from the category " at this level of search, it happens like this, and at another level, it happens like that. And such materials will be more interesting to read. I hope that the news of the site will come to this level.
In general, however, even out of such old age (because this is not news), you can make real news if you wish, if, for example, you find a reliable way to notice the creation of the police by the game, study how it does it, collect some statistics from the category " at this level of search, it happens like this, and at another level, it happens like that. And such materials will be more interesting to read. I hope that the news of the site will come to this level.
"programmer went to parse GTA code"
Now I wouldn’t get a block or, even worse, a lawsuit, but, as we know from recent events, GTA publishers are still lovers of banning everything, even if it’s about improving their own games without encouraging piracy.
And so well done! It's really surprising that a big company with a wealth of experience can't or won't fix the bugs players have been complaining about for years. And to fix it not in old games, but just in that, as they say, cash cow, which, apparently, now brings a lot of profit.
Now I wouldn’t get a block or, even worse, a lawsuit, but, as we know from recent events, GTA publishers are still lovers of banning everything, even if it’s about improving their own games without encouraging piracy.
And so well done! It's really surprising that a big company with a wealth of experience can't or won't fix the bugs players have been complaining about for years. And to fix it not in old games, but just in that, as they say, cash cow, which, apparently, now brings a lot of profit.
In theory, this is possible, but there are several obstacles: little time, not enough knowledge of the game (this part has not yet passed), there is no opcode that preserves the status of a cleo-script, and without this, problems may arise with icons.
Already by the look of the scripts (and there are two of them inside) I suspected something was wrong. Opened the code - and there is a nightmare:
• there is no enable_thread_saving, which is why saving the game does not save the status of the script, that is, it can start over and create an "additional" set of actors
• one of the scripts uses global variables, which can break the game in the long run
• models are loaded incorrectly (several times, and also combine 038B and check for load) and are not unloaded, clogging up the game memory
• animation is not checked for load
• dead actors will lie on the ground and waste memory until they all die or until the player leaves the script zone
This is a cursory review, however, the errors found are enough for the script to spoil something in the game. Before publication, such scripts need to be well polished, which is what I wish the author!
• there is no enable_thread_saving, which is why saving the game does not save the status of the script, that is, it can start over and create an "additional" set of actors
• one of the scripts uses global variables, which can break the game in the long run
• models are loaded incorrectly (several times, and also combine 038B and check for load) and are not unloaded, clogging up the game memory
• animation is not checked for load
• dead actors will lie on the ground and waste memory until they all die or until the player leaves the script zone
This is a cursory review, however, the errors found are enough for the script to spoil something in the game. Before publication, such scripts need to be well polished, which is what I wish the author!
Good day! As a philologist-translator I cannot but ask such questions:
1.What translation difficulties did you encounter, which of them were especially great?
2. Did anything seem untranslatable?
3. Have you compared your own translation with those already done? If so, were there many shortcomings in the latter?
4. If you play other video games in Russian, which sound do you think is the best?
Thank you for participating in this section, I wish you further translation and other successes!
1.What translation difficulties did you encounter, which of them were especially great?
2. Did anything seem untranslatable?
3. Have you compared your own translation with those already done? If so, were there many shortcomings in the latter?
4. If you play other video games in Russian, which sound do you think is the best?
Thank you for participating in this section, I wish you further translation and other successes!
Thank! Uploaded a new GTA3script video, will appear on the channel tomorrow. And according to GTA IV there is a long-standing rubric, where the very, very basics can also be learned, but still it is still difficult for me.
Thanks for the invitation! It was interesting to chat with other users and answer questions!
How could I not visit, only yesterday I turned it on and started it now.
SAMP / MTA never really interested me, even though I tried both. As a rule, scripts for them are cheats or all kinds of bots, which I don't like at all. Other scripts, although they may be very curious, but make sense on some of their server, with which there is no desire to bother. So I leave the SAMP / MTA area to other people, and there are some on YouTube, and I myself am doing my favorite single player game.
SAMP / MTA never really interested me, even though I tried both. As a rule, scripts for them are cheats or all kinds of bots, which I don't like at all. Other scripts, although they may be very curious, but make sense on some of their server, with which there is no desire to bother. So I leave the SAMP / MTA area to other people, and there are some on YouTube, and I myself am doing my favorite single player game.
