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Thread: [REL] Deal Breaker II Minigame for GTA IV
  

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  1. #21  
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    Quote Originally Posted by HuN View Post
    Note : i edited this post for i posted flawed test-results due to a corrupted savefile and/or game data .... my bad , sorry ! .
    Sad to hear about the freezes ... I'm not sure if the SCO file size is causing that issue (450kb) or if the PS3 isn't being able to handle some "for" loops going on all the time.

    I just had freezing issues with bombs from explosions ... That's why I decided to remove some add_explosion functions from the bombmod.c

    I have 0% of issues on PC (everything works great).

    I'll try to recreate the scenarios you described and see if it happens with me too.

    Another idea would be moving enemies to another place and resend you the SCO for testing (since 2 of the 4 freezes you reported happened on Majestic).
    Last edited by HuN; 12-07-2012 at 11:37 AM.
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  2. #22  
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    Quote Originally Posted by rodd1981 View Post
    Sad to hear about the freezes ... I'm not sure if the SCO file size is causing that issue (450kb) or if the PS3 isn't being able to handle some "for" loops going on all the time.

    I just had freezing issues with bombs from explosions ... That's why I decided to remove some add_explosion functions from the bombmod.c

    I have 0% of issues on PC (everything works great).

    I'll try to recreate the scenarios you described and see if it happens with me too.

    Another idea would be moving enemies to another place and resend you the SCO for testing (since 2 of the 4 freezes you reported happened on Majestic).
    dont bother ...
    since everyone else can play without any issue , the problem must be on my side ! maybe my game data or savefile are corrupted from a previous test ... ill delete everything and re-try .

    for the records , im on 3.55 kmeaw , blus30127, playing from external HDD (but i doubt any of this matter )
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  3. #23  
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    Quote Originally Posted by HuN View Post
    dont bother ...
    since everyone else can play without any issue , the problem must be on my side ! maybe my game data or savefile are corrupted from a previous test ... ill delete everything and re-try .

    for the records , im on 3.55 kmeaw , blus30127, playing from external HDD (but i doubt any of this matter )

    I'll recode my mini game trying the following ideas (in order to fix your issue):

    1 - Change the location of the first mission (I had a freeze yesterday on my 1st try and it might be related with the game trying to load room interiors from the roof of Majestic). Not 100% sure, just a guess (because when I did the video footage on PC using the built-in video editor from GTA, the game was throwing me inside Majestic room all the time and the only way to solve that was adjusting the camera to a far place).
    2 - Disable text being shown all time and enable a hot key on ps3 controller for that (like DPAD_DOWN or something)
    3 - Reduce the amount of arrays in use (I've noticed that using a large amount of array vars makes your SCO become bigger in size - Not sure if file size matters on performance, but I will give a try on that). Most built-in SCOs are small in size (like 100-200k, the biggest one is the one from final mission, which has around 400k - mine is bigger than that, lol).
    4 - I will do some testing after trying items 1/2/3 and if I dont see any results I will try to decrease the explosion size to a unique one and increase the bomb amount won in each mission to compensate it.

    I will be resending you the SCO for testing in 2-3 days (or less). If everything looks good after your testing, we can replace the old SCO for this new one.
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  4. #24  
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    I believe playing the game from external has more memory issues than playing on internal(I also think Ultimate is the best Internal IV game),which result in the freeze issue.
    Many times I noticed issues arising from any script mods when playin from external. First time playin Ultimate I noticed I could push the number of scripts activated in game past the number of external. Playing external without scripts is all right, with scripts I always freeze I ps3.
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  5. #25  
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    IT WORKS !!

    i deleted my savefile and re-installed my gamedata ... minigame works fine , played tru missions with almost no issues ( i had a single minor bug )

    minor bug : on 1st mission 2 team-mate blips didnt got removed after they died ... blips stayed on map even after picking up new ally's .



    good work rodd1981 sorry if i got you worried with a flawed test-result ... my bad !

    note : ill edit test-results post with proper info's
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  6. #26  
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    Quote Originally Posted by nativesith View Post
    I believe playing the game from external has more memory issues than playing on internal(I also think Ultimate is the best Internal IV game),which result in the freeze issue.
    Many times I noticed issues arising from any script mods when playin from external. First time playin Ultimate I noticed I could push the number of scripts activated in game past the number of external. Playing external without scripts is all right, with scripts I always freeze I ps3.
    Quote Originally Posted by HuN View Post
    IT WORKS !!

