Why did you purposefully removed the Jéssica Natália from credits? The credits are a copy-paste from MixMods, but you removed the Jéssica Natália from the list.
I fixed conflict with other mods (old, current or future mods that you install it), that corrupts your saved game (you can't add global vars using CLEO scripts!), .ini option to fix more conflict, and fixed game crashing on RETURN after saving the game while the mod is showing the achievement image. Also minor fixes on .txd files (you created wrongly). Also, the best way to create this mod (that is 100 s;afe without any conflicts) is to use CLEO+ by saving the data when you save the game, but my version is already pretty safe, and if some conflict (rare) you can just delete the CLEO save file and your saved game will be fine.
You should update it as official, posted on MixMods.
Your works weren't there since the Reborn version? I saw it with Jessica and probably the billboards were added in Evolved, so I added the credits for you on MixMods and cited on post description.
But this post here on lc was posted by someone else I don't know, I can only update on MixMods.
(billboards are not yet publicly available)
Wait, but you posted it publicly on Forum MixMods, I think in May, we downloaded from there.
2- You used our mods without asking permission, and we're ok with that. Why aren't you ok? The community has to come together and create things together, especially now with Take2 taking down mods and maybe classic GTA SA will start to die with remastered rumor.
3- Your textures are added into RoSA Project since March 2021 (RoSA + ESRGAN AI Upscale), it's strange that you just sent this message today.
4- Mar 06, 2021 in Forum MixMods I said «Please, share it, we want it for RoSA Project Reborn.» you answered me normally, you never said that we shouldn't use it, and as I said before, License.txt indicates that we can use as long as it preserves credits, the credits were preserved.
Why are you guys commenting this? Read the description, this mod is for the accessibility of people with panic syndrome, sensitive to blood etc. be able to play the game.
Вот прям не люблю эту тематику. Я любитель музыки тихой и спокойной, в которой бас - редкость. Мод только и напоминает "школьников с колонкой", но если оценивать сам скрипт и воплощение - очень хорошая разработка. Продолжайте создавать CLEO-скрипты!
I don't like to kill peoples.
Seriously, I don't like cars with loud music too, but I still did this mod and found it all very interesting.
You created a cleo that checks if there is a collision on top of the CJ (even if this collision is 1 centimeter), wrote a number that exceeds the limits of a 32-bit application in a .txt file as a .ini, put 2 same .txt files in different folders but used one, and created a .asi that reads this file to know if there is a collision. You did it in the worst possible way, and also, a mod that uses a .exe to record the Windows audio and replay the audio with reverb? wtf!
A mod like this is really good to be created, but not this way, "working" does not mean that it's correct and good. You basically used a .txt and .exe to change the Windows sound.
Search for "plugin-sdk" to learn how to create mods in asi and recreate it in a better way.
DK22Pac has already shared functions that apply reverb in the game sounds, you can participate in the plugin-sdk's discord server for more informations.
The textures are repeating too much. Some textures doesn't have mip-mapping. Some textures have wrong DXT compression (DXT5 is only for alpha textures). CJ and peds become very dark in some location (just fix "lighting" in .col). Some objects are floating. And some minor modeling bugs like holes and invisible walls (try to weld all model before make the coll).
006A: 3 @ * = 5 @ // Number * Size _startOfHandlingBlock - = 0x14 // Return to startBlock 005A: _startOfHandlingBlock + = 4 @ // startBlock + Offset to vehicle's handling 0A8E: _endOfHandlingBlock = _startOfHandlingBlock + = 3 @ // = end else if _startOfHandlingBlock == 0xC2B9DC // original handling block pointer then 0A8D: _endOfHandlingBlock = read_memory 0x6F531E size 4 vp true 005A: _endOfHandlingBlock + = _startOfHandlingBlock // End else // another unknown patch 32 @ = 0 while 32 @ <10000 wait 0 0ACD: show_text_highpriority "~ r ~ Error: Apparently you have some limit adjuster with an incompatible handling's patch." time 1000 end end end ---------------- Feel free to use. Also remember that you can get the handling pointer by the vehicle itself with CVehicle + 0x384
Why do you keep loading the models, animations, sounds etc just when the game starts instead of when using the mod? All your mods increase the use of game memory in some MB even I without using your mods (simply installing the mod).
You should also care more about compatibility, your mods are easily incompatible with others.
Also, do the rabbit flee from CJ and not run anywhere, it was meaningless, search for "flee" in Opcode Search.
The interior is bugged, the object of the shop is duplicated. I think you need to add the countryS's stream file to the download as well.
The voices are annoying if repeated too, if I get in and out he keeps repeating the same phrase always, this is not natural.