He began his acquaintance with the GTA series at the age of seven. Then on the shared computer were GTA 1, 3 and VC. I especially liked the last part, although most of the time I was just doing nonsense, and not going through the story (as a result, I am completing the passage only now). SA went only on a computer that was presented to me for my 12th birthday (by the way, the keyboard donated at the same time works to this day), then I, after going a little, gradually went into scripting, well, then there were GTA IV and V, which I went through entirely, but in which I did not really stay too long in terms of modding.
Hello!
1) I make mods of my own free will, they can also inspire other people's modifications or games. And video lessons in many ways motivate viewers to do it, on the channel this is one of the most popular headings. To a large extent, videos continue to come out from time to time thanks to the response and successful experience of, let's say, students (although this concept is rather arbitrary here);
2) I don’t know about desire yet, I have not exhausted old desires, but the unknown is enough. For example, I didn't work much with transport, but it's still scary to touch the memory addresses of weapons and .exe ;
3) I don’t remember exactly what made it easier to rewrite. It happened once that I deleted the cleo-script, having lost hope of understanding the cause of the problems, and then the thought came up where it could be covered, but I already spat on this matter. And it was repeatedly in .scm that the code had already been written and was working in itself, but I stupidly forgot to put create_thread so that this script would start at all;
4) The rest I either threw (Lua), or just started (GTA3script). Since I still don't know real YAPs, the most difficult thing was to write in C #, although I did not use the vast majority of its capabilities. And ScriptHook's setting was not so obvious. The rest of the scripting methods are approximately equally simple in installation / configuration and in direct work.
P.S. They are trying to hide it!
1) I make mods of my own free will, they can also inspire other people's modifications or games. And video lessons in many ways motivate viewers to do it, on the channel this is one of the most popular headings. To a large extent, videos continue to come out from time to time thanks to the response and successful experience of, let's say, students (although this concept is rather arbitrary here);
2) I don’t know about desire yet, I have not exhausted old desires, but the unknown is enough. For example, I didn't work much with transport, but it's still scary to touch the memory addresses of weapons and .exe ;
3) I don’t remember exactly what made it easier to rewrite. It happened once that I deleted the cleo-script, having lost hope of understanding the cause of the problems, and then the thought came up where it could be covered, but I already spat on this matter. And it was repeatedly in .scm that the code had already been written and was working in itself, but I stupidly forgot to put create_thread so that this script would start at all;
4) The rest I either threw (Lua), or just started (GTA3script). Since I still don't know real YAPs, the most difficult thing was to write in C #, although I did not use the vast majority of its capabilities. And ScriptHook's setting was not so obvious. The rest of the scripting methods are approximately equally simple in installation / configuration and in direct work.
P.S. They are trying to hide it!
Hello!
1) I make mods of my own free will, they can also inspire other people's modifications or games. And video lessons in many ways motivate viewers to do it, on the channel this is one of the most popular headings. To a large extent, videos continue to come out from time to time thanks to the response and successful experience of, let's say, students (although this concept is rather arbitrary here);
2) I don’t know about desire yet, I have not exhausted old desires, but the unknown is enough. For example, I didn't work much with transport, but it's still scary to touch the memory addresses of weapons and .exe ;
3) I don’t remember exactly what made it easier to rewrite. It happened once that I deleted the cleo-script, having lost hope of understanding the cause of the problems, and then the thought came up where it could be covered, but I already spat on this matter. And it was repeatedly in .scm that the code had already been written and was working in itself, but I stupidly forgot to put create_thread so that this script would start at all;
4) The rest I either threw (Lua), or just started (GTA3script). Since I still don't know real YAPs, the most difficult thing was to write in C #, although I did not use the vast majority of its capabilities. And ScriptHook's setting was not so obvious. The rest of the scripting methods are approximately equally simple in installation / configuration and in direct work.
P.S. They are trying to hide it!