    i deleted my savefile and re-installed my gamedata ... minigame works fine , played tru missions with almost no issues ( i had a single minor bug )

    minor bug : on 1st mission 2 team-mate blips didnt got removed after they died ... blips stayed on map even after picking up new ally's .



    good work rodd1981 sorry if i got you worried with a flawed test-result ... my bad !

    note : ill edit test-results post with proper info's
    @NativeSith: That's so true ... You may also have an issue with the I/O throughput/speed performance (Internal HD SATA 1 = 1.5GBit/s VS External HD USB 2.0 = 480Mbit/s).

    @HuN: Good to hear that it worked for you (a bit frustrating having to remove all gamedata & savefiles though).

    Regarding the blips, Nativesith also reported me that issue (I will need your help on that). I've tried to figure out a bunch of times what was causing this but I don't have any clue (it just happens if the team mate has died inside a vehicle). If team mate gets killed outside a vehicle and you walk away, the blip disappears.

    I've done some tests yesterday and noticed that there are game lags in some particular places (specially while loading textures from the floor/roads/etc).

    Things which I am wondering if it's possible or not to do:

    1) Is there a way to unload/disable the amb* SCO scripts which keep running all the time in background? One example is the ambairpotarea.sco, ambbeggar and others (I believe that disabling these kind of scripts while playing the mini game will dramatically increase the gaming performance).
    2) Is there a way/function to make the mini game load the last save game after/before calling TERMINATE_THIS_SCRIPT()? Just like in multiplayer, when you quit the lobby area (I wanted to do that on my mini game but I don't know if it's possible and if there is a native function for that).
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  7. #27  
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    Quote Originally Posted by rodd1981 View Post
    @NativeSith: That's so true ... You may also have an issue with the I/O throughput/speed performance (Internal HD SATA 1 = 1.5GBit/s VS External HD USB 2.0 = 480Mbit/s).

    @HuN: Good to hear that it worked for you (a bit frustrating having to remove all gamedata & savefiles though).

    Regarding the blips, Nativesith also reported me that issue (I will need your help on that). I've tried to figure out a bunch of times what was causing this but I don't have any clue (it just happens if the team mate has died inside a vehicle). If team mate gets killed outside a vehicle and you walk away, the blip disappears.

    I've done some tests yesterday and noticed that there are game lags in some particular places (specially while loading textures from the floor/roads/etc).

    Things which I am wondering if it's possible or not to do:

    1) Is there a way to unload/disable the amb* SCO scripts which keep running all the time in background? One example is the ambairpotarea.sco, ambbeggar and others (I believe that disabling these kind of scripts while playing the mini game will dramatically increase the gaming performance).
    2) Is there a way/function to make the mini game load the last save game after/before calling TERMINATE_THIS_SCRIPT()? Just like in multiplayer, when you quit the lobby area (I wanted to do that on my mini game but I don't know if it's possible and if there is a native function for that).
    about blips ... ill look in the source , if i notice something ill report .

    #1 : i had this theory too ... theres many natives for scripts , i was planning to try " TERMINATE_SCRIPT_WITH_THIS _NAME " but so far i didnt need to explore that path .
    #2 : i assume there is ... but i really dont know .
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    possible solutions for blips removal ...

    in here :
    Code:
    // Manage Allies
    void ManageAlly(void)
    {
    	uint AN = 0;
    		
    	for(AN=0;AN<=ALLYMAX;AN++)
    	{
    		if(DOES_CHAR_EXIST(aped[AN]))
    		{
    			SET_CHAR_WANTED_BY_POLICE(aped[AN], FALSE);
    			if(aPedRC[AN] == 1)
    			{
    				if(IS_CHAR_DEAD(aped[AN]) || IS_CHAR_IN_ANY_CAR(aped[AN]) && IS_CHAR_DEAD(aped[AN]))
    				{
    					REMOVE_FAKE_NETWORK_NAME_FROM_PED(aped[AN]);
    					REMOVE_BLIP(aped[AN]);
    					EXPLODE_CHAR_HEAD(aped[AN]);
    					TASK_DIE(aped[AN]);
    					MARK_CHAR_AS_NO_LONGER_NEEDED(&aped[AN]);
    					aPedRC[AN] = 0;
    				}
    			}
    		}
    	}
    }

