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  1. #341  
    EvilB's Avatar
    EvilB is offline Bringin' that funky flava
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    Quote Originally Posted by JBB View Post
    Hi Guys, i was just wondering when i spawn ramps (CJ_Boat_Ramp) i can move them up, down, left, right and flat angles but how do i change the angle to make them steeper (1 to 90)? Is this a keyboard input or can it be done with the controller? Thanks in advance
    no sorry the functions haven't been implemented yet in the object spawner i will be redoing the controls for it sometime soon.
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  2. #342  
    JBB
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    Thanks Evil for the reply. Ive just been getting into lobbies lately where Ive seen other modders doing this and thought i was missing something. Look forward to this in your next update
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  3. #343  
    JBB
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    Just a quick thought.....is it possible in the coding when spawning ramps to be able to attach it to the previous ramp and move it from there. This would save some time and maybe stop them from moving
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  4. #344 modslot edit help 
    tony316 is online now Member
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    hi guys.iv put some .sco files into a modloader and i would like to re-name the modslots where i put them could someone tell me how to do this please cos at the moment its all guess work and fking annoying lol.help me
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  5. #345  
    Raeralus's Avatar
    Raeralus is offline Software Engineer
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    Right, so I am in the process of creating my own mod menu. And before you go, "Oh no, this guy needs help making one", actually I just want to know how the hell you actually get any productive work done!? Does any developer here have a work flow? Because at the moment I have to start my FTP server on my PS3, upload the modified files, start GTA, blah, blah, and see if its all good and dandy.

    Is there a short cut? What about if I did this on the PC version? Is that quicker? I would hate to hope all these great mod menus were created based on the 'work flow' I have. No wonder mods take time to develop, most of that time is stopping and starting GTA!

    I am used to incremental development, I like checking every single change I make within code. I wish there was some sort of IDE out there specially built for this sort of thing.

    What's missing from my arsenal guys?

    Thanks! Back to bashing my head against a wall...
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  6. #346  
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    Quote Originally Posted by Raeralus View Post
    Right, so I am in the process of creating my own mod menu. And before you go, "Oh no, this guy needs help making one", actually I just want to know how the hell you actually get any productive work done!? Does any developer here have a work flow? Because at the moment I have to start my FTP server on my PS3, upload the modified files, start GTA, blah, blah, and see if its all good and dandy.

    Is there a short cut? What about if I did this on the PC version? Is that quicker? I would hate to hope all these great mod menus were created based on the 'work flow' I have. No wonder mods take time to develop, most of that time is stopping and starting GTA!

    I am used to incremental development, I like checking every single change I make within code. I wish there was some sort of IDE out there specially built for this sort of thing.

    What's missing from my arsenal guys?

    Thanks! Back to bashing my head against a wall...
    I think the PC uses different natives to xbox/ps3 (PC: 1.0.0.7/xbox & ps3: 1.0.0.4 I think)

    I'm on the xbox but the only way I can know if something like a menu works is if I test it or get a friend to test it.

    Hope that helps a little. Looking forward to whatever you come up with.
    Mod Videos: http://www.youtube.com/DontGetAngryBro
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  7. #347  
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    PC does seem to load a little faster than PS3 for me, even though I have to run at 480p to get a somewhat decent framerate. The big plus to me was for scripts that I was having freezing problems with, instead of locking up the ps3 it just crashes the pc game.

    The source for scripts is all the same, you just change the command to compile for 1.0.7.0 and higher. There is good info on this in the "how to compile" thread by three-socks, and I think the r* sco that has been modded with the hook is in the three-socks trainer thread.
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  8. #348  
    creighton is online now OhManMyBad
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    Quote Originally Posted by Raeralus View Post
    Right, so I am in the process of creating my own mod menu. And before you go, "Oh no, this guy needs help making one", actually I just want to know how the hell you actually get any productive work done!? Does any developer here have a work flow? Because at the moment I have to start my FTP server on my PS3, upload the modified files, start GTA, blah, blah, and see if its all good and dandy.

    Is there a short cut? What about if I did this on the PC version? Is that quicker? I would hate to hope all these great mod menus were created based on the 'work flow' I have. No wonder mods take time to develop, most of that time is stopping and starting GTA!

    I am used to incremental development, I like checking every single change I make within code. I wish there was some sort of IDE out there specially built for this sort of thing.

    What's missing from my arsenal guys?

    Thanks! Back to bashing my head against a wall...
    Yeah, it takes forever. Especially when you just want to find out how something works, or some tiny update. It's a headache. Some devs have a group of testers that run through their stuff, but in the grand scheme of things that would take even longer for them to get back to you when it's small things you're changing. If you use an older version of gta pc then perhaps you could use the older natives for it. They aren't exactly the same, but translate fairly well. Not sure how much time that would save overall though.

    Some people are just better programmers than others, so I'm sure for something I do that takes an hour, Three Socks could do it in 5 minutes.
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  9. #349  
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    Quote Originally Posted by Raeralus View Post
    Right, so I am in the process of creating my own mod menu. And before you go, "Oh no, this guy needs help making one", actually I just want to know how the hell you actually get any productive work done!? Does any developer here have a work flow? Because at the moment I have to start my FTP server on my PS3, upload the modified files, start GTA, blah, blah, and see if its all good and dandy.

    Is there a short cut? What about if I did this on the PC version? Is that quicker? I would hate to hope all these great mod menus were created based on the 'work flow' I have. No wonder mods take time to develop, most of that time is stopping and starting GTA!

    I am used to incremental development, I like checking every single change I make within code. I wish there was some sort of IDE out there specially built for this sort of thing.

    What's missing from my arsenal guys?

    Thanks! Back to bashing my head against a wall...
    I would suggest using the PC version for script development. From start to finish I coded my menu library and my trainer using the PC version to test every step of the way. I only had it tested towards the end of development on PS3 and I didn't encounter any major issues during the transition. Its much quicker to boot up and you have your code right beside you all the time.

    I didn't use an IDE I always find them too big and bulky unless its designed for what your coding for ofcourse. I just used Notepad2 and bitbucket code repository. I would commit quite often so that way I could track what I've done easily as I'm sure you know it doesn't take much to crash GTA.

    Example from menu library repo: https://bitbucket.org/ThreeSocks/gta...ry/commits/all if you click on one of the commit id's you'll get a handy diff. I'm pretty sure I don't have to explain repo's to you considering your background? But for anyone else I can't recommend them enough. I can explain how to set one up if anyone wants too.

    Heres a link from my trainer thread for the sco's compiled with the PC natives: Three-Socks-Trainer-V1.0FINAL-PC-SCO.zip

    Just make sure your modified modmanager using the PC natives (new). Using either scocl_new.exe from my http://psx-scene.com/forums/f276/%5B...cripts-102230/ thread or from Alexander Blade's original scocl download.
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  10. #350  
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    mr.3s could you pls tell me how to open up your modmanager with a buttoncombo instead of load it from the phone?
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