1) I make mods of my own free will, they can also inspire other people's modifications or games. And video lessons in many ways motivate viewers to do it, on the channel this is one of the most popular headings. To a large extent, videos continue to come out from time to time thanks to the response and successful experience of, let's say, students (although this concept is rather arbitrary here);
2) I don’t know about desire yet, I have not exhausted old desires, but the unknown is enough. For example, I didn't work much with transport, but it's still scary to touch the memory addresses of weapons and .exe ;
3) I don’t remember exactly what made it easier to rewrite. It happened once that I deleted the cleo-script, having lost hope of understanding the cause of the problems, and then the thought came up where it could be covered, but I already spat on this matter. And it was repeatedly in .scm that the code had already been written and was working in itself, but I stupidly forgot to put create_thread so that this script would start at all;
4) The rest I either threw (Lua), or just started (GTA3script). Since I still don't know real YAPs, the most difficult thing was to write in C #, although I did not use the vast majority of its capabilities. And ScriptHook's setting was not so obvious. The rest of the scripting methods are approximately equally simple in installation / configuration and in direct work.
P.S. They are trying to hide it!
Hello!
1) I make mods of my own free will, they can also inspire other people's modifications or games. And video lessons in many ways motivate viewers to do it, on the channel this is one of the most popular headings. To a large extent, videos continue to come out from time to time thanks to the response and successful experience of, let's say, students (although this concept is rather arbitrary here);
2) I don’t know about desire yet, I have not exhausted old desires, but the unknown is enough. For example, I didn't work much with transport, but it's still scary to touch the memory addresses of weapons and .exe ;
3) I don’t remember exactly what made it easier to rewrite. It happened once that I deleted the cleo-script, having lost hope of understanding the cause of the problems, and then the thought came up where it could be covered, but I already spat on this matter. And it was repeatedly in .scm that the code had already been written and was working in itself, but I stupidly forgot to put create_thread so that this script would start at all;
4) The rest I either threw (Lua), or just started (GTA3script). Since I still don't know real YAPs, the most difficult thing was to write in C #, although I did not use the vast majority of its capabilities. And ScriptHook's setting was not so obvious. The rest of the scripting methods are approximately equally simple in installation / configuration and in direct work.
P.S. They are trying to hide it!
1) I make mods of my own free will, they can also inspire other people's modifications or games. And video lessons in many ways motivate viewers to do it, on the channel this is one of the most popular headings. To a large extent, videos continue to come out from time to time thanks to the response and successful experience of, let's say, students (although this concept is rather arbitrary here);
2) I don’t know about desire yet, I have not exhausted old desires, but the unknown is enough. For example, I didn't work much with transport, but it's still scary to touch the memory addresses of weapons and .exe ;
3) I don’t remember exactly what made it easier to rewrite. It happened once that I deleted the cleo-script, having lost hope of understanding the cause of the problems, and then the thought came up where it could be covered, but I already spat on this matter. And it was repeatedly in .scm that the code had already been written and was working in itself, but I stupidly forgot to put create_thread so that this script would start at all;
4) The rest I either threw (Lua), or just started (GTA3script). Since I still don't know real YAPs, the most difficult thing was to write in C #, although I did not use the vast majority of its capabilities. And ScriptHook's setting was not so obvious. The rest of the scripting methods are approximately equally simple in installation / configuration and in direct work.
P.S. They are trying to hide it!
Good afternoon (or rather, good night)!
1. The first issue of Sanny Builder: My Examples was released on August 13, 2012. I began to study scripting a couple of years earlier, and at first my contribution to the game was very modest: I will put the weapon somewhere, then the car, then I will make a kind of cheat code. When there was more experience, video tutorials also went. However, the first episodes were not very successful: they were too short, had flaws in the code, and the ability to speak into a microphone left much to be desired. The more interesting it is to compare different videos and see the progress.
2. So far, only! {tag_2} from large projects! Air & Land... Of the smaller ones, there are new cleo scripts, which, thanks in part to GTA3script, will now cover not only SA, but also GTA 3 and VC.
3. Teaching people is interesting, yes, especially since I do it on my own examples and not for complete beginners. Thanks to this video cycle, I felt the dictum “teaching, we learn by ourselves”, because when looking for ideas for the next video, I often discovered some new facets of scripting for myself.