    did you try just :
    Code:
    // Manage Allies
    void ManageAlly(void)
    {
    	uint AN = 0;
    		
    	for(AN=0;AN<=ALLYMAX;AN++)
    	{
    		if(DOES_CHAR_EXIST(aped[AN]))
    		{
    			SET_CHAR_WANTED_BY_POLICE(aped[AN], FALSE);
    			if(aPedRC[AN] == 1)
    			{
    				if(IS_CHAR_DEAD(aped[AN]))
    				{
    					REMOVE_FAKE_NETWORK_NAME_FROM_PED(aped[AN]);
    					REMOVE_BLIP(aped[AN]);
    					EXPLODE_CHAR_HEAD(aped[AN]);
    					TASK_DIE(aped[AN]);
    					MARK_CHAR_AS_NO_LONGER_NEEDED(&aped[AN]);
    					aPedRC[AN] = 0;
    				}
    			}
    		}
    	}
    }
    or maybe you could add a distance check ... like this :
    Code:
    // Manage Allies
    void ManageAlly(void)
    {
    	float xp, yp, zp;
    	float xa, ya, za;
    	float dist;
    	uint AN = 0;
    		
    	for(AN=0;AN<=ALLYMAX;AN++)
    	{
    		if(DOES_CHAR_EXIST(aped[AN]))
    		{
    			SET_CHAR_WANTED_BY_POLICE(aped[AN], FALSE);
    			GET_CHAR_COORDINATES(GetPlayerPed(), &xp, &yp, &zp);
    			GET_CHAR_COORDINATES(aped[AN], &xa, &ya, &za);
    			GET_DISTANCE_BETWEEN_COORDS_3D(xp, yp, zp, xa, ya, za, &dist);
    			if(aPedRC[AN] == 1)
    			{
    				if(IS_CHAR_DEAD(aped[AN]) || dist > 250.0)
    				{
    					REMOVE_FAKE_NETWORK_NAME_FROM_PED(aped[AN]);
    					REMOVE_BLIP(aped[AN]);
    					EXPLODE_CHAR_HEAD(aped[AN]);
    					TASK_DIE(aped[AN]);
    					MARK_CHAR_AS_NO_LONGER_NEEDED(&aped[AN]);
    					aPedRC[AN] = 0;
    				}
    			}
    		}
    	}
    }
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  9. #29  
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    Thanks for the "ready-to-go" coding suggestion =) ... I will give a try and tell you the results.
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  10. #30  
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    The blip issue was ridiculous, lol ... I was using a Ped var on it (rather than a Blip var) ...

    Just replaced aped[AN] for baPed[AN] to fix =)

    I did other minor fixes and released version 1.1 (please test and let me know if you guys find any bugs/issues):

    Changelog preview:

    CHANGELOG

    V1.1:

    * FIXED ISSUE : Game was freezing when Petrovic was hitten by a bomb (now you are not allowed to drop bombs near him).
    * FIXED ISSUE : Team mates blip was still active on radar after dying.
    * FIXED ISSUE : Game was freezing on Majestic (1st mission - probably due to room interiors loads plus intense mini game code running in background). Changed 1st mission location to a nearby place to avoid/fix game freezing
    * FIXED ISSUE : When player was killed inside a vehicle/heli, team mates that were still alive were being teleported to Petrovic's house inside a vehicle/heli.
    * FIXED ISSUE : Function HAS_PICKUP_BEEN_COLLECTED was replaced by COUNT_PICKUPS_OF_TYPE (thus, fixing an issue where the game got stuck after collecting all pkgs).
    * FIXED ISSUE : Local and pain voice is now set to current player (Russian mobster).
    * FIXED ISSUE : Old pickups (drug/health) are now cleared from the map before the game starts.
    * ADDED.......: When game ends, you will be teleported to the latest location you were (as Niko Bellic).
    * ADDED.......: Progress Status Percentage Stats
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