Remove the seller instead of marking it as unused. Until Rockstar Games missed it, this makes double if you go out and come back on local. If you leave and come back several times creates hundreds of vendors trying to get out of the interior
The post has been edited by Junior_Djjr on 12/04/2015 at 04:51:39 AM
(Y) if you don't use global and uses correctly the load of models and animations, is already half done!
other tip: use bits !!! try "bit" in opcode search, then your boolean vars (like you used this mod, like $ HANDS, $ CAP etc) (true and false, 1 and 0) will be replaced by bits (so: 1 var = 4 bytes = 16 bits, you will save up to 16 vars!)
like this, 31 @ is my var with booleans in this example, i'm using the bit "0" of the 31 @:
0 @ = 0 can replace by 08C3: clear 31 @ bit 0
0 @ = 1 08BD: set 31 @ bit 0
0 @ == 1 08B7: test 31 @ bit 0
0 @ == 0 88B7: not test 31 @ bit 0
in "bit 0" you can use up to "15" then, is like this:
20 @ == 1 can replace by 08B7: test 31 @ bit 5
etc etc btw: no matter the bit number, you can use only number
so, you or anyone tested my version of the script with fixes? ↑ if is all ok, publish this new version
------------- MY FIXES: - Now the script uses local vars instead globals, consequently, better for your game, will don't make random crashes while playing etc - Fixed the load of models and animations (before this fix, everything was stuck in the ram memory while playing even without using the mod) - Fixed mission faileds and bugs with some scripts that creates a actor near the snowman - Compatibility with others mods that uses common gxt entries (like "MENU" "ROT" etc) - Compatibility with changed commands - Some performance improvements and others minor fixes -------------
edit: I forget "Compatibility with changed commands"
(need to fix: player don't sprint after use the mod, you can make this changing the sprint mode opcode in the script, you set "1", I don't know how to fix, try set "2 & quot
(and, remember, I shared a .fxt with new gxt entries and only 3 words in english, fix this for me: D and update the original .fxt with this entries) (and ... english version please)
Post edited by Junior_Djjr on 01/06/2015 at 10:27:01 am
You used one var to only one thing in all script, eg: 0 @ used for angles, 1 @ used for one menu, 2 @ used for other menu, 3 @ for random number
why this? why not uses 0 @ for angles, then when you are not using angles, use 0 @ for first menu too! and when you are not using first menu, use 0 @ to other menu too
and you used a lot of vars with 0 and 1 (boolean, true and false), you can use bits (search for "bit" in opcode search) then you will save up to 16 vars (cause 1 var have 4 bytes (16 bits))
You used some vars to nothing, like $ CAR and 29 @ and other you write wrong like $ HAND and then $ HANDS
and the models don't need to load in game, the game auto-load and auto-release (destroy) them, you only need to load and release animations
you removed the references of the ped, why? pedestrian are not referenced by scripts, with this you will remove references of chars in missions and then lost the mission or make crashes by others mods that use actors (I think it will make crashes with some mods like a dog that follow you etc, if don't crash, bug like the mod saying thats dies or something)
edit: you deleted the object and then removed reference logically when the object is deleted, it has no more references
edit2: you used virtual keys, like check F etc ... if the guy edited the commands of his GTA SA like changing the F / Enter to H / Enter etc, never this mod will works ... you need to use "player pressed "
edit3: you used common gxt entries like MENU, MENU1, ROT etc, have A LOT of chances to other mod have this gxts too, then your mod and other mod will bug the text, only uses uniques gxts !!! and 7 chars, like SNWMM01, SNWMM02, SNWMR01 etc
edit4: have a SERIOUS bug that make the player don't sprint anymore after use the mod
edit5: why all this waits? wait 0 is for process the script, only need to use 1 per loop
edit6: "jump @ 5 : 5" why? is the line below, you are jumping nothing here, is the next line, nothing to jump
edit: so ... the .cs and .fxt (need to translate to english and the original need to edit the gxt entries) copy (dot) com / ws2Uc7Sdp47pqojr
I don't created a list of all fixes that I made, but the list above ↑ says almost everything, incluing only local variables, your game be grateful
The post has been edited by Junior_Djjr on 01/04/2015 at 05:53:18 AM
please man, your mods are very very nice, the only reason I don't install and share your mods is your scripts, is like a virus for GTA, you use global vars that make crashes and get stuck in the save game for ever with crashes, like virus eating the game slowly (.cs is for local vars, global is .scm), and all models and animations are loaded in the start of game ... a lot of RAM memory used for nothing!
please, PLEASE, go study more, you have good ideas, only need a better script .-.
edit: do you allows me to edit this mod and fix this things? and I share the source for you learn some things
The post has been edited by Junior_Djjr on 01/03/2015 at 06:35:35 AM
i don't downloaded, this is 0.9.1? i fixed a crash with this mod yesterday, if this is not the lastest version, download the fixed version in my official blog
HAHAHA, DISLIKES MY MOD BECAUSE OF THE EPILESY??? anyway, this version is much better of the old version of dubstep gun to gta sa, but not much like same of the saints row because of gta sa is MUCH limited...
btw: wtf? you re-upped my video to your channel?? and the mod my (Junior_Djjr) and not of my team (BMS)
[NeoGen]Dimon, publishing my mods and mods of my friends (link2012, fabio, black_jack etc... the BMS team) ok, i like this, continue but publish mods retireds from my blog and using my prints i will not gain anything from it... only lose
[Neogen] Dimon, try not to exaggerate to copy the mods of my blog and post here... 3 mods you copied from there in sequence, all right... but try not exaggerate ok?
yes, Skrillex is not a DJ, but do not have fun mixing it in a notebook while playing and if you do not like skrillex, rate my mod and not the artist ok? thx to all
The credits are a copy-paste from MixMods, but you removed the Jéssica Natália from the list.