4. Everything is individual, but rather agree. Initially, I myself became a victim of haste and high expectations, trying to do something in VC without learning or understanding anything. When I returned to scripting in SA, I started with the basics as it should. Fortunately, because of the not very low entry threshold, those unwilling to learn scripting are quickly weeded out, so you won't have to spend a lot of time on such people.
1. The first issue of Sanny Builder: My Examples was released on August 13, 2012. I began to study scripting a couple of years earlier, and at first my contribution to the game was very modest: I will put the weapon somewhere, then the car, then I will make a kind of cheat code. When there was more experience, video tutorials also went. However, the first episodes were not very successful: they were too short, had flaws in the code, and the ability to speak into a microphone left much to be desired. The more interesting it is to compare different videos and see the progress.
2. So far, only! {tag_2} from large projects! Air & Land... Of the smaller ones, there are new cleo scripts, which, thanks in part to GTA3script, will now cover not only SA, but also GTA 3 and VC.
3. Teaching people is interesting, yes, especially since I do it on my own examples and not for complete beginners. Thanks to this video cycle, I felt the dictum “teaching, we learn by ourselves”, because when looking for ideas for the next video, I often discovered some new facets of scripting for myself.
4. Everything is individual, but rather agree. Initially, I myself became a victim of haste and high expectations, trying to do something in VC without learning or understanding anything. When I returned to scripting in SA, I started with the basics as it should. Fortunately, because of the not very low entry threshold, those unwilling to learn scripting are quickly weeded out, so you won't have to spend a lot of time on such people.
Good afternoon (or rather, good night)!
1. The first issue of Sanny Builder: My Examples was released on August 13, 2012. I began to study scripting a couple of years earlier, and at first my contribution to the game was very modest: I will put the weapon somewhere, then the car, then I will make a kind of cheat code. When there was more experience, video tutorials also went. However, the first episodes were not very successful: they were too short, had flaws in the code, and the ability to speak into a microphone left much to be desired. The more interesting it is to compare different videos and see the progress.
2. So far, only! {tag_2} from large projects! Air & Land... Of the smaller ones, there are new cleo scripts, which, thanks in part to GTA3script, will now cover not only SA, but also GTA 3 and VC.
3. Teaching people is interesting, yes, especially since I do it on my own examples and not for complete beginners. Thanks to this video cycle, I felt the dictum “teaching, we learn by ourselves”, because when looking for ideas for the next video, I often discovered some new facets of scripting for myself.
4. Everything is individual, but rather agree. Initially, I myself became a victim of haste and high expectations, trying to do something in VC without learning or understanding anything. When I returned to scripting in SA, I started with the basics as it should. Fortunately, because of the not very low entry threshold, those unwilling to learn scripting are quickly weeded out, so you won't have to spend a lot of time on such people.
1. The first issue of Sanny Builder: My Examples was released on August 13, 2012. I began to study scripting a couple of years earlier, and at first my contribution to the game was very modest: I will put the weapon somewhere, then the car, then I will make a kind of cheat code. When there was more experience, video tutorials also went. However, the first episodes were not very successful: they were too short, had flaws in the code, and the ability to speak into a microphone left much to be desired. The more interesting it is to compare different videos and see the progress.
2. So far, only! {tag_2} from large projects! Air & Land... Of the smaller ones, there are new cleo scripts, which, thanks in part to GTA3script, will now cover not only SA, but also GTA 3 and VC.
3. Teaching people is interesting, yes, especially since I do it on my own examples and not for complete beginners. Thanks to this video cycle, I felt the dictum “teaching, we learn by ourselves”, because when looking for ideas for the next video, I often discovered some new facets of scripting for myself.
4. Everything is individual, but rather agree. Initially, I myself became a victim of haste and high expectations, trying to do something in VC without learning or understanding anything. When I returned to scripting in SA, I started with the basics as it should. Fortunately, because of the not very low entry threshold, those unwilling to learn scripting are quickly weeded out, so you won't have to spend a lot of time on such people.
Good afternoon (or rather, good night)!
1. The first issue of Sanny Builder: My Examples was released on August 13, 2012. I began to study scripting a couple of years earlier, and at first my contribution to the game was very modest: I will put the weapon somewhere, then the car, then I will make a kind of cheat code. When there was more experience, video tutorials also went. However, the first episodes were not very successful: they were too short, had flaws in the code, and the ability to speak into a microphone left much to be desired. The more interesting it is to compare different videos and see the progress.
2. So far, only! {tag_2} from large projects! Air & Land... Of the smaller ones, there are new cleo scripts, which, thanks in part to GTA3script, will now cover not only SA, but also GTA 3 and VC.
3. Teaching people is interesting, yes, especially since I do it on my own examples and not for complete beginners. Thanks to this video cycle, I felt the dictum “teaching, we learn by ourselves”, because when looking for ideas for the next video, I often discovered some new facets of scripting for myself.
4. Everything is individual, but rather agree. Initially, I myself became a victim of haste and high expectations, trying to do something in VC without learning or understanding anything. When I returned to scripting in SA, I started with the basics as it should. Fortunately, because of the not very low entry threshold, those unwilling to learn scripting are quickly weeded out, so you won't have to spend a lot of time on such people.
1. The first issue of Sanny Builder: My Examples was released on August 13, 2012. I began to study scripting a couple of years earlier, and at first my contribution to the game was very modest: I will put the weapon somewhere, then the car, then I will make a kind of cheat code. When there was more experience, video tutorials also went. However, the first episodes were not very successful: they were too short, had flaws in the code, and the ability to speak into a microphone left much to be desired. The more interesting it is to compare different videos and see the progress.
2. So far, only! {tag_2} from large projects! Air & Land... Of the smaller ones, there are new cleo scripts, which, thanks in part to GTA3script, will now cover not only SA, but also GTA 3 and VC.
3. Teaching people is interesting, yes, especially since I do it on my own examples and not for complete beginners. Thanks to this video cycle, I felt the dictum “teaching, we learn by ourselves”, because when looking for ideas for the next video, I often discovered some new facets of scripting for myself.
4. Everything is individual, but rather agree. Initially, I myself became a victim of haste and high expectations, trying to do something in VC without learning or understanding anything. When I returned to scripting in SA, I started with the basics as it should. Fortunately, because of the not very low entry threshold, those unwilling to learn scripting are quickly weeded out, so you won't have to spend a lot of time on such people.
While in plans to finalize Air & Land, as well as release and parse a number of cleo scripts. But it is possible that some small ideas can grow into something more in the future.
Hello! It also coincided that yesterday Sanny Builder turned 15 years old and a new version of the program was released (for more details: https://sannybuilder.com/forums/viewtopic.php?pid=29504#p29504). There will be something to learn for future video tutorials.
First of all, I would like to thank Sanny Builder once again for opening up the whole world of scripting for me and giving me the opportunity to bring a lot of new things into the game!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere:
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere:
First of all, I would like to thank Sanny Builder once again for opening up the whole world of scripting for me and giving me the opportunity to bring a lot of new things into the game!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere: And then many of them simply did not work for me, which is a pity, because the working mechanism of the DM would allow very fine tuning of the actors' AI.
Thank you and success in all your endeavors!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere: And then many of them simply did not work for me, which is a pity, because the working mechanism of the DM would allow very fine tuning of the actors' AI.
Thank you and success in all your endeavors!
First of all, I would like to thank Sanny Builder once again for opening up the whole world of scripting for me and giving me the opportunity to bring a lot of new things into the game!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere: And then many of them simply did not work for me, which is a pity, because the working mechanism of the DM would allow very fine tuning of the actors' AI.
Thank you and success in all your endeavors!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere: And then many of them simply did not work for me, which is a pity, because the working mechanism of the DM would allow very fine tuning of the actors' AI.
Thank you and success in all your endeavors!
First of all, I would like to thank Sanny Builder once again for opening up the whole world of scripting for me and giving me the opportunity to bring a lot of new things into the game!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere: And then many of them simply did not work for me, which is a pity, because the working mechanism of the DM would allow very fine tuning of the actors' AI.
Thank you and success in all your endeavors!
And the questions will mostly be about SB's future:
• are you planning anything completely new in scripting, or are your plans just to improve SB?
• should we expect most of the opcodes to appear in the classes (to move from memorizing or searching for opcodes to more, I think, simple and compact code like if Actor.IsInPointXYZ ...)?
• is it possible to implement code folding in SB in the image and likeness of VS Code?
• Is the problem of inability to invoke the hint menu (Ctrl + Space) in some places of the code solvable (for example, in the middle of the opcode I cannot substitute a constant, I have to enter it manually, which is not always convenient)
• are there any new tools planned in addition to the coordinate editor and opcode finder?
Well, I'll be completely insolent, but I haven't found an answer anywhere: And then many of them simply did not work for me, which is a pity, because the working mechanism of the DM would allow very fine tuning of the actors' AI.
Thank you and success in all your endeavors!
“The moment of inspection can be accompanied by music and an eagle flying around the tower.”
More like a dove. : D
"The player will be able to mingle with the crowd of numerous immigrants who have flooded Hove Beach."
And make the bar “Comrades” a safe place where the wanted stars immediately begin to fall, and the others
There really isn’t enough secrecy, though you still need to add variability to it than R *, I'm afraid it’s unlikely to be engaged.
I do not remember, by the way, whether it is possible in GTA 4 to call for help (from Dwayne) during missions.
You can also dream up on the theme of "GTA + Hitman": bald protagonists, dressing up, cars as the property of a specific person in the city, etc. etc.
The mass of everything not only passes by the fans of the single player game, but also in some way inaccessible, closed. I once tried to start scripting for GTA V, but it turned out to be a dubious pleasure. Starting with the fourth part of the game, you can fully make only individual scripts like cleo-scripts in III / VC / SA. There is almost no talk about editing original missions and capabilities (as in main.scm earlier): in IV this file is in the archive, because of which, with every change, you need to rebuild it and restart the game, and it’s not very studied, for V I need the software I don’t remember at all. And this is an important part of scripting, because the original plot will sooner or later get bored, but alas, there is nothing to replace it with. In addition, if the game is licensed, with each update (at least it was when I tried to write scripts for V), ScriptHook stops working, and you have to wait for a new version of it. This is if you do not recall the attempt of Take2 to cover up OpenIV. Unfortunately, in newer games modding is often almost impossible, I am generally silent about scripting. And this is how people sit and wait for years, and whether they will release some official addition, whether they will add a new opportunity, whether the ancient flaws will be repaired - and there is none of this and probably will not, although partially with developed modding it would be.
The mass of everything not only passes by the fans of the single player game, but also in some way inaccessible, closed. I once tried to start scripting for GTA V, but it turned out to be a dubious pleasure. Starting with the fourth part of the game, you can fully make only individual scripts like cleo-scripts in III / VC / SA. There is almost no talk about editing original missions and capabilities (as in main.scm earlier): in IV this file is in the archive, because of which, with every change, you need to rebuild it and restart the game, and it’s not very studied, for V I need the software I don’t remember at all. And this is an important part of scripting, because the original plot will sooner or later get bored, but alas, there is nothing to replace it with. In addition, if the game is licensed, with each update (at least it was when I tried to write scripts for V), ScriptHook stops working, and you have to wait for a new version of it. This is if you do not remember the Take2 attempt to cover up OpenIV. Unfortunately, in newer games modding is often almost impossible, I am generally silent about scripting. And this is how people sit and wait for years, and whether they will release some official addition, whether they will add a new opportunity, whether the ancient flaws will be repaired - and there is none of this and probably will not, although partially with developed modding it would be.
The mass of everything not only passes by the fans of the single player game, but also in some way inaccessible, closed. I once tried to start scripting for GTA V, but it turned out to be a dubious pleasure. Starting with the fourth part of the game, you can fully make only individual scripts like cleo-scripts in III / VC / SA. There is almost no talk about editing original missions and capabilities (as in main.scm earlier): in IV this file is in the archive, because of which, with every change, you need to rebuild it and restart the game, and it’s not very studied, for V I need the software I don’t remember at all. And this is an important part of scripting, because the original plot will sooner or later get bored, but alas, there is nothing to replace it with. In addition, if the game is licensed, with each update (at least it was when I tried to write scripts for V), ScriptHook stops working, and you have to wait for a new version of it. This is if you do not remember the Take2 attempt to cover up OpenIV. Unfortunately, in newer games modding is often almost impossible, I am generally silent about scripting. And this is how people sit and wait for years, and whether they will release some official addition, whether they will add a new opportunity, whether the ancient flaws will be repaired - and there is none of this and probably will not, although partially with developed modding it would be.
The mass of everything not only passes by the fans of the single player game, but also in some way inaccessible, closed. I once tried to start scripting for GTA V, but it turned out to be a dubious pleasure. Starting with the fourth part of the game, you can fully make only individual scripts like cleo-scripts in III / VC / SA. There is almost no talk about editing original missions and capabilities (as in main.scm earlier): in IV this file is in the archive, because of which, with every change, you need to rebuild it and restart the game, and it’s not very studied, for V I need the software I don’t remember at all. And this is an important part of scripting, because the original plot will sooner or later get bored, but alas, there is nothing to replace it with. In addition, if the game is licensed, with each update (at least it was when I tried to write scripts for V), ScriptHook stops working, and you have to wait for a new version of it. This is if you do not remember the Take2 attempt to cover up OpenIV. Unfortunately, in newer games modding is often almost impossible, I am generally silent about scripting. And this is how people sit and wait for years, and whether they will release some official addition, whether they will add a new opportunity, whether the ancient flaws will be repaired - and there is none of this and probably will not, although partially with developed modding it would be.
Something came back to the long-standing video “Scottish Elevator - Voice Recognition”. Here are about the same difficulties await those whose voice does not reach the sample.
I tried it, I liked the idea in general, it can come in handy for sharing experiences and finding helpers. Good luck in the development of the League!
P.S. A couple of ideas for the future (I hope not too complicated to implement). Firstly, as already noted in the conversation, it would be great to be able to continue reading from the last message read when opening the chat, so as not to flip back and be in the know. Secondly, some sort of categorization would not hurt, so that in one conversation the discussion of the most diverse areas of modding would not mix up in a heap. Thirdly, it seemed to me that there were too many messages, in case of employment it would not be easy to master everything. Therefore, in addition to categories, for a larger order and a smaller volume, we can, say, introduce a restriction of the form “one message in half a minute / minute” in order to encourage the writing of integral, more convenient for reading texts.
These are the thoughts. Once again, all very, very!
P.S. A couple of ideas for the future (I hope not too complicated to implement). Firstly, as already noted in the conversation, it would be great to be able to continue reading from the last message read when opening the chat, so as not to flip back and be in the know. Secondly, some sort of categorization would not hurt, so that in one conversation the discussion of the most diverse areas of modding would not mix up in a heap. Thirdly, it seemed to me that there were too many messages, in case of employment it would not be easy to master everything. Therefore, in addition to categories, for a larger order and a smaller volume, we can, say, introduce a restriction of the form “one message in half a minute / minute” in order to encourage the writing of integral, more convenient for reading texts.
These are the thoughts. Once again, all very, very!
Looked: quite good, looks generally nice. Only a couple of points. First, when I move the cursor up / down and the animation starts, a small bar appears at the level of the little finger. Secondly, although viewing screenshots is now much more convenient, they are not so indicative in all categories of mods. For example, if a radio station is replaced, it will not work to reflect this with a screenshot, as a result a lot of space will be occupied by a conditional picture with the name of the mod, which will not let the innovations be understood. It would be nice when placing the mod to have, say, a switch for the size of the screenshot. But these are just ideas.
P.S. In “Rating is the same” and “We also didn’t”, there should be a cohesive “also”.
P.S. In “Rating is the same” and “We also didn’t”, there should be a cohesive “also”.
News: the missile launch function has been found, and I'm still trying in every possible way (albeit with difficulty) to set it up so that the air battles between enemy planes are more or less adequate.
VitalRus 10/17/2019, 17:38:55
VitalRus 10/17/2019, 17:38:55
In general, he has a lot of funny inventions, for example, he made a return on shooting in a similar way. A very strong return, I must say.